It can also be charged to increase the time an opponent is stunned as well as slightly boost its range.
The Paralyzer is also used in her Down Smash, fired downwards right in front of her, and retains the stunning effect for a longer period of time.
Interestingly, the stunning effect caused by the Paralyzer is not affected by knockback resistance. Also, hitting a non-flinch character like Porky with this will cause them to shake like being paralyzed, though they will continue to move unhindered.
|Zero Suit Samus's Special Moves|
|Side Special||Plasma Whip|
|Up Special||Plasma Wire||Boost Kick|
|Down Special||Flip Jump|
|Final Smash||Power Suit Samus||Gunship||Zero Laser|
Blast Shot shoots farther and faster than normal, but it's slightly less powerful and won't stun.
Electromagnetic Net fires an energy blast that expands after being fired, but it has reduced range.
|Zero Suit Samus's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Blast Shot||Electromagnetic Net|
|Side Special||Plasma Dash||Whip Lash|
|Up Special||Impact Kick||Lateral Kick|
|Down Special||Shooting Star Flip Kick||Low Flip|
- A good tactic is to hit an opponent with a fully charged shot, then grab and up-throw that opponent. Samus then can perform up-airs to quickly land a K.O.
- In Metroid: Metroid: Zero Mission, Samus' Paralyzer was self-charging. In Brawl, however, Samus has to charge the weapon for a small time.
In Metroid: Zero Mission, Zero Suit Samus' role in the game is a stealth role; even with a charge shot, the best she can do with her gun is paralyze Space Pirates for a few seconds if it was shot when fully charged.