- This article is about Zero Suit Samus' appearance in Super Smash Bros. Ultimate. For other uses, see Zero Suit Samus.
|“||Although not as powerful as Samus, her speed is exceptional! Her Paralyzer not only has the ability to stun opponents, but it can also turn into a whip. For her Final Smash, she dons her suit and fires a powerful laser!||”|
|—Description from the Super Smash Blog.|
When unlocked, she is fought at Brinstar.
- 1 Attributes
- 2 Summary
- 3 Changes from SSBWU/3DS
- 4 Moveset
- 5 In competitive play
- 6 Palette Swaps
- 7 Gallery
- 8 External links
- Possesses some of the best overall mobility in the game. She has the 2nd fastest inital dash, is tied with Sheik for the 5th fastest walk speed, the 7th fastest run speed, the 9th fastest air speed, the 15th fastest air acceleration, and the 3rd highest jump height.
- Great overall frame data.
- Excellent air game due to her fast and powerful aerial attacks, giving her excellent options for juggling, comboing and pressuring opponents.
- Has a frame 1 jab which can act as a get off me tool.
- Possesses excellent KO setups.
- Possesses a tether grab.
- Can paralyze opponents with Paralyzer and Down Smash, which can lead into follow-ups.
- Has a powerful finisher in Boost Kick, which traps opponents before launching them upwards with high enough power to KO at low percents.
- Has one of the best moves in the game in Flip Jump which acts as a third jump that does not make her helpless and has incredible utility as a recovery tool, disadvantage breaking option due to its intangibility frames, and combo finisher due to the ability to input a flip kick attack that has a spike hitbox and can be combo'd into from her neutral aerial. The Flip Jump hitbox also spikes opponents offstage if she lands on them or buries them onstage which can lead to a finisher or potential KO with Boost Kick or up smash.
- Versatile recovery, making her difficult to edgeguard.
- Capable of wall jumping and crawling.
- Short reach on attacks, forcing a reliance on close combat.
- Featherweight, being very easy to launch and KO.
- Hitboxes may occasionally miss on shorter characters.
- Very reliant on combos to deal damage.
- KO options can be inconsistent.
Zero Suit Samus is a tall, lightweight character, similar to Zelda and Rosalina, which alongside her low weight (tied with Meta Knight for the seventh lowest) gives her poor endurance. However, much like other rushdown characters of her playstyle, her mobility is among the best in the game; she possesses the 2nd fastest initial dash in the game, the 7th fastest run speed, the 9th fastest air speed, the 15th fastest air acceleration, and the 3rd highest jump height overall. Altogether, this combination of traits gives her an excellent hit-and-run playstyle.
One of her biggest strengths is her outstanding air game, considered among the best in the cast. While her neutral aerial has noticeable start-up, it is decently disjointed and sends at an excellent angle for combos. This makes it one of her main tools in the neutral and is notable for having several KO confirms into some of her finishing moves. Her forward aerial is also a great combo starter due to its low lag and can be useful for edgeguarding, while it has some KO potential offstage. Her back aerial is fast and has good KO power and can be combo'd into from a neutral aerial at high percents, making it one of her main KO options. Her up aerial is one of her fastest aerials and can be combo'd into itself repeatedly, making it a great juggling tool, namely into Boost Kick . Her down aerial is a stall-then-fall aerial with a meteor smash hitbox; while it is her slowest aerial and easily her most unsafe to use offstage, it can nonetheless be used as a situational KO move. Finally, she is one of the only characters in the game with a grab aerial, which like most other grab aerials has long range and low lag overall, giving her a good approach against aerial foes, while also giving her a niche recovery option.
While her ground game isn't as powerful as her aerials, it still has decent utility. Her neutral attack is notable for coming out instantly on frame 1, making it a reliable anti-pressure tool despite its poor damage output and range. Her forward tilt has good range and can set up tech-chase situations and can trip at low percents when angled downwards, her up tilt is the fastest of its kind at 3 frames of startup and can be used as an anti-air, and her down tilt lowers her hurtbox and is useful as a ranged poking option. Her down smash is a decently effective combo tool starting from lower percentages; however, unlike most other down smashes, it only hits in front of her, meaning it can miss. Lastly, her up smash has impressive vertical range overall, deals high hitstun, has low enough ending lag for some combos at low percentages, and has decent KO power, easily making it one of the best up smashes in Ultimate.
Zero Suit Samus also has a decent grab game, as her grab has a very long range, while all of her throws deal at least 8% damage. Her forward throw can be used for tech chasing, while her back throw can force opponents into unfavorable offstage situations or even lead into her infamous Flip Jump meteor smash. Her up throw is a very strong KO throw (which KO's starting around 170%), and while her down throw is ironically unsuitable for combos unlike other down throws, it can still follow up at low percentages if she acts fast enough.
Finally, her special moveset has strong utility overall. Paralyzer, her neutral special, has a very fast charge time compared to other chargeable projectiles, and starting at mid percentages, will stun opponents long enough for her to be able to follow up. Plasma Whip, her side special, is a long-ranged attack with very strong utility: tapping the button will cause the move to become a multi-hitting KO option that KO's starting at 140% if fresh, while holding the button will cause the move to hit once and knock foes upward. While this version is less suited for offense and has more lag, it still has utility for setting up combos. Boost Kick, her up special, travels a short distance overall for a lightweight, but compensates with having many options that follow up into it (such as neutral and up aerials, Paralyzer and Flip Jump's burying sweetspot), while the last hit is strong enough to KO earlier than her forward smash. Finally, her down special, Flip Jump, is a 45 degree acrobatic jump that does not render her helpless in the air, while its followup kick can meteor smash foes in the air or bury them on the ground, and is fast enough that it will often leave slower characters (such as Ganondorf) in disadvantageous situations.
Zero Suit Samus is not without flaws, however. Perhaps her most infamous flaw lies in her defense: while her recovery is among the most effective in Ultimate due to her abundance of recovery options, her fast air speed and high jumps, her aforementioned weight and tall frame give her very poor endurance, while her recovery options (except for Flip Jump) give ironically short distance on their own, which can make her recovery predictable. This flaw is further stressed with her fast falling speed, as it is easy for characters with sufficiently fast combo attacks (including Mario and Pichu) to perform combos on her (although her frame 2 air dodges can somewhat alleviate this issue).
Her ground game, despite its strengths, is also flawed. While her tilts have passable range, and her up and down smashes are good for followups and KO confirms, her forward smash has high end lag for an attack of its kind and is not strong enough to KO reliably, making it arguably her worst move. Her dash attack is also slow and does not reliably combo unless the opponent DIs incorrectly due to its ending lag, and her down smash, despite its followup potential, is unsafe on hit at low percentages due to its low hitlag and knockback, meaning that the paralyzed opponent(s) can act before she can follow up.
Finally, while her grab game has some utility, it is still with flaws. As her throws only deal passable damage at best, while her up throw is her only KO throw, they are only generally used to deal damage if other close-range moves stale. Her grab in general is also very laggy in startup and end lag, meaning that despite its long range, it is easy to punish from any sufficiently fast attack if it misses. Lastly, the nerfs to her down throw, which was easily her best throw from Smash 4, make her grab game more suited for direct offense instead of damage racking strings, giving it limited utility overall.
In the end, Zero Suit Samus retains much of her playstyle from Smash 4, being a hit-and-run character with a strong punishment game, while the transition from Smash 4 to Ultimate has improved her overall mobility and combo tools at the cost of KO power.
Changes from SSBWU/3DS
- Due to the aesthetic used in Ultimate, Zero Suit Samus's model features a more vibrant color scheme. The material of her Zero Suit no longer looks homogeneous; her physique has been altered as well, with her figure now being leaner and more muscular and her bust being reduced. Most of her suit is now a lighter shade of blue with a matte texture, which matches her in-game design in Metroid: Samus Returns. Her eyes are a more vibrant green and less blue. Her skin is also paler.
- Zero Suit Samus has a new idle animation. She now holds the Paralyzer in a high ready position, similar to one of her idle poses and victory animations, and no longer bounces in place.
- Zero Suit Samus's walking and running animations have been altered slightly; she now bobs with each step.
- Zero Suit Samus propels herself forward using her jet boots when performing a forward roll.
- Zero Suit Samus now strikes a pose during her down taunt animation.
- Like all characters, Zero Suit Samus's jumpsquat takes 3 frames to complete (down from 4).
- Zero Suit Samus runs significantly faster (2.1 → 2.31).
- Her initial dash is significantly faster (1.7 → 2.42), now being the 2nd fastest in the game.
- Zero Suit Samus walks slightly faster (1.4 → 1.47).
- Zero Suit Samus' air speed is slightly faster (1.2 → 1.26).
- Zero Suit Samus' traction is higher (0.07 → 0.116).
- Forward roll has less ending lag (FAF 28 → 27).
- Forward roll grants less intangibility (frames 4-15 → 4-12).
- Zero Suit Samus activates her Jet Boots during forward roll.
- Back roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 33).
- Spot dodge has less ending lag (FAF 25 → 24).
- Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).
- Air dodge grants more intangibility (frames 2-25 → 2-26).
- Air dodge has significantly more ending lag (FAF 31 → 46).
- Neutral attack:
- The first hit transitions faster into the second hit (frame 12 → 6), which transitions faster into the third hit (frame 10 → 6).
- The first and second hits have altered angles (92°/61° → 361°/180° (hit 1), 45° → 361° (hit 2)) to keep opponents on the ground, akin to other neutral attacks, and the first hit has gained a hitstun modifier, which is higher for the hitboxes closer to Zero Suit Samus (0 → 10/6/2). This allows the move to jab lock and connect more reliably overall.
- The first and second hits' hitboxes are placed lower (Y offset: 12u/11u → 10u (hit 1), 11u/10u → 9.5u/9.8u/10u (hit 2)), allowing them to hit opponents at low heights slightly more effectively.
- All hits have a higher hitlag multiplier (1× → 1.8×), giving opponents more time to SDI each hit and DI the last hit.
- The first two hits have a shorter hitbox duration (frames 1-2 → frame 1 (hit 1), 2-3 → 2 (hit 2)).
- The first and third hits have more ending lag (FAF 21 → 24 (hit 1), 32 → 35 (hit 3)).
- The first two hits no longer use set knockback (23/45 set/100 scaling → 20/15/10 base/50/33/20 scaling (hit 1), 34/50 set/100 scaling → 30/25/20 base/40/40/30 scaling (hit 2)), causing them to connect less reliably at high percents, without granting them jab cancel setups whatsoever.
- The first hit has an altered animation where Zero Suit Samus jabs at a slightly lower height, matching its changed hitbox positions.
- The first and second hit consist of three hitboxes instead of two, which are smaller (3u/3.8u → 2u/2.3u/2.5u (hit 1), 2.2u/2.8u/3.5u (hit 2)).
- The third hit has altered hitbox sizes (4.2u/3u → 4u/3.5u) and a consistent horizontal placement throughout (Z offset: 6u/2u (frame 3), 8.1u/1.1u (frame 4) → 8u/2u (frames 3-4)) This increases its range on the first active frame, but reduces its disjoint on the second active frame.
- Up tilt:
- The first hit deals less knockback (55/85 base/30/50 scaling → 40/57/30/40), and its aerial-only hitbox launches at a higher angle (150° → 138°), allowing it to connect better into the second hit.
- It no longer grants intangibility on Zero Suit Samus' legs, making it less effective as an anti-air.
- It no longer has anti-rebound properties. This prevents the second hit from hitting opponents after the first hit clangs, but can also prove beneficial by allowing Zero Suit Samus to escape subsequent attacks from opponents rather than remaining stuck in the move's ending lag.
- Down tilt:
- Down tilt has less ending lag (FAF 36 → 30). In combination with the increased shieldstun for ground attacks, this makes it safer on shield.
- It launches at a higher angle (60° → 70°). Coupled with the above change, this gives the move combo potential at low percents.
- It moves Zero Suit Samus a much shorter, almost negligible distance forward. This reduces its range, but improves its utility for spacing in combination with its lower ending lag.
- It has a different animation: Zero Suit Samus uses her left leg instead of her right.
- Dash attack:
- The innermost hitbox stretches downward (Y offset: 10u → 10u-5u), with the late hit's also being larger (4.1u → 4.5u), allowing it to hit opponents lying down more effectively.
- Forward smash:
- Forward smash's second hit can be angled, allowing her to both hit characters in the air more reliably when angled up, and hit smaller characters when angled down.
- It has less startup (frame 14, 27 → 13, 26).
- The first hit has different hitboxes for grounded and aerial opponents, with altered angles (45°/40°/38° → 60°/40°/38° (grounded)/45°/18°/16° (aerial)) and set knockback (50/68/72 → 35/68/72 (grounded)/38/60/67 (aerial)), allowing it to connect more reliably into the second hit.
- It has more ending lag (FAF 63 → 65).
- Zero Suit Samus doesn't move forward as much, especially during the second kick. This makes it harder to hit opponents from farther away.
- The second hit's hitboxes on Zero Suit Samus's leg have less knockback scaling (109 → 97), hindering their KO potential, especially in comparison to the hitbox on her foot.
- Up smash:
- Down smash:
- Down smash applies hitlag to Zero Suit Samus, reducing her advantage over the opponent.
- It has a lower hitlag multiplier (1× → 0.6×) and deals much less knockback (50/40 base/90/50 scaling → 0 base/90/85 scaling), significantly reducing its paralysis time. In combination with the aforementioned change, this greatly hinders its combo potential to the point it is unsafe on hit at low percents, with the sweetspot not leading into a jab until around 12%.
- All aerials have less landing lag (10 frames → 8 (neutral), 16 → 10 (forward), 11 → 10 (back), 9 → 5 (up), 30 → 24 (down)).
- Forward aerial:
- Zero Suit Samus kicks at a slightly lower height, allowing her to hit grounded characters more easily at the start of a short hop.
- The first hit has different hitboxes against grounded opponents, which launch at a higher angle (361° → 50°) and have more base knockback (50 → 60), allowing it to connect better into the second hit.
- The first hit transitions faster into the second (frame 16 → 13).
- The second hit has less knockback scaling (116 → 104), hindering its KO potential.
- Back aerial:
- The sourspot is larger (2.5u → 3.5u), placed closer to Zero Suit Samus (X offset: 1.5u → -1u), and takes priority over the sweetspot. While this covers a blindspot on Zero Suit Samus' upper leg, it most notably makes the sweetspot harder to land, as the sourspot previously covered a very small space and was thus almost negligible.
- The move has a slightly altered animation: Zero Suit Samus is more upright while kicking and her left leg is more inward.
- Up aerial:
- Down aerial:
- Down aerial has less knockback scaling against grounded opponents (90 → 60), allowing it to connect better into the landing hit.
- The landing hitbox is larger (8u → 9u), extends farther horizontally (Z offset: -1u–1u → -1.5u–1u), and is positioned higher (Y offset: 6u → 7u). This improves its range, especially against opponents above or behind Zero Suit Samus, further helping it connect from the main hitboxes.
- The landing hit can combo into a forward aerial at low percents due to its increased range and the move's lower landing lag.
- Grab aerial:
- Grab aerial has less ending lag (FAF 60 → 50).
- It has a lower hitlag multiplier (1× → 0.7×).
- It causes the Plasma Whip to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.
- It has less tether range.
- It deals consistent damage (3% early/6% clean → 5%). It is less than the previous clean hit, but more than the early hit.
- It has a different hitbox size inbetween the previous early and clean hits (2u (early)/4u (clean) → 3u).
- The Plasma Whip droops and lays on the ground during landing lag.
Grabs and Throws
- All grabs have less ending lag, especially pivot grab (FAF 69 → 59 (standing), 72 → 67 (dash), 80 → 62 (pivot)).
- Standing grab has less startup (frame 16 → 15), and the hitbox on the Plasma Whip has a longer duration (frames 16-25 → 15-25).
- The changes to jostle mechanics prevent dash grab from whiffing when initiated too close to the opponent.
- Dash and pivot grab have more startup (frame 16 → 17 (dash), 17 → 18 (pivot)).
- Standing and dash grab's hitboxes at close range have a shorter duration (frames 16-19 → 15-17 (standing), 16-18 (dash)).
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7).
- Forward throw:
- Zero Suit Samus has a new forward throw: a kick to the opponent's chest.
- It releases opponents at a lower angle (45° → 33°), allowing it to set up tech-chases.
- It has less startup (frame 6 (hit 1), 8 (release) → 8, 9), giving the opponent slightly more time to DI.
- It deals less damage on release (7% → 4%), with the first hit dealing more damage instead (2% → 5%), and only base knockback slightly compensated on the former (50 → 58). This makes it less effective for getting opponents offstage, but allows it to set up tech-chases for longer.
- It no longer uses an electric effect and SFX, instead using a neutral effect with kick SFX, but the first hit has a higher hitlag multiplier (1× → 1.5×).
- Back throw:
- Up throw:
- Down throw:
- Down throw has less startup (frame 26 (hit 1), 28 (release) → 20, 22).
- It deals more damage (2% (hit 1), 3% (throw) → 4% (both); 5% total → 8%).
- It takes longer to interrupt (FAF 46 → 52), significantly increasing its ending lag in combination with its faster startup. This completely removes its guaranteed followups, no longer being Zero Suit Samus' most reliable combo starter, to the point it has gone from one of her best moves, to arguably becoming her worst, and is her least useful throw.
- Edge attack:
- Plasma Whip:
- Plasma Whip's second and last hits deal more damage (1.2% → 2% (hit 2), 7.5% → 8% (last hit)), and it deals an additional hit of 1.2% damage on the same frame as the second hit. This moderately increases its total damage (13.1% → 15.6%).
- All hits have larger hitboxes (4u/2.5u (hit 1), 2.8u (hit 2), 3.2u (hit 3), 3.5u (hit 4), 4.6u (hit 5) → 4u/3.5u (hit 1), 4u (hit 2), 3.5u (hit 3), 3.7u (hit 4), 4u (hit 5), 6u (hit 6)).
- The first five hits use different angles (30°/10° → 20°/10° (hit 1), 10° (hits 2-4) → 17° (hits 2-3), 15° (hits 4-5)) and set knockback (100/60 base/30/70 scaling → 50/80 set/100 scaling (hit 1), 60 base/65 scaling (hits 2-4) → 80 set/100 scaling (hit 2), 60/100 (hit 3), 65/100 (hit 4), 60/95 (hit 5)), allowing them to connect more reliably.
- The last hit has less startup with a longer duration (frames 32-34 → 31-35).
- The last hit launches at a lower angle (60° → 55°), and deals much more knockback (45 base/105 scaling → 47/138) on top of its increased damage. This significantly increases its power to the point it can KO at around 135% from the center of Final Destination if all hits connect (comparing to the previous version not KOing until around 195%), restoring most of its utility from Brawl and giving Zero Suit Samus another reliable finisher.
- A different variation of the attack can be used by holding the special move button throughout it, which has Zero Suit Samus swing the Plasma Whip back and above her, instead of releasing a spark from its tip. This variation has more ending lag (FAF 56 → 63), and replaces the last hit with four hits (frames 31-35 → 31-32, 37-38, 42-43, 46-47) that use the electric effect and deal 4% each (though they cannot feasibly link into each other), launching opponents vertically (107°/95°/80°/75°) with different knockback (98 base/62 scaling) and a hitstun modifier of 4. This allows it to set up opponents for juggles, with the later hits having true combos into aerial attacks, and gives it anti-air properties.
- Boost Kick:
- The aerial version's first hit and both versions' subsequent hits have lower set knockback (150 → 130 (hit 1, aerial), 110 → 50 (hits 2-5), 16/12 (hit 7) → 12/10 (hit 6, grounded), 10/16 (hit 6, aerial)), and the second to fifth hits use the autolink angle (87° → 367°), allowing them to connect more reliably.
- The last hit has less startup (frame 36 → 32).
- It has more landing lag (23 frames → 30).
- It hits seven times instead of eight, with the previous sixth hit being removed, dealing less total damage as a result (16.8% → 15.5%). The new sixth hit has more startup to compensate (frame 24 → 26).
- The grounded version's first hit has lost its farthest hitbox, reducing its range to the point Zero Suit Samus has to be right next to the opponent in order for it to connect. This worsens its effectiveness as an out of shield option.
- The aerial version's last hit has less knockback scaling (209 → 184), causing it to KO roughly 25% later than the grounded version unless it is used close to the top blast line.
- The move no longer experiences RCO lag.
- Flip Jump:
- Flip Jump travels slightly faster and has less ending lag (FAF 50 → 39).
- The manual kick can be inputted earlier (frame 19 → 14).
- The footstool stomp has much less ending lag in the air (FAF 85 → 60), and bounces Zero Suit Samus a shorter distance upward, allowing her to reach opponents sooner after they are buried.
- It can no longer be ledge canceled.
- The flip no longer grants intangibility on Zero Suit Samus's head, legs and feet for its entire duration after the full intangibility on frames 3-12 ends.
- The kick has a shorter duration (frames 9-14 → 9-12).
- The footstool stomp's burying hitbox deals much less knockback (60 base/100 scaling → 10/90), significantly hindering its followup potential, no longer possessing KO setups until very high percents if the opponent mashes fast enough.
- The kick uses the "small" kick sound effect on hit rather than the "large" one.
- Final Smash:
- Zero Suit Samus has a new Final Smash, Zero Laser. She summons her gunship, but temporarily dons her Varia Suit (using the same model as the playable version) and fires a single, long-lasting laser from the top of the ship, similarly to Aura Storm. The players choose where to aim the laser with a targeting reticle.
- Zero Laser deals significantly increased damage compared to a single laser (0.8% loop hits/10% last/17.2% total → 1.2%/1.6% loop hits/20%/25% last/51.2%-66.6% total), and the last hit has much higher knockback, making it more powerful.
- Zero Laser only has a single use compared to Gunship's maximum of five shots, making it deal less total damage if all hits connect (86% → 66.6%). The last hit also has a delay before being fired, meaning the Final Smash can miss. This makes it less versatile and consistent.
- Neutral Attack: very quick chop-punch-elbow combo with knockback; fastest jab among all fighters
- Forward Tilt: roundhouse kick
- Up Tilt: handstand kick that strikes in front and behind; very quick
- Down Tilt: low leg sweep with knockdown and popup
- Dash Attack: knee strike with knockback; very quick, but leaves her vulnerable
- Forward Smash: roundhouse kick with knockback; can be angled
- Up Smash: upward whip attack with last-hit launch
- Down Smash (Slant Paralyzer): area-of-effect blaster barrage at the ground with stun and knockup
- Floor Attack (Front):
- Floor Attack (Back):
- Floor Attack (Trip):
- Ledge Attack:
- Neutral aerial: electrical whip that strikes forward and back
- Forward aerial: two horizontal kicks with knockback
- Back aerial: rear kick
- Up aerial: somersault kick
- Down aerial (Slash Dive): dive-bomb extended leg strike; landing deals area-of-effect damage
Grabs and Throws
- Grab: ranged tether; also usable in the air
- Forward Throw: standard
- Back Throw: standard
- Up Throw: flip kick with launch
- Down Throw: standard
|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|
- Up Taunt: Twirls in place, tosses her blaster into the air and catches it, and says "Is that all?"
- Down Taunt: Twirls her plasma whip around herself like a ribbon, while saying "You're mine!"
- Side Taunt: Activates her plasma whip and swings it to the side saying, "Try me."
- Drops from her Gunship and lands onto the stage.
In competitive play
To be added