Super Smash Bros. Brawl

Zero Suit Samus (SSBB)

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This article is about Zero Suit Samus' appearance inSuper Smash Bros. Brawl. For other uses of Samus' "Zero Suit" character design, seeZero Suit Samus.
For information about the result of Zero Suit Samus using herFinal Smash, seeSamus (SSBB).
Zero Suit Samus
inSuper Smash Bros. Brawl
Zero Suit Samus SSBB.jpg
MetroidSymbol.svg
UniverseMetroid
Shares character slot withSamus
Other playable appearancesinSSB4
inUltimate

AvailabilityStarter
Final SmashPower Suit Samus
TierB (9)
Zero Suit Samus (SSBB)

Zero Suit Samus (ゼロスーツサムス,Zero Suit Samus) is a newcomer that appears inSuper Smash Bros. Brawl. She was revealed at E3 2006, showcasing the result ofSamus using herFinal Smash.

Zero Suit Samus is voiced byAlésia Glidewell in all regions, with a mix of grunts and short bits of English dialogue. She got this role and the role ofKnuckle Joe in English through voicingKrystal inBrawl's English version.[1]Brawl is the first game whereSamus has accessible voiced dialogue; prior to this, she had grunts and cries of pain in some past games, and extensive text dialogue and monologues inMetroid Fusion.

Zero Suit Samus can be played as by using Samus'Zero Laser, inputting Samus' up and down taunt rapidly, or by selecting Samus and holding theL orR button (GameCube/Classic Controller),Z button (Nunchuk), or theMinus button while transitioning to the stage select screen. InThe Subspace Emissary she can be selected over Samus inThe Great Maze and the post-game by hovering over Samus' slot and either tilting theC-Stick (GameCube/Classic Controller),C (Nunchuk) orMinus (sideways Wii Remote). She also can transform back by using her Final Smash,Power Suit Samus.

Zero Suit Samus ranks 9th out of 38 on theBrawltier list, placing her in the B tier. Zero Suit Samus has an amazing aerial andjuggle game, possessing very high jumps and powerful, low-lag aerial attacks. She also has very good mobility, and some of the game's most versatilerecovery options. making her very tough to pin down. Zero Suit Samus also has powerful KO options, as well as a greatcombo game, courtesy of adown smash that starts easy followups at any percent, along with a ledge setup that invalidates many recoveries. HerPower Suit Pieces, in addition, function as throwable items, and some of the most powerful projectiles in the game, making her incredibly dangerous at the beginning of a match.

However, Zero Suit Samus has some weaknesses, mainly a poor ground game. Though some of her ground attacks are still effective for combos, her tilts and smashes do below average damage and mediocre knockback. On top of that, she has one of the laggiestgrabs in the game. Herout of shield game is poor, with an unreliable up smash, and a slow grab, making her prone to shieldpressure, and despite her good air game, she lacks reliable options for enemies below her; this can make her vulnerable to juggling from characters such asMeta Knight. Furthermore, Zero Suit Samus'srecovery is reliant ontether grabs that can beedgehogged (although her high jumps anddown special make her suffer less from this than other characters with tethers).

Overall, Zero Suit Samus comes with above-averagematchups, representation, and tournament results, owing to great performances by the likes ofNick Riddle andSalem, and is thus seen as a narrowly viable fighter in the metagame.

Attributes[edit]

Zero Suit Samus is a talllightweight who boasts excellent mobility overall. She has the fourth fastestdashing andwalking speeds, tied withBowser andMarth for the 11th fastestair speed, tied withWolf andSonic for the third highesttraction, tied withNess,Pikachu, andZelda for the sixth fastestair acceleration, and the second highestjump. Herfalling speed andgravity are above-average (15th and 13th highest, respectively). She is also able tocrawl andwall jump, much like in her home series. On the downside, she has only a few reliable KO options, with only her forward aerial, back aerial, up aerial, Plasma Whip, and Flip Kick reliably KO'ing under 125%. This puts her in the "hit-and-run" archetype group.

She starts the match with a huge advantage over most characters in that she has readily throw-able projectiles that are extremely powerful and combo well with her glide toss. Many of her attacks have the advantage of coming out fast and can combo most heavyweights with her aerials very easily.

Herside special has a huge sweetspot at the end (one of the biggest in the game, second toZelda's side special) and the sour spot can push the opponent into the sweet spot, effectively KOing most characters around 110% if it's notstale. Her down smash has deceptively long range, extreme safety on shield, and sets up many combos, as well as KO setups. Zero Suit Samus is unique in the fact that many of her moves have large hitboxes and easy-to-hit sweetspots. This can devastate opponents as they are dealt a barrage of aerials and fast ground attacks. Herup smash is decent because it has fast start-up and it's great to stop incoming opponents from above and puts them in a good position for juggling, although it can be easily escaped throughSDI.

One of her few KO moves is herup aerial, a very fast flip kick that can KO as low as 90% if the opponent is near the upper blast line and possesses a very large sweetspot for such a powerful move. Both of her high jumps complement this strategy. She also has 3meteor smashes, herFlip Jump kick, if hit when she sticks her foot out, will spike opponents hard (even without doing this, the kick is still somewhat powerful and can KO most characters at fairly moderate damage percentages with strong horizontal knockback), herup special, if hit at the tip, will meteor smash anyone it hits and her down aerial (although this is an unreliable spike). Both of these can be used for any situation, giving her multiple surprise KO methods.

Zero Suit Samus, if mastered, is extremely dangerous, and many players can find themselves down a stock or worse if they aren't careful. Her attacks and combos require a lot of precision, which makes her a difficult character to learn and play effectively. The stale move negation can complicate her ability to get a KO, despite her having only a few KO moves and good edgeguarding skills. All of her tilts are quick (although her up tilt has high ending lag), with decent range, and have the bonus of launching her opponents into the air. She has a situational though passable out of shield game (making herself prone to heavy shield pressure). Her aerial game is powerful with lethal kicks and long-ranged attacks, but her very high short hop makes approaches with aerials difficult. Her projectile, the Paralyzer, can set opponents up for KOs and deals a bit of damage. However, it's slow and needs to be charged up to go far. Her tether grab has incredible range (tied with Olimar´s Red Pikmin, only losing to White and Blue Pikmin, although her grab possesses the longest range in aerial opponents), but it leaves her vulnerable if it misses, which is dangerous for such a light character. Her smashes complement her perfectly. Her up and down smashes are useful for their range. The down smash is perfect for set-up KO's, and the up smash makes for a good launcher, and can stop opponents' midair combos, while her side smash is quite weak, in terms of damage and power, with high ending lag and considerable start-up lag, but with good range, even behind her. In terms of recovery, she can use her Plasma Wire and Whip as a tether recovery, but it can be stopped byedge-hogging, although due to her air speed and second jump being fairly high and combining with Flip Jump, she can usually come back to the stage without relying on her tether.

Moveset[edit]

For a gallery of Zero Suit Samus' hitboxes, seehere.

 NameDamageDescription
Neutral attackLevel Chop (レベルチョップ)
Gun Hook (ガンフック)
Back Knuckle (バックナックル)
2%Knifehand strike, pistol whip, elbow strike. First hit out on frame 1, being one of the fastest moves in the game. The third hit is easily powershielded, although the jab is inescapable against aerial opponents.
2%
3%
Forward tiltSpin Kick (スピンキック)6%Does an around-the-body 45° kick. Can be angled. At low percentages, it can make opponentstrip if tilted down. However, at mid-high percentages, angle upward or forward will cause tripping more often. Very low knockback. Has a start-up of 6 frames. Can lock, like the dash attack.
6%
9%
Up tiltHeadstand Kick (ヘッドスタンドキック)5% (hit 1), 6% (hit 2)Does a handstand split while spinning in place, legs moving up vertically. Pretty good knockback at higher percentages, and at low percentages it sets up combos well. Has a start-up of 3 frames. Replaces her down smash as a semi-effective means of hitting opponents on both sides. GoodOoS, although it is situational.
Down tiltGround Sweep (グラウンドスイープ)6%Does a prone leg-sweep. Knocks upwards from afar, knocks diagonally at close range. Hits on frame 5. Can combo into other moves well at low and high percentages alike.
Dash attackJump Kick (ジャンプキック)7% (clean), 5% (late)Does a sliding kick forward with her leg extended. Similar to Fox's dash attack. Hits on frame 6. Can easily be followed with tilts at low to mid percentages, and canlock ifbuffered properly. Hastranscendent priority.
Forward smashSmash Whip (スマッシュウィップ)10% (gun),9% (late gun), 11% (whip), 6% (back, whip tip), 13% (whip base)Whips forward with her plasma whip. Great range, but has very poor knockback, especially at the tip and high startup lag andending lag, being easy topunish (especially withshield grabs). Hits on frame 20. This move also attacks enemies from behind her, but with minimal damage and vertical knockback. The sweetspot on the whip mostly overlaps the hitbox on the gun, which outprioritizes it, making the sweetspot very difficult to land. Additionally, none of the hitboxes on the whip scale in damage when charged.
Up smashShocker String (ショッカーストリング)4% (hit 1),1% (hits 2-5),3% (hit 6)Spins in place, extending the Plasma Whip up above her head in a swirl. Hits multiple times, has long vertical disjointed range and decent horizontal range. Has fast startup (8 frames). Only the tip of the plasma whip does knockback (which is very low). It's easy toSDI out of it before the last hit connect.
Down smashSlant Paralyzer (スラントパラライザー)11%Aims down and shoots paralyzer gun at the ground in front of her, creating a lightning effect. Only hits in front. Low damage and delayed knockback, but stuns the target in place for a short time depending on the damage that the opponent has. Unique attack that can be followed up by aside smash, a grab or another move. Double down smash followed by up smash (or whatever is appropriate at the time, like an aerial) is an effective combo and can easily rack up damage. Also moves her forward a little. CaninfiniteFox at mid percentages and otherfastfallers to a lesser extent. Hits on frame 20, making it somewhat difficult to land, but has extremely low ending lag with only 12 frames of ending lag making it very safe on shield when combined with the move's range. Altogether, its excellent combo and KO setup potential combined with its extreme safety on shield have made it considered one of the best down smashes in the game if not the best.
Neutral aerialWhip Guard (ウィップガード)10%Spins the Plasma Whip around herself. Fairly long range, but with below average knockback. Always deals 10% damage, regardless ofstale-move negation, and does not refresh stale-move negation on other moves, decent spacing option.
Forward aerialTwice Kick (トワイスキック)6% (hit 1), 10-11% (hit 2 clean), 7% (hit 2 late)Two forward kicks, with the second kick being stronger and slightly faster than the first. Because of the knockback of the first kick, it is difficult to hit with both kicks unless taking advantage of upward and forward momentum from a jump. Second kick can be landed without first kick, but it requires correct timing. First hit on frame 6, second hit on frame 16.
Back aerialSobat (ソバット)13% (foot), 12% (leg)A backward kick that has high knockback. Canbait, combo at lower percentages, KO at high percentages, and can bebufferred or used twice in ashort hop. Has a disjointed hitbox. Hitbox out on frame 8.
Up aerialAir Kick (エアキック)10% (clean), 7% (late)Flip kicks both legs above her head. Has good KO potential on lighter characters at around 90% if they are near the upper blast line. Sweetspot is directly in front of her. Hitbox out on frame 4. At low percentages, it can chain into itself, likeMeta Knight´s up aerial, being a very usefuljuggling move. Hits slightly behind her too with low knockback, good for setting up back aerials or up tilts on a grounded opponent.
Down aerialSlash Dive (スラッシュダイブ)5% (aerial), 4% (grounded), 5% (landing)Astall-then-fall. Zero Suit Samus stalls momentarily in midair, and then shoots down diagonally. If it hits in midair, the movemeteor smashes opponents but it is very weak and dangerous if she doesn't land onstage, as it will not stop until for some time, similar toToon Link's down aerial, although, unlike Toon Link´s down aerial, it will always meteor smash. The move generally isn't used often due to being easy toSD with. It also has very high ending lag andlanding lag, like most stall-then-falls, and is easily punishable. However, its extremely fast vertical descent speed makes it an effective way to counter juggling, especially since herfalling speed is below average. Start-up of 14 frames. Upon hitting the ground, it hits a second time, knocking anyone close away a fair bit.
GrabGrab (つかみ) 
PummelGrab Kneebutt (つかみニーバット)2%Knees her victim. A fairly fast pummel.
Forward throwStun Gun (スタンガン)2% (hit 1), 7% (throw)Hits opponent forward with her gun. Canchaingrab most characters at lower percentages.
Back throwKick Throw (キックスルー)2% (hit 1), 4% (throw)Kicks opponent behind herself. Extremely low knockback, rarely used due to there usually being better options available.
Up throwHold Somersault Kick (ホールドサマーソルトキック)2% (hit 1), 8% (throw)Flips into the air and kicks the opponent upward. This is her most powerful throw knockback wise, being the only one capable of guaranteed a KO inSudden Death. However, it has somewhat high ending lag, with a down throw being the preferred way to get opponents into the air for combos.
Down throwKnee Stamp (ニースタンプ)2% (hit 1), 5% (throw)Slams opponent on ground and then axe kicks them. Ideal for combos, knocking opponents in a great position to followup with an up aerial or, depending on the opponent'sDI, a forward or back aerial.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
 6%Flips her legs around near the ground in a spin and gets up.
Floor attack (back)
Floor getups (back)
 6%Flips her legs around upward in a spin and gets up.
Floor attack (trip)
Floor getups (trip)
 5%Flips her legs around on the ground in a spin and gets up.
Edge attack (fast)
Edge getups (fast)
 8%Gets up while doing a kick forward.
Edge attack (slow)
Edge getups (slow)
 10%Gets up slowly and punches forward.
Neutral specialParalyzer4-6%Fires a paralyzing shot.
Side specialPlasma Whip3% (wire), 16% (tip)Fires the whip forwards a distance. Tip hitbox has high knockback. The wire can push the opponent in the tip.
Up specialPlasma Wire4-6%Zero Suit Samus fires her whip upwards, pulling anyone above her downwards. If used on someone who is on the ground next to Zero Suit Samus, it will knock them up, hitting multiple times, until they hit the end, at which point it will pull them back down. If used on an airborne opponent while off the stage, it will pull them down and they will keep going, effectively spiking them, though the tip of the Plasma Wire must connect with the opponent to cause this effect.
Down specialFlip Jump12% (kick clean), 9% (kick late)Zero Suit Samus does a small flip jump. It functions as a third jump and grants full body intangibility on frames 1-12. If the attack button is pressed after the jump she will stick out her foot in a 45 degree angle, which hassex kick properties and functions as a powerful meteor smash on aerial opponents that can be confirmed into from her down smash with proper timing.
Final SmashPower Suit Samus25% (spin), 10% (shock)Zero Suit Samus radiates energy, dragging in items and enemies towards her, then somehow regains her Power Suit.

Stats[edit]

Data.pngThis article or section may require additional technical data.
The editor who added this tag elaborates:Needs short hop and double jump heights
You can discuss this issue on thetalk page oredit this page to improve it.
StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump heightEmpty landing lag
Value811.7 – Initial dash
1.93 – Run
1.330.070.0081.0340.01 – Base
0.09 – Additional
0.08841.43 – Base
2.002Fast fall
444.2109595 - Base
? -Short hop
?3

Announcer call[edit]

Sound.pngThis article could use additional or higher-quality audio files.
The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

On-screen appearance[edit]

  • Her Power Suit falls off as she stands up (similar to the result of theZero Laser). Power Suit pieces can then be used as throwing items.
ZeroSuitSamusOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Throws her gun into the air, spins and catches it behind her and says "Is that all?".
  • Side taunt: Activates her whip, flicks it and says "Try me".
  • Down taunt: Samus spins multiple times quickly on one foot, twirling her plasma whip around her like a rhythmic gymnast and says, "You're mine".
Up tauntSide tauntDown taunt
ZeroSuitUpTauntBrawl.gifZeroSuitSideTauntBrawl.gifZeroSuitDownTauntBrawl.gif

Idle poses[edit]

  • Checks her Paralyzer.
  • Stands straightly with Paralyzer besides her head, then looks around.
Zero Suit Samus Idle Pose 2 Brawl.pngZero Suit Samus Idle Pose 1 Brawl.png

Crowd cheer[edit]

Cheer (English)Cheer (Japanese)Cheer (German)Cheer (Korean)
Cheer
DescriptionZe - ro - Suit -- Sam - us!Sam-us!Ze - ro - Suit! Sa - mus!
Cheer (French)Cheer (Italian)Cheer (Spanish)
Cheer
DescriptionSa - mus - sans armure !Sa - mus - Tu - ta - Ze - ro!Saa - mus Ze - ro!Zeroo - Suit - Samus!

Victory poses[edit]

A flourish originating fromMetroid that played whenever Samus obtained a power-up, addition to her Power Suit, or defeatedRidley andKraid.
  • Up: Backflips to the screen.
  • Left: Slashes with her energy whip and says "Be still."
  • Right: Side kick flex.
UpLeftRight
ZSS-VictoryUp-SSBB.gifZSS-VictoryLeft-SSBB.gifZSS-VictoryRight-SSBB.gif

Incompetitive play[edit]

Most historically significant players[edit]

See also:Category:Zero Suit Samus players (SSBB)
  • France Charby - Considered the first successful Zero Suit Samus player in Europe. He was heavily active in French tournaments and commonly placed top 8 at manyBushido Impact events such asBushido Impact 9 and placed 25th atBushido Brawl Impact, the largestBrawl tournament seen in Europe.
  • Japan Choco - While he didn't start competing until 2013, he quickly became one of the most renowned Zero Suit Samus players in Japan. This was due to his 2nd place finish atSumabatoX 19, having defeated9B andDaiki. He continued to place top 8 at almost everyBrawl tournament he entered in 2014, winningKVO 2014 defeatingEtsuji, 2nd atUmebura 5, and 3rd atSumabato X Final.
  • Japan Kameme - Co-mained Zero Suit Samus andWario, and was one of the best players in Japan overall. Some of his best major placements include 4th atSumabatoX 19 and 9th atSumabato X Final, where he is credited for using both characters. He also performed well at Piosuma events, winningPiosuma 7 and placing 9th atPiosuma 2.1 using Zero Suit Samus to defeatYui in his bracket.
  • USA Nick Riddle - Prior to Salem's rise in the scene, he was considered the best Zero Suit Samus player in the world. He held the best placements of a Zero Suit Samus player during the MLG era, most notably placing 3rd atMLG Columbus 2010, 5th atMLG Raleigh 2010, and 9th atPound V. Even after this era, he still remained one of Zero Suit Samus's most successful players, being ranked 32nd on the2014 SSBBRank and placing top 16 atSKTAR 2 andApex 2014. He is also known for his success in doubles with static partnerShaky, being considered one of the best doubles teams inBrawl.
  • Germany quiKsilver - The best Zero Suit Samus in Europe. Even outside of his results in Germany, he made a very strong case of being one of the best European players ofBrawl due to remarkable peaks such as 3rd atBushido Brawl Impact 2 and 9th atSun Rise Tournament, the latter being in contention for one of the best Zero Suit Samus results seen prior to Apex 2013. He was ranked 58th on the2014 SSBBRank.
  • USA Salem - A player who quickly rose to prominence during the 2012 season, and then performed the greatest underdog run ofBrawl history with his victory atApex 2013, defeating many top players such asMew2King andOtori. This remains the only time a Zero Suit Samus player has won aBrawl major/supermajor. As such, he is considered the greatest Zero Suit Samus player of all time, ranking 18th on the2014 SSBBRank. He would make occasional appearances even after his focus onSmash 4 up until 2017.
  • Canada V115 - The best Zero Suit Samus player in Canada. While he started competing in 2011, he garnered notoriety for his runs at tournaments around the release ofSmash 4 and onwards. He made 7th at the majorSKTAR 3 and placed 26th on2014 SSBBRank as one of the highest Zero Suit Samus players of the year. He became a top 5 player in the post-Smash 4 era from 2016-2019, due to a 5th place finish atApex 2015 and placing 2nd at every tournament he attended afterGet On My Level 2016, which includedSuper Smash Con 2016 andCEO Dreamland.

Tier placement and history[edit]

Zero Suit Samus was originally a mid tier character, ranked 21st on the first tier list (September 2008). However, as Zero Suit Samus mains showed increasingly promising results, her placement only rose as time went on. Climbing to 16th place on the second tier list (January 2009), and then to 15th until the fifth tier list (September 2010), where she rose to 13th place. She rose again to 12th in the sixth tier list (July 2011), and 10th in the seventh list (April 2012). AfterSalem wonApex 2013 using only Zero Suit Samus, she rose to 9th place in the eighth and current tier list, as of April 2013. Some people even believe that she belongs in the top tiers; whether her current position is accurate or should be higher remains disputed, but her combination of mobility, powerful low lag aerials, strong recovery, and excellent stage control with herPower Suit Pieces makes her much better than players initially thought.

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode,Samus/Zero Suit Samus can appear as an opponent in Stage 6 onNorfair orFrigate Orpheon. Samus/Zero Suit Samus can also appear as an opponent in Stage 11, but only if she hasn't appeared in Stage 6.

All-Star Mode[edit]

In All-Star Mode,Samus/Zero Suit Samus is fought in Stage 7 onNorfair orFrigate Orpheon.

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Congratulations Screens[edit]

  • Classic Mode

    Classic Mode

  • All-Star Mode

    All-Star Mode

Role inThe Subspace Emissary[edit]

Zero Suit Samus inSSE.

Zero Suit Samus is first seen breaking into the base of theSubspace Army. Soon she comes acrossPikachu being drained of its electrical power. Samus uses her whip to break the container the Pikachu is being held in, summoning a security force ofR.O.B.s. Later, she comes across her Power Suit, but is confronted by twoShadow Bug clones mimicking the Power Suit.

After reacquiring her Power Suit,Samus and her new companion Pikachu come acrossRidley. He grabs Samus and starts to drag her against the wall, until Pikachu returns Samus' favor and usesThunder on Ridley, causing him to drop Samus. An infuriated Ridley attacks. Once they defeat him, the duo exits the base and come across a cave.

Samus and Pikachu make their way to theSubspace Bomb Factory and find theAncient Minister with theR.O.B. Squad. They prepare to fight, but then realize that he looks very sad. Soon,Captain Falcon,Olimar,Diddy Kong andDonkey Kong find the factory and enter. A hologram ofGanondorf appears and orders the R.O.B. Squad to activate the Subspace Bombs in the factory. The Ancient Minister tries to stop them, but is set on fire when Ganondorf orders them to retaliate. After The Ancient Minister is revealed to be aR.O.B. himself, the characters set out and all join the quest.

Samus helps the others to fightMeta Ridley, flees the island, gathers with almost all the rest of the characters, enters the subspace, is defeated by Tabuu and revived by theKing Dedede,Ness andLuigi. She can help to defeat Tabuu in the end.

Playable appearances[edit]

After Zero Suit Samus reclaims her Power Suit, players have the option to use her Zero Suit form in other levels.

Exclusivestickers[edit]

These stickers can only be used by Samus and Zero Suit Samus.

  • Dark Samus: [Normal] Resistance +11
  • Energy Tank: [Energy] Attack +12
  • Gravity Suit Samus: [Weapon] Attack +11
  • Metroid: [Electric] Attack +20
  • Morph Ball: [Weapon] Attack +5
  • Running Zero Suit Samus: [Weapon] Attack +25
  • Samus (Metroid): [Specials: Indirect] Attack +15
  • Samus (Metroid Fusion): [Electric] Resistance +16
  • Special Token: [Arm] Attack +6
  • Starship: [Weapon] Attack +9
  • Zero Suit Samus: [Leg] Attack +9

Using stickers[edit]

Since Samus and Zero Suit Samus share the same trophy base, there are some cases in which certain stickers will not affect one of them. Since Smash Balls don't appear in Adventure Mode, if one transforms into Zero Suit Samus, they will be unable to change back until the end of the level (or, inThe Great Maze, a save point). Aside from use of items, onlyLeg,Weapon, andEnergy stickers will affect both characters. That said, all of Zero Suit Samus's moves consist of Leg or Weapon attacks barring the first hit of the jab, Forward Throw and Down Smash.

Trophies[edit]

Zero Suit Samus's main andFinal Smash trophies can be obtained by clearingClassic Mode andAll-Star mode respectively with Zero Suit Samus.

Classic Mode trophy
Zero Suit Samus
Samus Aran without her mighty Power Suit. In this condition, she does not have the firepower she's famed for but is in full possession of the agility and athleticism she gained through her childhood training with the Chozo. Without the armor, she's also much, much faster. The weapon she carries is a self-protection device known as a Paralyzer that stops enemies cold.
GB Advance:Metroid: Zero Mission
Power Suit Samus trophy
Power Suit Samus
Zero Suit Samus's Final Smash. Samus loses her Power Suit when she fires the Zero Laser, but she can restore it--that is, she can return from her Zero Suit form to her familiar armored form. That being said, Zero Suit Samus is very quick with great reach, so there are tactical reasons to fight as is. If that's your preference, don't pick up any Smash Balls.
Wii:Super Smash Bros. Brawl

Alternate costumes[edit]

Zero Suit Samus Palette (SSBB).png
Zero Suit Samus (SSBB)Zero Suit Samus (SSBB)Zero Suit Samus (SSBB)Zero Suit Samus (SSBB)Zero Suit Samus (SSBB)Zero Suit Samus (SSBB)

Reveal trailer[edit]

Gallery[edit]

  • Zero Suit Samus's original artwork.

    Zero Suit Samus's original artwork.

  • Once Samus finishes her Zero Laser, her Power suit pieces fall off of her.

    Once Samus finishes herZero Laser, her Power suit pieces fall off of her.

  • The pieces then become throwable items.

    The pieces then become throwable items.

  • Zero Suit Samus posing while holding her Paralyzer.

    Zero Suit Samus posing while holding her Paralyzer.

  • Posing on Delfino Plaza.

    Posing onDelfino Plaza.

  • Zero Suit Samus using her neutral aerial.

    Zero Suit Samus using herneutral aerial.

  • Pit being temporarily paralyzed by the Paralyzer.

    Pit being temporarily paralyzed by the Paralyzer.

  • Pit being temporarily paralyzed by the Slant Paralyzer.

    Pit being temporarily paralyzed by the Slant Paralyzer.

  • Pit getting hit by the Plasma Whip.

    Pit getting hit by the Plasma Whip.

  • Zero Suit Samus attacking Pit with the Plasma Wire.

    Zero Suit Samus attacking Pit with the Plasma Wire.

  • Zero Suit Samus using her Plasma Wire as a tether recovery.

    Zero Suit Samus using her Plasma Wire as atether recovery.

  • Start of the Flip Jump.

    Start of the Flip Jump.

  • Zero Suit Samus in the air after using Flip Jump.

    Zero Suit Samus in the air after using Flip Jump.

  • Zero Suit Samus will kick if the special button or attack button is pressed while she is in mid-air.

    Zero Suit Samus will kick if the special button or attack button is pressed while she is in mid-air.

  • Zero Suit Samus using her Final Smash.

    Zero Suit Samus using her Final Smash.

  • Zero Suit Samus using the Home-Run Bat against the Ice Climbers.

    Zero Suit Samus using the Home-Run Bat against theIce Climbers.

Trivia[edit]

"Zaro Suit Samus"
  • Zero Suit Samus's grab, while atether grab, is not atether recovery, although it becomes one inSuper Smash Bros. 4. She shares this disability withYoshi andOlimar. InUltimate, this trait is also shared withLuigi.
  • Zero Suit Samus's original artwork from her reveal differs from her final in-game artwork; in this case, the shading is heavier and her pose is slightly different. She shares this trait withPit andSnake, though the differences in her artwork are not as drastic as theirs.
  • Zero Suit Samus,Falco,Peach,Pikachu andMeta Knight are the only five characters who speak in all three of their taunts.
  • Strangely, Zero Suit Samus's up tilt and up aerial have aslash effect along with making a slashing sound, despite that she uses her legs rather than any sharp object.Kirby's up smash also shares this trait.
  • Zero Suit Samus is the only character to not appear anywhere on thecharacter selection screen inBrawl.
  • When selecting Zero Suit Samus on thetournament mode andSSE character selection screens, her name is misspelled as "Zaro Suit Samus".
  • Zero Suit Samus andSonic are the only characters who are never fought in any form in The Subspace Emissary.
  • Whenever Zero Suit Samus getsStar KO'd orScreen KO'd, her Paralyzer vanishes. A similar effect happens whenever she gets hit byBlue Falcon.
  • Zero Suit Samus is the only female newcomer introduced inBrawl.

References[edit]

External links[edit]


v • d • e
Fighters inSuper Smash Bros. Brawl
VeteransBowser ·Captain Falcon ·Donkey Kong ·Falco ·Fox ·Ganondorf ·Ice Climbers ·Jigglypuff ·Kirby ·Link ·Luigi ·Mario ·Marth ·Mr. Game & Watch ·Ness ·Peach ·Pikachu ·Samus ·Yoshi ·Zelda /Sheik
NewcomersDiddy Kong ·Ike ·King Dedede ·Lucario ·Lucas ·Meta Knight ·Olimar ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Snake ·Sonic ·Toon Link ·Wario ·Wolf · (Zero Suit Samus)
v • d • e
Metroid (universe)Metroid universe
FightersSamus (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Zero Suit Samus (SSBB ·SSB4 ·SSBU) ·Ridley (SSBU) ·Dark Samus (SSBU)
Assist TrophiesMetroid ·Dark Samus ·Mother Brain
BossesRidley ·Meta Ridley
StagesPlanet Zebes ·Brinstar ·Brinstar Depths ·Frigate Orpheon ·Norfair ·Pyrosphere
Brinstar Escape Shaft (Adventure Mode)
ItemScrew Attack ·Power Suit Piece
EnemiesGeemer ·Kihunter ·Metroid ·Reo ·FG II-Graham ·Joulion ·Zero
OtherGunship ·Kraid
Trophies,Stickers andSpiritsTrophies (SSBM ·SSBB ·SSB4) ·Stickers ·Spirits
MusicBrawl ·SSB4 ·Ultimate
MasterpiecesMetroid ·Super Metroid