Super Smash Bros. Brawl/Zero Suit Samus



Among the newcomers is a modification to Samus, officially known as "Zero Suit Samus", available by using her final smash, by holding the shield button while choosing Samus and picking a stage, or by performing a "Smash Taunt". If the transformation takes place during battle, Samus' armor will break off into throwable items, revealing her "Zero Suit", which is basically a blue jumpsuit. Samus has been revealed in this form to wield a laser gun that can turn into an energy whip. The mentality of Samus' new ability is the first to be seen in a Super Smash Bros. game. It is currently not known how exactly this distinguishes Super Smash Bros. Brawl's gameplay from the identical gameplay traditionally enforced since the first iteration of the series, Super Smash Bros..

Both Samus' are good at both close and long range. But apart from that they are completely opposite! Power Suit Samus is a lot stronger at a distance, where as Zero Suit Samus is a lot stronger close up! They appeal to completely different players styles!

They're not designed to be completely defensive, so they have small jumps that limit their ability to recover from huge attacks. This is more of Power Suit Samus' problem more than Zero Suit Samus'.

Zero Suit Samus has a far more advanced game then Power suit Samus so the experts say. She is very good in close range battles but also has one or two long/short ranged attacks.

Also, her smash attacks are good for combos against slower moving characters.

How to start as Zero Suit Samus
In Tourney Mode or The Subspace Emissary: Highlight Samus on the character-selection screen and tap.

In all other game modes: Select Samus, and hold as you exit the character-selection screen.

How to switch to Zero Suit Samus
As Samus, either use her Final Smash, or press quickly.

Standard Attacks

 * Zero Combo||Punches, hits with her pistol then elbow strikes.
 * Zero Roundhouse||Samus spin kicks her opponents.
 * Scissor Slice||Hand stands and spins, slashing opponents with her legs.
 * Low Sweep||Samus sweeps low to the ground.
 * Quick Kick||Leaps off the ground slightly and kicks forwards.
 * }
 * Scissor Slice||Hand stands and spins, slashing opponents with her legs.
 * Low Sweep||Samus sweeps low to the ground.
 * Quick Kick||Leaps off the ground slightly and kicks forwards.
 * }
 * Low Sweep||Samus sweeps low to the ground.
 * Quick Kick||Leaps off the ground slightly and kicks forwards.
 * }
 * Quick Kick||Leaps off the ground slightly and kicks forwards.
 * }
 * }

Smash Attacks

 * Whip Lash||She lashes her whip in front of her. This move has horrible knockback and bad cooldown. Every situation that this move can be used, there's bound to be a much better choice. In short, just don't use this move.
 * Whip Spin||She spins her whip above her.
 * Ground Stun||Fires the paralyzer at the ground. This move is vital to winning. It stuns opponents longer than an uncharged Paralyser shot and its faster. Stun your opponent then follow up with any attack you like.
 * }
 * Whip Spin||She spins her whip above her.
 * Ground Stun||Fires the paralyzer at the ground. This move is vital to winning. It stuns opponents longer than an uncharged Paralyser shot and its faster. Stun your opponent then follow up with any attack you like.
 * }
 * Ground Stun||Fires the paralyzer at the ground. This move is vital to winning. It stuns opponents longer than an uncharged Paralyser shot and its faster. Stun your opponent then follow up with any attack you like.
 * }
 * }

Pummels and Throws
Zero Suit Samus grabs with her plasma whip. Great range, but leaves her self dangerously vulnerable if missed.


 * Zero Knee||Samus knees her opponent.
 * Pistol Smash||Hits her opponent forward with her pistol.
 * Back Kick||Samus kicks her opponents backward.
 * Zero Flip||Flips into the air and kicks her opponent.
 * Flexible Stomp||Slams her opponents on the ground and stomps them.
 * }
 * Back Kick||Samus kicks her opponents backward.
 * Zero Flip||Flips into the air and kicks her opponent.
 * Flexible Stomp||Slams her opponents on the ground and stomps them.
 * }
 * Zero Flip||Flips into the air and kicks her opponent.
 * Flexible Stomp||Slams her opponents on the ground and stomps them.
 * }
 * Flexible Stomp||Slams her opponents on the ground and stomps them.
 * }
 * }

Air Attacks

 * Whip Twirl||Samus twirls her whip around her. Good knockback.
 * Double Boot||Kicks twice in front of her.
 * Rear Boot||Kicks once behind her. This is grest for KOing opponents that you can't hit with Up Air Attack.
 * Leg Slice||Flips, slicing opponents above her. This move has frightening range and starts KOing lightweights at 60%, making it a great move in ZSS's arsenal.
 * Zero Plunge||Extends her legs and plummets quickly. This move is useful for negating vertical knockback.
 * }
 * Rear Boot||Kicks once behind her. This is grest for KOing opponents that you can't hit with Up Air Attack.
 * Leg Slice||Flips, slicing opponents above her. This move has frightening range and starts KOing lightweights at 60%, making it a great move in ZSS's arsenal.
 * Zero Plunge||Extends her legs and plummets quickly. This move is useful for negating vertical knockback.
 * }
 * Leg Slice||Flips, slicing opponents above her. This move has frightening range and starts KOing lightweights at 60%, making it a great move in ZSS's arsenal.
 * Zero Plunge||Extends her legs and plummets quickly. This move is useful for negating vertical knockback.
 * }
 * Zero Plunge||Extends her legs and plummets quickly. This move is useful for negating vertical knockback.
 * }
 * }

Special Attacks

 * Paralyzer||A chargable shot that enables paralysis on contact.
 * Plasma Whip||This can be used as a Tether Recovery. Can KO at higher percentages.
 * Plasma Wire||This can also be used as a Tether Recovery. This move can meteor smash opponents.
 * Flip Jump||Pressing an attack button after initializing the jump causes her to kick downward. Can be used to spike. If kick is not initiated, she can bounce off walls in a way similar to a wall jump.
 * }
 * Plasma Whip||This can be used as a Tether Recovery. Can KO at higher percentages.
 * Plasma Wire||This can also be used as a Tether Recovery. This move can meteor smash opponents.
 * Flip Jump||Pressing an attack button after initializing the jump causes her to kick downward. Can be used to spike. If kick is not initiated, she can bounce off walls in a way similar to a wall jump.
 * }
 * Flip Jump||Pressing an attack button after initializing the jump causes her to kick downward. Can be used to spike. If kick is not initiated, she can bounce off walls in a way similar to a wall jump.
 * }
 * Flip Jump||Pressing an attack button after initializing the jump causes her to kick downward. Can be used to spike. If kick is not initiated, she can bounce off walls in a way similar to a wall jump.
 * }

Taunts

 * She tosses her Paralyzer in the air, catches it, and says, "Is that all?"
 * She swings her Plasma Whip around and says, "Try me."
 * She spins around, twirling the Plasma Whip around herself, and says, "You're mine."
 * }
 * She swings her Plasma Whip around and says, "Try me."
 * She spins around, twirling the Plasma Whip around herself, and says, "You're mine."
 * }
 * She spins around, twirling the Plasma Whip around herself, and says, "You're mine."
 * }
 * }

Final Smash
Power Suit Samus: She radiates a burst of energy that sucks the enemy in and damages them a lot. Afterwards, she regains her Power Suit.