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's 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's 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's problem more than Zero Suit Samus's.
Zero Suit Samus has a far more advanced game than 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.
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.
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Whip Spin
She spins her whip above her.
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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.
A chargable shot that enables paralysis on contact.
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Plasma Whip
This can be used as a Tether Recovery. Can KO at higher percentages.
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Plasma Wire
This can also be used as a Tether Recovery. This move can meteor smash opponents.
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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.