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Samus and Zero Suit Samus are a pair of Default/Starter Characters. in Super Smash Bros. Obliteration. Samus is the Main Protagonist/Mascot of the Metroid Series of Games. Born in Colony K-2L, Samus was orphaned as a young girl during a Space Pirate raid and was subsequently adopted by the mysterious Chozo. She was then raised on Planet Zebes. After joining the Federation Police under Commander Adam Malkovich as an adult, she left the force to become a Bounty Hunter and  joined the Galactic Federation, and has equipped a Power Suit, setting and achieving feats and accomplished missions that many have found to be impossible. Her most renowned achievements are the destruction of the Space Pirate base on Zebes, her role in ending the Galactic Phazon crisis, her extermination of the Metroid species, and her disobedience of orders at the Biologic Space Laboratories research station where she chose to destroy the deadly X Parasites rather than turn them over to the Galactic Federation. Many of Samus quests have put her on collison course with a space pirate named Ridley, whom she has fought and defeated time and time again. Courageous, Serious, and Rightous to a fault, using a moveset based around, Punches, Guns, Kicks, Blasters, and her famous Screw Attack, Samus is ready to launch to the top of the Mountain of Smashers, in a true fight for the ages.

Zero Suit Samus is Samus Aran's Alter Ego, when she is equipped in her Zero Suit which lies underneath her Power Suit and reveals her human form in an unmasked manner. Zero Suit Samus has had to switch between her Zero and Power Suits in order to fight various threats on behalf of the Galactic Federation. The Zero Suit that Samus sometimes dons on first appears in Metroid: Zero Mission, after Samus is shot down onto Planet Zebes by a team of Space Pirate Ships and crash-landed near the Space Pirate Mother Ship. Samus realized that she had to escape, fortunately she had come across the Ruins Test during her infiltration and found the suit as a result. Agile, Determined, Feisty and Competitive, Zero Suit Samus is ready to leap and launch to the top of the Montain of Smashers. With a moveset based around Kicks, Flips, Punches, Firearms, and her famous Tether and Screw Attacks, Zero Suit Samus will show that despite being unmasked, she is still a force to be reckoned with in a true fight for the ages.


Samus Moves[]

Attacks[]

Type Name Damage Description
Neutral (3% = arm, cannon = 8%. Total = 11%). A left-handed jab followed by a forearm club with the Arm Cannon. The first hit can jab reset and jab cancel, but the attack is mediocre overall. Opponents can usually act out before the second hit connects by shielding or counterattacking, while the second hit may not even connect at high percentages. Depending on the opponent's weight, it is safe and a true combo ranging from 35%-75%, but only if the first hit connects relatively close to the arm and not at the fist. First hit comes out on frame 3, while the second hit comes out 6 frames later, meaning it is a much safer option overall to land the first hit and retreat. The second hit does have KO potential at very high percentages, however.
Forward Tilt (↗ = 11% = foot, 10% = lower leg, 8% = upper leg, 9% = body),

(→ = 10% = foot, 9% = lower leg, 7% = upper leg, 8% = body), (↘ = 11% = foot, 10% = lower leg, 8% = upper leg, 9% = body).

A reverse roundhouse kick. Deals more damage and knockback at her heel, while her leg deals less damage and knockback. Can be aimed at strong angles, though if angled up, it can actually miss medium-sized characters like Mario. Comes out on frame 8. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO near the edge at around 150%. At varying percentages, such as from 30%-40% when sweetspotted and 100%-120% when sourspotted, it can lead into a guaranteed Charge Shot. This is because, regardless of teching, Charge Shot will catch their option in time.
Up Tilt 13% = grounded, aerial 12%). An axe kick, which is identical to Captain Falcon's up tilt. If an opponent is hit directly by her heel as it comes down, they are dealt extra damage. While the move can meteor smash, it oddly only does so on grounded targets, making it ineffective as an edge-guard. Samus' strongest tilt, it is able to KO grounded opponents at 140% or less with rage. However, it has slight start-up, due to coming out on frame 15. KOs aerial opponents at the edge around 90% or earlier depending on the opponent's weight. If the opponent misses their grounded tech, it is a good combo starter for her aerials at low to medium percentages, while it functions as a true combo into Charge Shot at high percentages.
Down Tilt (12%) Kneels and quickly thrusts her Arm Cannon downward to fire a small, fiery blast. It is very fast, due to coming out on frame 6, and deals respectable damage for a tilt attack. However, it has high ending lag and cannot KO until extremely high percentages. It is useful as a close range anti-pressure option on opponents in front of Samus, or as a punishment option. With maximum rage, it can KO middleweights at 150%.
Forward Smash (↗ = 15% = blast), 13% = arm Cannon, 28% = total),

(→ = 14% = blast, 12% = arm cannon, 26% = total), (↘ = 13% = arm cannon, = 11% = arm cannon, 24% = total).

Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Despite the blast's appearance, the hitbox does not quite reach the end of the blast, and actually reaches slightly into the Arm Cannon's barrel. Despite this, the sweetspot relies heavily on spacing in order to land, as only the blast deals knockback strong enough to KO at 100% from center-stage. Conversely, the Arm Cannon itself KOs at 138%, which makes its overall functionality largely similar to Mario's forward smash. However, it is tied with Marth and Lucina's forward smashes as the fastest one in the game, due to coming out on frame 10. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result. The downward angle can hit edge hanging opponents, similarly to her down tilt.
Up Smash (3% = hits 1-4, 6% = hit 5, 18% = total/all hits connect). Fires five fiery blasts in an overhead arcing motion. True to its name, this move works best as an anti-air attack, as its multiple hits give a good amount of aerial protection. Conversely, it is unable to hit grounded opponents unless they are touching Samus. When reversed on the ground, it can poke and hit through shields. KOs at 115% uncharged and around 60%-70% when fully charged.
Down Smash (10% = front, 12% = back) A legsweep. A semi-spike, its speed is decent and provides protection against rolls and near edges. However, its power has been significantly toned down since Brawl, as it is now one of the weakest down smashes in the game. KOs at extremely high percentages, making it unreliable. However, its back hit deals more knockback, making it possible to KO at 150% with enough rage, while the front hit can set up an edge-guard. Its ending lag is relatively quick, however, making it more useful as a decent anti-pressure move and a punishment option against rolls due to its ability to hit behind Samus.


Aerial Attacks[]

Type Name Damage Description
Neutral (10% = hit 1, 9% = hit 2 clean, 8% = hit 2 late), A spinning roundhouse kick. Hits on both sides quickly and can auto-cancel with a short hopped fast fall. One of the strongest neutral aerials as of update 1.1.5, its first few frames deal very powerful knockback, which makes it a viable KOing option off-stage or near the edge. It is also a decent combo finisher.
Forward (3% = hit 1, 1.6% = hits 2-4, 5% - hit 5, 12.8% = all hits connect). Fires five fiery blasts in a slow, downward arcing motion. The first four hits drag opponents into the rest of the move, with the last hit carrying the entire attack's knockback. Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Samus lands again. As of update 1.1.5, the first hitbox of the move results in all of the move's hits connecting together much better than before, to the point that it functions as a true combo from down throw up to around 70%, or chain into itself at low percentages thanks to Samus' air speed having been increased in that same update. 
Back (14% = clean foot, 12% = clean leg, 9% = late).  A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially while edge-guarding. However, it has a small hitbox like her neutral aerial. When sweetspotted, it is among the strongest back aerials in the game. When sourspotted, it can be used as a Wall of Pain. KOs under 100% and around 80% at the edge.
Up Flight Suit Kick (3% = hit 1, 1% = hits 2-5, 4% = hit 6, 11% = all hits connect). A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most drills, the opponent can easily be launched before the move is complete if Samus does not follow the opponent's previous launch direction. Grounded opponents can be hit by the last hitbox if Samus lands while starting the move in the air, although it is difficult to do so. It is her fastest aerial, due to coming out on frame 5. Useful for landing, breaking some certain combos, and countering aerial approaches. Can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and/or can be finished off with a Screw Attack. On stages with platforms, it can even zero-to-death the entire cast when using a platform to extend the combo.
Down (10% = early, 14% = clean, 11% = late). Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail will meteor smash opponents, while the sourspot on the edge of the move at the very start and end deals strong upward diagonal knockback. Auto-cancels from a short hop and is a relatively good combo starter.


Other Attacks[]

Type Name Damage Description
Floor Attack (Front) (7%) Performs a Spinning Roundhouse Kicks, In Both Forward/Back Directions, while Getting Up.
Floor Attack (Back) (6%) Same As Front Attack, Just With LEss Power.
Floor Attack (Trip) (7%) Performs a Spinning Roundhouse Kick in Forward/Back Directions, Near The Ground.
Ledge Attack (8%) Performs a Legsweep while Climbing Up.
Dash Attack (8% = early, 10% = clean, 6% = late).  A shoulder tackle. Deals less damage at its beginning and end. An excellent combo starter as of update 1.1.5, as it can lead into neutral, forward and up aerial or Screw Attack at a variety of percentages, depending on which hitbox connects. With high amounts of rage, this move forms the start of a two-hit KO combo into Screw Attack, which KOs due to only the first couple of hits of Screw Attack connecting. This combo can KO floaty characters beginning at 0%, and the heaviest characters beginning around 30%


Grabs and Throws, (Samus uses her Grapple Beam to grab opponents from a distance and can also use it for tether recoveries).[]

Type Name Damage Description
Grab Grapple Beam (N/A) Grabs An Opponent with her Grapple Beam,  It has impressive range and is the longest tether grab in the game. However, it is tied with her Zero Suited form's grab as the second slowest in terms of ending lag, making it very punishable if missed
Pummel (1%) A palm strike, one of the least damaging pummels in the game,
Forward (6% = hit 1, 4% = throw, 10% = total) Twirls the opponent overhead, then flings them forward. Low knockback growth prevents it from KOing even the lightest of characters unless with rage at extremely high percentages,
Back (5% = hit 1, 3% = throw, 8% = total) Swings the opponent behind herself, Has even lower knockback growth than her forward throw.
Up (1% hits 1-6, 3% = throw, 9% = total).  Hoists the opponent overhead and then blasts them upward. Can combo into Screw Attack or up aerial at 0% against heavyweights or fast-fallers, but it otherwise launches opponents too high for follow-ups. However, on a platform, it can zero-to-death the same characters when followed up by her up aerial and then Screw Attack. Like her forward and back throws, it possesses low knockback growth. 
Down (5% = hit 1, 2% = throw, 7% = total Swings the opponent high above her head, then slams them onto the ground. It can be reliably followed up with her neutral, forward and up aerials, Charge Shot and Screw Attack at low to medium percentages.


Taunts[]

Up Taunt: Puts her hand close to her head, then abruptly salutes as her booster goes off.

Side Taunt: Opens a compartment in her arm cannon, which spins and emits electricity, then goes back to normal. The way the cannon looks when she does this taunt also likes like the Zero Laser configuration.

Down Taunt: Points her arm cannon at her back, then in front of her, as if scouting an area.


Special Moves[]

Type Move Damage Description
Neutral Special Charge Shot (3% = uncharged, 13% = half charged, 25% = fully charged). Charges a ball of energy and fires it. Unless the move is already charged, Samus will instantly fire the weakest shot if it is used in the air. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with her neutral attack, up or down tilts, aerials, Bomb and Super Missile. When using her forward tilt to launch the opponent into tumbling, it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech option, as Charge Shot will always catch their tech direction.
Side Special Missile (5% = homing, 10% = super) Fires a Missile, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a Super Missile, which travels in a straight line and deals more damage and knockback. Both variations deal low knockback, but can be used to break a shield if used in conjunction with a fully charged Charge Shot. Both Missile variations can also be used as set-ups by opening up an opportunity for a dash attack, grab aerial, or Charge Shot, while the Super variation sets up better for a true combo into a forward jumping Charge Shot at high percentages. The Homing variation is also useful for catching recoveries and forcing air dodges, which can open up punishment opportunities.
Up Special Screw Attack (2% = grounded hit 1, 1% = grounded hits 2-11, 1% = aerial hits 1-12, 12% = all hits connect). Leaps upward to perform a high-speed somersault while discharging energy. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option and deals good knockback that can KO around 100% while near the upper blast line. 
Down Special Bounty Bomb (4% = contact, 5% = explosion). Rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. Useful for edge-guarding or to force an opponent to shield. Deals good shield damage, as it is able to break them if used with her up and down tilts or a fully charged Charge Shot. Good for punishing certain recoveries and also useful for punishing the 2 frame-long edge grab vulnerability if timed correctly. Like Link and Toon Link, Samus can use her Bomb to perform a bomb recovery. 


Final Smash[]

Type Name Damage Description
Final Smash Zero Laser 1% = fringe loop), 2.5% = main loop, 3% = fringe blast, 7% = main blast).  Samus Fires a very large, bluish white energy beam. The beam can be angled slightly up or slightly down.



Zero Suit Samus Moves[]

Attacks[]

Type Name Damage Description
Neutral (1.5% = hit 1, 1.5% = hit 2, 3% = whip, 6% = total). A knifehand strike, followed by a pistol-whip, followed by a 12-6 elbow. Despite its unimpressive damage output, it comes out on frame 1, tying it with Little Mac's neutral attack for having the lowest amount of start-up lag of any neutral attack in the game. This gives it a useful amount of utility, as it can interrupting attacks, act as an out of shield option, and its first hit can act as a set-up into Boost Kick at medium to high percentages.
Forward Tilt (↗ = 8% = leg, 6.5% - body, 14.5% = total),

(→ = 7% = leg, 6% = body, 13% = total), (↘ = 8% = leg, 6.5% = body, 14.5% = total).

A roundhouse kick. It can be angled, is useful for spacing, and can trip opponents at low percentages when angled downward.
Up Tilt Butterfly Kick (5% = hit 1, 7% = hit 2, 12% = total). A butterfly kick-styled scissor kick performed from a variation of the 2000, a breakdancing move. It is one of only two moves that hits in front and and behind her, with the other being neutral aerial. Its first hit grants intangibility to Zero Suit Samus' legs, while both hits have anti-rebounding priority. It is primarily used to set up juggles, but it can also function as a situational KOing option, as it KOs middleweights at 176%. However, it has high ending lag and cannot hit grounded short characters, such as Kirby.
Down Tilt (8% = leg, 6% = foot). A legsweep. Opponents hit by her foot are launched vertically, whereas opponents hit by her leg are launched diagonally. Unlike in Brawl, it has minimal combo potential. However, it has situational utility, as it can be used for edge-guarding and, when timed precisely, even allows Zero Suit Samus to dodge projectiles and other attacks,
Forward (5% = hit 1, 12% = hit 2, 17% = total) A mid-level side kick followed by a spinning side kick at a slightly higher angle. Due to activating her Jet Boots, the second hit has a visible sweetspot in the form of a small blast of fire at the tip of her foot. Unlike typical sweetspots, it has the same damage output as the sourspot, although it nevertheless has slightly higher knockback scaling. It is her strongest smash attack and one of her most reliable KOing options, as its sweetspot KOs middleweights at 127% while near the edge. It is also the only attack involving her Jet Boots' thrusters that deals flame damage.
Up Smash (4% = hit 1, 0.8% = hits 2-6), 3% = hit 7, 10.2% = total). Spins in place while re-configuring her Paralyzer into a handle to unleash a whip of plasma above her head in a twirling motion. It hits multiple times, has very low start-up lag, disjointed vertical range, and decent horizontal range above Zero Suit Samus, which make it a useful anti-air attack. It can also act as a follow-up from down throw at low percentages. Although its last hit has very high knockback scaling, this is offset by said hit's very low damage output. As a result, it does not KO middleweights until 166%.
Down Smash (8% = near, 6% = far) Shoots her Paralyzer at a diagonal angle. It deals low damage, has delayed knockback and, like Mewtwo's down smash, it only hits on one side. Additionally, the blast is a projectile and as such, it is absorbable, although it cannot be reflected due to being fired downward. It is a useful set-up option due to paralyzing the opponent briefly, with notable follow-ups including her forward smash, a grab, or Boost Kick. With precise timing off-stage, it can also be used as a set-up into Flip Jump in order to meteor smash an opponent. At 60%-150%, two consecutive uncharged down smashes can lead into forward aerial, reverse aerial rushed back aerial, up aerial, Flip Jump and Boost Kick. However, these particular follow-ups require precise timing and for Zero Suit Samus to be very close to the opponent. When spaced correctly, it is safe on shield.


Aerial Attacks[]

Type Name Damage Description
Neutral (8% = both hits, 16% = total). Re-configures her Paralyzer into a handle and spins a whip of plasma around herself. It has long range, low landing lag and launches opponents diagonally, which allow it to function as a useful set-up option, particularly into other aerials. However, it can be easily be punished against shielding opponents if it is poorly spaced.
Forward (5% = hit 1, 7% = hit 2, 12% = total) A flying kick followed by a roundhouse kick. The second hit is stronger and slightly faster than the first hit and it can be landed without landing the first hit, but requires correct timing to do so. However, it is difficult to land both hits unless taking advantage of upward and forward momentum from a jump. It is a very useful follow-up from down throw if the opponent's DI has been read properly, and is strong enough to KO middleweights at 127% while near the left or right blast line. At high percentages, the first hit can also act as a KO set-up, due to it launching the opponent into their reeling animation.
Back 12% = foot, 10% = leg). A hook kick. Its sweetspot is located at her foot and KOs middleweights at 124% while near the edge, thanks to its respectable damage and high knockback scaling. It is also safe on shield when spaced correctly, thanks to its long range.
Up (6.5%) A backflip kick. Thanks to its low start-up and ending lag, low base knockback and very high knockback scaling, it boasts excellent juggling potential. It can combo into itself at low percentages and, with enough rage, it can lead into Boost Kick after a second one has been landed, leading to a KO. By extension, its very knockback scaling also grants it KO potential despite its low damage output, as it KOs middleweights at 125% while near the upper blast line. However, its low base knockback makes it unsafe on hit against characters that have a fast aerial attack to counter with.
Down (6% = aerial, 5% = grounded, 5.5% = landing). A diagonal flying kick, similar to Sonic and Sheik's down aerials. It is a meteor smash if her foot hits the opponent. However, it has the highest start-up lag out of her aerials and, due to being a stall-then-fall, it is dangerous when used off-stage, as Zero Suit Samus will not stop descending for some time. Despite this, its extremely fast descent speed can enable it to function as a counter to juggling.


Other attacks[]

Type Name Damage Description
Floor Attack (Front) (7%)  Spinning kick in both Forward/Back Directions while Getting Up, performed from the windmill, 
Floor Attack (Back) (6%) Same As Front Attack, Just With Less Power
Floor Attack (Trip) (7%) Spin Roundhouse  Kicks in Both Forward/Back Directions, near the ground
Ledge Attack (8%)  Performs a low-angle, one-legged dropkick while climbing up
Dash Attack (8% = clean, 6% = late).  Activates her Jet Boots to perform a jet-propelled knee strike. It can lead into a successful cross-up as a counter to opponents who try to grab her after powershielding. Although it is fast, it does not have much range and has high ending lag.


Grabs and Throws, (Zero suit samus uses her plasma whip to grab opponents and for tether recoveries).[]

Type Name Damage Description
Grab (N/A) Grabs an opponent as she reconfigures her Paralyzer to make a plasma whip emerge from it.
Aerial Grab (6% = clean, 3% = late). Leans forward while re-configuring her Paralyzer into a handle and unleashes a whip of plasma forward. It is the longest tether in the game, making it excellent for spacing and recovering since it functions as a tether recovery, and is also useful for edge-guarding. At high percentages, it can act as a KO set-up due to launching the opponent into their reeling animation. However, it has high ending lag,
Pummel (1.8%) A Knee Strike, A Fairly Fast Pummel.
Forward (7% = hit 1, 2% = throw, 9% = total). A small, point-blank energy blast from her Paralyzer. At medium percentages and depending on the opponent's DI and reaction, it can act as a set-up into Flip Jump, which can lead into an early KO if its meteor smash hitbox connects. Outside of this, its only other purpose is to deal damage,
Back (6% = hit 1, 2% = throw, 8% = total). A roundhouse kick. It is an infamous set-up for Flip Jump while near the edge due to Flip Jump's meteor smash hitbox, depending on DI and opponent's reaction. It can also lead into her back aerial until around 90%-110% as a DI mix-up against opponents attempting to DI away from her down throw. However, these follow-ups are not guaranteed and require hard reads,
Up (8% = hit 1, 2% = throw, 10% = total). A backflip kick. It is her most damaging throw, but is unable to KO reliably due to its below average knockback scaling. Despite having nearly identical knockback values to down throw and launching opponents vertically like it does, it has very minimal combo potential due to its somewhat high ending lag.
Down (3% = hit 1, 2% = throw, 5% = total). Pins the opponent to the ground and then axe kicks them. One of her best combo starters, it can lead into her forward, back (if the opponent's DI is read properly) and up aerials, a running up smash, and Boost Kick, with the latter combo KOing at high percentages. At high percentages, depending on rage, it can also set up a semi-guaranteed KO combo with up aerial (against opponents attempting to jump out or air dodge) or Boost Kick (against opponents attempting to air dodge).





Taunts[]

Up = Throws her pistol, spins around and catch it while saying "Is that all?".

Side = Swings a whip of plasma from her re-configured Paralyzer in a circular motion, saying "Try me."

Down = Spins around with her plasma whip while saying "You're mine".


Special Moves[]

Type Name Damage Description
Neutral Special Paralyzer (6% = charged, 4% = uncharged). Shoots a paralyzing energy blast from her Paralyzer. It can be charged for a longer stun time, but at the cost of lowered speed.
SIde Special Plasma Whip  (2% = whip near, 1.2% = whip far, 8% = tip). Re-configures her Paralyzer into a handle and unleashes a whip of plasma forward. The whip itself deals repeated damage and its tip has a flame sweetspot, which launches opponents. Useful for spacing and can function as a tether recovery like her grab aerial.
Up Special Boost Kick (6% = first), 1.2% = loop), 4% = last). Samus Activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by a reverse roundhouse kick. One of Zero Suit Samus' best KOing options, as it can KO the majority of the cast around 110%, while also being an excellent out of shield option. Can be angled forward or backward, which allows it to catch an opponent's air dodge, rolls, and edge get-up reactions. However, if it misses or its last hit does not connect, it leaves Zero Suit Samus vulnerable due to it rendering her helpless. 
Down Special Flip Jump (8% = stomp, 14% = kick). A 720° Ce Kong Fan, a jumping technique used in the taolu discipline of Wushu. It functions as a third jump and grants full intangibility on start-up, as well as seemingly granting partial intangibility on her head and lower body while flipping. It can deal damage in two ways: upon contact at the end of the jump, or by pressing either the attack button or special button during the jump. Upon contact, Zero Suit Samus performs a footstool stomp, which buries grounded opponents and meteor smashes aerial opponents. Pressing the attack or special buttons makes her perform a diagonal flying kick, which deals more damage, has high KO potential and has a sweetspot at her foot that is a meteor smash. However, the move has high ending lag overall. 


Final Smash[]

Type Name Damage Description
Final Smash Gunship  (1% = loop), 10% = last).  Summons her Gunship from the background and jumps into it as it flies into the foreground. While Zero Suit Samus is piloting it, crosshairs appear on the screen, allowing her to fire a maximum of five blasts from her Gunship's cannons at any spot she chooses. When 15 seconds have passed or she has fired five shots, the Final Smash will conclude and she will return to the stage from the sky.
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