Zero Suit Samus (SSBD)
Zero Suit Samus in Super Smash Bros. Dream | |
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Universe | Metroid |
Availability | Starter |
Final Smash | Gunship |
Zero Suit Samus is a returning veteran in Super Smash Bros. Dream. She was confirmed by BeepYou on February 17th, 2016. She is once again voiced by Alesia Glidewell, using recycled voice clips from Brawl.
Attributes[edit | edit source]
Walking speed | Dashing speed | Falling speed | Air speed | Gravity | Air acceleration | Weight | Traction | |
---|---|---|---|---|---|---|---|---|
Value | 1.4 | 2.1 | 1.7 | 1.15 | 0.12 | 0.079 | 80 | 0.062 |
Changes from SSB4[edit | edit source]
Due to her previous dominance in SSB4, Zero Suit Samus has got a mix of buffs and nerfs, though despite receiving notable buffs, she was nerfed overall in her transition. Most notably, her punish game has been noticeably weakened: her KO power has been somewhat toned down from SSB4 (though not quite back to her Brawl iteration), most notably on her Boost Kick and her Flip Jump. Given the fact her comboing ability was considered "cheap" and "easy-bake", it has also been weakened a bit due to the added endlag to her moves (most notably her up aerial and all throws but her up throw). Her emergency pistol, the crux of her moveset, has lost some of its utility due to it once again paralyzing opponents for less time. Lastly, she no longer can tether at very close range with her side special, which puts her ability to ledge trump in line with other fighters.
On the other hand, some of her other moves that were considered mediocre finishers like her up smash have been buffed in power. Additionally, her recovery is even better than in previous games due to her down aerial being able to be cancelled by jumping, Boost Kick covering slightly more distance, and her Flip Jump being able to be cancelled mid-air by her second jump or her Boost Kick.
Overall, while slightly nerfed from SSB4, Zero Suit Samus is still a viable character.
Aesthetics[edit | edit source]
Visually, she retains her appearance from Metroid: Other M. Her eyes have become slightly bigger and more anime-esque, and her skin is less pale, but other than that, her appearance has not changed much in her transition. Even though her appearance is more anime-esque, she is still treated as a realistic fighter.
Her expressions on some of her animations are less stern, like in her taunts. She also has a different a Screen KO expression (the same as her tripping one).
Attributes[edit | edit source]
She is a slightly taller target.
Her air speed is slightly slower (1.2 → 1.15).
Her air acceleration is slower (0.085 → 0.079).
Her traction is slightly lower (0.07 → 0.067).
Her wall jump is higher.
Her short hop is slightly lower.
Ground attacks[edit | edit source]
First two hits of jab deal more damage (1.5%/1.5% → 2%/3%), making the whole jab combo more damaging (6% → 8%).
Forward tilt now deals the same damage regardless of where it hits (7%/6% → 7%). Forward tilt also now always trips from ~0-50% when aimed down.
Forward tilt aimed down deals 1% less damage (8%/6.5% > 6%).
Up tilt's second hit is less powerful (70 base/90 scaling → 65/85).
Dash attack is much more powerful when clean (100 base/40 scaling → 70/100).
Dash attacks's angle when clean has been altered (70° → 45°).
Forward smash's first hit comes out 1 frame slower (frame 13 → 14).
Angle of second hit of forward smash when sweetspotted has been changed (Sakurai angle → 40°).
Up smash's last hit is more powerful (70 base/145 scaling → 60/170).
Down smash has increased base knockback but reduced scaling (50/90 → 60/20), which reduces the time it paralyzes opponents at higher percents.
Aerial attacks[edit | edit source]
Neutral aerial is slightly faster (frame 10 → 8).
Neutral aerial's late hit does less damage (10% → 7%). It also has slightly more landing lag (10 → 12 frames).
First hit of forward aerial now has set knockback and sends the opponent on the autolink angle instead of the Sakurai angle (361° → 366°), allowing it to reliably connect onto the second hit.
Both hits of forward aerial deal 1% less damage (5%/7% → 4%/6%).
Back aerial comes out noticeably faster (frame 8 → 6) and its sweetspot deals 1% more damage (12% → 13%), making it stronger despite its lower knockback. It also renders her leg intangible for the duration of the hitbox.
Back aerial's sourspot now overlaps the sweetspot. Its knockback was also reduced (42 base/98 scaling → 40/92), making the sourspot weaker.
Up aerial has more base knockback but much less knockback scaling (30 base/110 scaling → 60/82), making it weaker for KOing. It also has more endlag (22 frames → 27 frames).
Up aerial's lower knockback makes it even better for combos.
Down aerial is now able to be cancelled with a jump or Boost Kick (at frame 30), allowing her to meteor smash foes without much worry of self-destructing. It also deals more damage (6% sweet/5% sour/5.5% landing → 9% sweet/8% sour/6% landing) and is stronger (35 base/90 scaling → 20/103).
Grab aerial's sweetspot hitbox lasts for slightly longer (frame 19 → 18-19).
Throws/other attacks[edit | edit source]
All of her throws except up throw have 3 more frames of ending lag.
Up throw's hits timing and damage outputs have been altered (2%/8% → 7%/3%) and the second hit has significantly stronger knockback (80 base/60 scaling → 50/197), now being a reliable KO throw.
Down throw's knockback has altered knockback (100 base/25 scaling → 90/46), making followups harder at higher percents.
Down throw's angle was altered (75° → 70°).
Down throw has a more violent SFX, which comes from Pokémon Diamond and Pearl (the sound made by Pound when it hits).
Special moves[edit | edit source]
Paralyzer's shots have slightly more fixed knockback when uncharged (18 → 20).
Paralyzer's shots have less fixed knockback when fully charged (65 → 42).
Plasma Whip's non-tipped hits deal more damage (2% near wire/1% far wire → 3%). The tip of Plasma Whip also deals stronger knockback (?? base/?? scaling → 50/160), restoring some of its lost KO potential from Brawl.
Using her Plasma Whip when very close to a ledge won't take out the tether grab, making her ability to ledge-trump in line with other characters.
Boost Kick covers slightly more distance. Its looping hitbox also lasts for 4 more frames. Additionally, all of Boost Kick's loop hits now send the opponent on the autolink angle (87° hits 2-5/290° hit 7 above/90° hit 7 below → 366° all hits), increasing its reliability as a punish option.
Boost Kick deals less damage overall (5% hit 1/1.3% hits 2-7/16.8% total → 2% hit 1/1.2% hits 2-6/2% hit 7/14% total). The finishing hit's knockback scaling is also much lower (220 → 195), no longer KOing below 100% except if its used on lightweights.
Flip Jump's meteor hitbox (the kick) is slightly larger, making it easier to land.
Flip Jump's reverse timing is significantly more strict. Its kick does less damage (14% → 12%) and is weaker (30 base/100 scaling → 28/98). The meteor hitbox's duration has also been decreased (4 → 2 frames), making it harder to land.
Gunship lasers' loop hits do more damage (0.8% → 1%).