Super Smash Bros. Galaxy Deluxe/Zero Suit Samus Moveset

Zero Suit Samus (ゼロスーツサムス, Zero Suit Samus) is a playable character in Super Smash Bros. Ultimate. She was officially revealed on June 12th, 2018 alongside Wii Fit Trainer and the rest of the returning roster. Once again, Zero Suit Samus is unconnected to the standard playable Samus, although she temporarily transforms into the latter during her Final Smash. Zero Suit Samus is classified as Fighter #29.
As in Super Smash Bros. 4, Alésia Glidewell's portrayal of Zero Suit Samus from Super Smash Bros. Brawl was repurposed for Ultimate.
Zero Suit Samus is currently ranked 26th out of 82 characters on the current Ultimate tier list, placing her in A+ tier. This is a significant drop from her top-tier position in Smash 4, where she was ranked 6th out of 54 characters, and is her worst placement in the series to date. Zero Suit Samus possesses fantastic movement that allows her to be fantastic as a hit-and-run character and even a time-out character, while also giving her a strong disadvantage state. Zero Suit Samus also possesses a long and fast recovery thanks to Flip Jump, Boost Kick, and her tether. She also possesses safe aerials and a projectile that complements her strong neutral game and grants her a strong aerial game. 
However, Zero Suit Samus also has some notable weaknesses. Zero Suit Samus has issues closing out stocks consistently and her overall damage output is unimpressive compared to other top-tier characters, making her ability to make comebacks rather poor. She also has weak survivability due to a rather predictable recovery and being a tall yet light character, making her susceptible to early KOs. Finally, she has little out-of-shield options, while the options she does have are either inconsistent or has average startup.
Zero Suit Samus was initially considered to be among the best characters in the game, with the character notably having a strong presence in Japan. However, nerfs to her strengths and metagame shifts due to the addition of DLC characters and buffs to other characters led to a noticeable decline following the online era. Even with the decline, she is still considered to be a viable character who has seen great results and decent representation in tournaments thanks to the likes of Marss.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Level Chop (レベルチョップ) / Gun Hook (ガンフック) / Elbow Smash (エルボースマッシュ) 	1.5% 	A knifehand strike, followed by a pistol-whip with her Paralyzer, followed by a 12-6 elbow. It is tied with Little Mac for the fastest jab, coming out instantly on frame 1. The first hit can lock, but the height of the hitbox causes it to miss small or crouching opponents on non-slanted terrain. It also has a poor damage output, only doing a total of 6% if all three hits connect. Its main purpose is to disrupt grounded approaches or combos, as well as finish a combo on its own due to its instantaneous startup.
Neutral attack 	Neutral attack 	Level Chop (レベルチョップ) / Gun Hook (ガンフック) / Elbow Smash (エルボースマッシュ) 	1.5% 	A knifehand strike, followed by a pistol-whip with her Paralyzer, followed by a 12-6 elbow. It is tied with Little Mac for the fastest jab, coming out instantly on frame 1. The first hit can lock, but the height of the hitbox causes it to miss small or crouching opponents on non-slanted terrain. It also has a poor damage output, only doing a total of 6% if all three hits connect. Its main purpose is to disrupt grounded approaches or combos, as well as finish a combo on its own due to its instantaneous startup.
Neutral attack 	Neutral attack 	Level Chop (レベルチョップ) / Gun Hook (ガンフック) / Elbow Smash (エルボースマッシュ) 	3% 	A knifehand strike, followed by a pistol-whip with her Paralyzer, followed by a 12-6 elbow. It is tied with Little Mac for the fastest jab, coming out instantly on frame 1. The first hit can lock, but the height of the hitbox causes it to miss small or crouching opponents on non-slanted terrain. It also has a poor damage output, only doing a total of 6% if all three hits connect. Its main purpose is to disrupt grounded approaches or combos, as well as finish a combo on its own due to its instantaneous startup.
Forward tilt 	↗ 	Spin Kick (スピンキック) 	8% (leg), 6.5% (body) 	A roundhouse kick. It can be angled. The down-angled version may cause tripping at low percentages. Its main usage is for spacing, due to its overall low lag and average knockback.
Forward tilt 	→ 	Spin Kick (スピンキック) 	7% (leg), 6% (body) 	A roundhouse kick. It can be angled. The down-angled version may cause tripping at low percentages. Its main usage is for spacing, due to its overall low lag and average knockback.
Forward tilt 	↘ 	Spin Kick (スピンキック) 	8% (leg), 6.5% (body) 	A roundhouse kick. It can be angled. The down-angled version may cause tripping at low percentages. Its main usage is for spacing, due to its overall low lag and average knockback.
Up tilt 	Up tilt 	Headstand Kick (ヘッドスタンドキック) 	5% (hit 1), 7% (hit 2) 	A butterfly kick performed from a variation of the 2000 (a breakdancing move) followed by an upward scissor kick. It hits on frame 3, making it Zero Suit Samus' fastest tilt attack. It is also one of only two moves that hit in front of and behind her, with the other being neutral aerial, making it a good replacement to her down smash to hit both sides.
Down tilt 	Down tilt 	Ground Sweep (グラウンドスイープ) 	8% (leg), 6% (foot) 	A legsweep. This lowers her hurtbox more than her crouch, allowing her to duck under most projectiles with proper timing. It works as a decent combo starter, being able to combo into forward aerial, up aerial, and a dashing up smash at low percentages.
Dash attack 	Dash attack 	Jumping Kneebutt (ジャンピングニーバット) 	8% (clean), 5% (late) 	Activates her Jet Boots to perform a jet-propelled knee strike. It functions very well as a burst option and a whiff punish, due to it coming out on frame 7. However, it does not have much of a function otherwise, as it lacks KO potential, and has too much ending lag to be able to be used for combos.
Forward smash 	Forward smash 	Jet Boot Kick (ジェットブーツキック) 	5% (hit 1), 11% (hit 2) 	A mid-level sidekick followed by a spinning sidekick at a slightly higher angle. Due to it activating her Jet Boots, the second hit has a visible sweetspot in the form of a small, fiery blast at the tip of her foot. Unlike typical sweetspots, it has the same damage output as the sourspot; the only change is that it has slightly higher knockback scaling. Her side smash can be angled, but only the second kick changes in angle. It is often considered one of the worst forward smashes among the cast, because, despite its moderate startup, it is extremely weak, and it has very high ending lag despite this, making it a high-risk move with low reward.
Up smash 	Up smash 	Shocker String (ショッカーストリング) 	4% (hit 1), 0.8% (hits 2-6), 3% (hit 7) 	Spins in place while twirling her Plasma Whip overhead. It possesses surprisingly high hitstun with low ending lag, making it a solid combo starter at low to mid percents, while still possessing decent kill power. It's also a very strong anti-air, as the attack has a huge disjoint above Samus's head. All of this, combined with its long-lasting, disjointed hitbox, make it commonly considered among the best up smashes in the game.
Down smash 	Down smash 	Slant Paralyzer (スラントパラライザー) 	8% (near), 6% (far) 	Aims her Paralyzer downward in front of herself and fires a paralyzing energy blast at the ground. This move has poor KO potential, instead, it is used to initiate combos. The move has slow startup as it comes out on frame 20, but has very low ending lag with only 17 frames of cooldown which makes it excellent for leading into other moves such as Boost Kick for a potential KO at high percents. Opponents are paralyzed much longer at higher percentages. It can 2-frame punish opponents, giving her true followups if it is timed correctly. Based on the ability to shoot her Paralyzer downward in Metroid: Zero Mission.
Neutral aerial 	Neutral aerial 	Whip Guard (ウィップガード) 	8% 	Spins in midair, swinging her Plasma Whip laterally around herself. It is often considered her best aerial and one of the best neutral aerials in the game for a multitude of reasons; the most notable of which is its combo potential. It can combo into all of her aerials in a very wide range of percentages, starting at 0%, and at high percentages (around 80%), it has a KO confirm into back aerial. At lower percentages (around 40-60%), it has a notorious KO setup into Flip Kick, although it is sometimes inconsistent because of the sweetspot's small hitbox. Another reason it's so versatile is that it's extremely difficult to punish when landing with the move; against shield, its electric properties and disjointed range make it difficult to punish, even on whiff or out of a parry. On shield, it is -4 at best, making it safe against out-of-shield options that can even be as fast as frame 5. Combining all of this together, it adds up to be one of Zero Suit Samus's best moves overall.
Forward aerial 	Forward aerial 	Twice Kick (トワイスキック) 	5% (hit 1), 7% (hit 2) 	A hook kick followed by a roundhouse kick. At very high percents, the first hit has trouble connecting into the second hit; however, this, in return, makes it a good combo starter on landing. At low percentages, it can combo into up smash, another forward aerial, and forward tilt. At high percentages, it has KO confirms into back aerial, Boost Kick and Flip Kick. The attack by itself is decently strong, KOing offstage at around 100%. Because of ZSS's ability to go very far offstage and still be able to recover, it can KO even earlier.
Back aerial 	Back aerial 	Sobat (ソバット) 	12% (foot), 10% (leg) 	A spinning hook kick. Very high knockback for an attack of its type, being able to KO opponents earlier than all her uncharged smash attacks. It works very well as a combo finisher and KO confirm, being able to combo out of her landing neutral aerial, the first hit of her forward aerial, and her up aerial.
Up aerial 	Up aerial 	Air Kick (エアキック) 	6.5% 	A bicycle kick. Thanks to its minimal start-up and ending lag, very low base knockback and very high knockback scaling, and low landing lag, it boasts excellent juggling potential.
Down aerial 	Down aerial 	Slash Dive (スラッシュダイブ) 	6%, 5.5% (landing) 	A diagonal flying kick, similar to Sonic and Sheik's down aerials, though unlike most moves of its kind, it meteor smashes throughout its entire duration. Has the slowest startup lag of all of her aerials. Due to this move being a stall-then-fall, it is extremely risky to use off-stage, leading to a self-destruct in most cases, though its aforementioned properties make it effective as a quick and unexpected sacrificial KO, as the opponent will be KO'd first if hit below the ledge. Even when she lands on the ground, there is a high landing lag, making it easy to punish. Despite this, its extremely fast descent speed can enable it to counter a juggle if there is sufficient distance between Zero Suit Samus and the opponent.
Grab aerial 	Grab aerial 	Aerial Plasma Whip (空中プラズマウィップ) 	5% 	Lashes in front of her with the Plasma Whip. It shares most of the same combos and KO confirms that her neutral aerial has, such as her back aerial and Flip Kick at high percentages; however, due to its lower knockback, it has an additional KO setup into Boost Kick.
Grab 	Grab 	Grab (つかみ) 	— 	Performs a kneeling lunge to unfurl the Plasma Whip. A hitbox appears at her hand, allowing her to grab opponents with less lag.
Pummel 	Pummel 	Grab Kneebutt (つかみニーバット) 	1.3% 	A knee strike.
Forward throw 	Forward throw 	Short Kick (ショートキック) 	5% (hit), 4% (throw) 	Kicks the opponent away. It is arguably her most useful throw, as it is essential to her excellent tech-chasing capabilities due to its very low launch angle. It can even combo into dash attack against some characters, although the window for it to be true is rather tight.
Back throw 	Back throw 	Kick Throw (キックスルー) 	2% (hit), 6% (throw) 	A mid-level roundhouse kick. It can get opponents offstage, and, if the opponent's reaction is read, it can combo into Flip Kick; however, this combo is extremely risky, as Zero Suit Samus has a very good chance to self-destruct if the Flip Kick misses due to its high ending lag.
Up throw 	Up throw 	Hold Somersault Kick (ホールドサマーソルトキック) 	2% (hit), 8% (throw) 	A backflip kick. The most damaging out of all of her throws, as well as her strongest throw; however, it doesn't KO middleweights until around 165%. To make up for this, however, it has an extremely fast startup, making it impossible to react to with DI.
Down throw 	Down throw 	Knee Stamp (ニースタンプ) 	4% (hit), 4% (throw) 	Pins the opponent on the ground, and performs an ax kick. Its high ending lag and average knockback make it a poor combo starter; the only way it can combo into attacks is to read the opponent's reaction.
Floor attack (front)	Floor attack (front)	 	7% 	A modified butterfly kick performed from a windmill (a breakdancing move).
Floor attack (back) 	Floor attack (back) 	 	7% 	Same as her frontal floor attack.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Performs a spinning low-level roundhouse kick.
Edge attack 	Edge attack 	 	9% 	Performs a low-level roundhouse kick while climbing up.
Neutral special 	Neutral special 	Paralyzer 	4~6% 	Assumes a kneeling position to fire a paralyzing energy blast from her weapon. It can be charged, which increases its damage output the duration of its paralysis but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage.
Side special 	Side special 	Plasma Whip 	2% (arm), 3.2% (whip, base), 1.2% (whip, middle), 4% (whip, held tip), 8% (whip, pressed tip)	Performs a kneeling lunge to unleash the Plasma Whip forward in a swirling motion. The whip hits repeatedly, while its sweetspot, which is located at the whip's tip, launches opponents away, and can KO at high percentages. Alternatively, holding down the special move button will have the tip of the whip snap upwards, knocking opponents up and towards her. While the held version deals less damage, it gives Zero Suit Samus an opportunity for followups.
Up special 	Up special 	Boost Kick 	5% (hit 1), 1.2% (hits 2 - 6), 4% (hit 7) 	Activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick. One of her best KO moves against a midair opponent. It can also be angled forward or backward, which allows it to catch an opponent's air dodge, rolls, and edge get-up reactions. The move is also a great out of shield option as it is very fast at frame 6 and is a potential KO option at high percents, although the hitbox is directly in front of Zero Suit Samus and is very small, limiting its utility as an OoS option to very close range as it will very likely lead to a punish if it is whiffed.
Down special 	Down special 	Flip Jump 	8% (stomp), 14% (kick) 	A 720° Ce Kong Fan[1], a jumping technique used in contemporary Wushu. It functions as a third jump and grants intangibility on frames 3-12. 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 is very powerful. The flying kick also has a sweetspot at her foot that can meteor smash aerial opponents but has slightly less knockback against aerial opponents. Overall, due to its sheer versatility as a combo finisher, recovery option, and an excellent tool for breaking out of disadvantage, it is commonly considered one of the best moves in the game and is arguably Zero Suit Samus’ best move.
Final Smash 	Final Smash 	Zero Laser 	1.2/1.6% (laser loop), 20/25% (final burst) 	Zero Suit Samus leaps up, rising into the air, then appears atop her Gunship in the background, wearing her Power Suit. A player-controlled crosshair then appears, and after a short amount of time (or when the attack button is pressed), the now-suited Samus begins firing her Zero Laser with an area roughly equal to that of the crosshair. Like the version used by her suited counterpart, it hits multiple times. Opponents take more damage closer to the center of the crosshair. At the end of the move, there is a brief pause, then one final burst is fired with enough power to launch opponents. Once the move concludes, Samus reverts to her Zero Suit and returns to her previous position.
== Appearing ==
Jumps out of her Gunship and uses her Jet Boots to briefly hover before landing.
== Taunt ==
Up Taunt: Tosses her Paralyzer into the air, spins once, and catches it behind herself while saying "Is that all?"
Side Taunt: Swings the Plasma Whip in a circular motion while saying "Try me."
Down Taunt: Holds her Paralyzer near her waist, and then performs a pirouette while twirling the Plasma Whip around her body and saying "You're mine."
== Idle ==
Stands up straight and looks around, holding her Paralyzer towards her face.
Makes configurations to her Paralyzer.
== Victory Pose ==
Left: Slashes the air twice with her Plasma Whip and says "Be still."
Up: Uses Flip Jump and then performs a jet-propelled somersault while grunting.
Right: Performs a stretch kick and then swings her leg into position to perform a modified passé while grunting. Her leg motions and ending pose seems to "draw out" her series symbol, with the stretch kick being the "circle" and the ending pose being the "S".
== Victory Theme ==
Zero Suit Samus: Metroid Zero Suit Samus Victory Theme
== Classic Mode: Grapplers! Whips! Claws! ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Young Link and  Toon Link	Skyloft 	Dark World (for 3DS / Wii U) 	
2 	Ivysaur 	Spear Pillar 	Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue	Ivysaur's Pokémon Trainer is absent.
3 	Dark Samus 	Brinstar Depths 	Theme of Samus Aran, Space Warrior 	
4 	Yoshi 	Peach's Castle 	Super Mario World Medley 	
5 	Simon and  Richter 	Dracula's Castle 	Simon Belmont Theme (The Arcade) 	
6 	(x3)  (x3) Little Mac 	75m (Battlefield form) 	Tunnel Scene - X 	Horde Battle. Items do not appear.
The stage is also made of wires, and the music track references how the Game Boy game X has wireframe graphics.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Ridley (Giant) 	The Research Facility II	Vs. Ridley 	
== Palutena's Guidance ==
: Pit: Who's that woman?
: Palutena: That's Zero Suit Samus. She usually wears heavy armor, but not in this incarnation. Even so, she's still pretty powerful.
: Pit: She has some pretty hurty-looking equipment. Getting kicked by those Jet Boots has gotta sting!
: Palutena: You have a good deal of "hurty-looking equipment" yourself, Pit.
: Pit: Yeah, and can you believe that there are some fighters that battle empty handed? Crazy!
: Palutena: It's all about discipline, not weaponry. Don't worry, though. When we get home, I'll enroll you in Palutena's Boot Camp. That'll fix you right up.
: Pit: Or I can just keep my weapons. Yeah, let's do that.
: Palutena: Anyway, Zero Suit Samus is a difficult target to hit. Keep your attacks sure and steady.
== Color ==
# Original
# Dark Blue
# Red
# Black
# Yellow
# Green
# White
# Casual Outfit (Zero Misson)
# Casual Outfit (Fusion)
== Story Mode ==
Zero Suit Samus Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the sans of Girl & Dog.
No.	Name 	Type	Power	Stage 	Music
29 	Zero Suit Samus	Grab	7,500	Brinstar Depths (Ω form)	Theme of Samus Aran, Space Warrior
== Spirit ==
Category:Character Movesets