Zero Suit Samus (SSBU)

Zero Suit Samus (, Zero Suit Samus) is a playable character in Super Smash Bros. Ultimate. She was officially revealed on June 12th, 2018 alongside and the rest of the returning roster. Once again, Zero Suit Samus is unconnected to her Power Suit-equipped self; however, she temporarily equips her Power Suit during her Final Smash. As in Super Smash Bros. 4, 's portrayal of Zero Suit Samus from Super Smash Bros. Brawl was repurposed for Ultimate. Zero Suit Samus is classified as Fighter #29.
Zero Suit Samus is currently ranked 33rd out of 82 characters on the current Ultimate tier list, placing her in the middle of the A- tier. This is a significant drop from her top-tier position in SSB4, 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 damage racking capabilities are unimpressive compared to other top-tier characters, making her ability to make comebacks rather poor. She also has poor endurance due to being a tall lightweight, making her susceptible to early KOs. Finally, Zero Suit Samus' out-of-shield options aren't as flexible as other melee-oriented characters, due to hers requiring more precision due their limited coverage.
Zero Suit Samus was initially considered to be among the best characters in the game and had strong representation thanks to and many players in Japan, including and . However, nerfs to her strengths, buffs to other characters, metagame shifts due to the addition of DLC characters, and a lack of activity from her best players led to a noticeable decline following the online era. Nonetheless, she remains a highly viable character.
==How to unlock==
Complete one of the following:
*Play VS. matches, with Zero Suit Samus being the 19th character to be unlocked.
*Clear with or any character in his unlock tree, being the 2nd character unlocked after .
*Have Zero Suit Samus join the player's party in World of Light.
With the exception of the third method, Zero Suit Samus must then be defeated on Brinstar. In World of Light, she is fought on the Ω form of Brinstar Depths.
==Attributes==
Zero Suit Samus is a tall, lightweight character, similar to and , which alongside her low weight (tied with for the 7th lowest) gives her poor endurance. However, much like other rushdown-oriented characters, her mobility is among the best in the game: she possesses the 2nd fastest initial dash, the 7th fastest dashing speed, the 9th fastest air speed, the 15th highest air acceleration, and the 3rd highest jump height overall. Altogether, these attributes gives her an excellent hit-and-run playstyle.
One of Zero Suit Samus' biggest strengths is her outstanding air game, considered among the best in the cast. While her neutral aerial has noticeable start-up, it is decently disjointed and sends at an excellent angle for combos. This makes it one of her main tools in the neutral and is notable for having several KO confirms into some of her finishing moves. Her forward aerial is also a great combo starter due to its low lag and can be useful for edgeguarding, while it also has some KO potential offstage. Her back aerial is fast, fairly strong, and can be combo'd into from a neutral aerial at high percents, making it one of her primary KO options. Her up aerial is exceptionally fast at frame 6 and can be combo'd into itself repeatedly, making it a great juggling tool that can sometimes KO confirm into Boost Kick. Her down aerial is a stall-then-fall aerial with a meteor smash hitbox; while it is her slowest aerial and easily her most unsafe, it can nonetheless be used as a situational KO move and landing option. Finally, she is one of the only characters in the game with a grab aerial, which like most other grab aerials has long range and low lag overall, giving her a good approach against aerial foes as well as a niche recovery option.
While her ground game isn't as powerful as her aerials, it still has decent utility. Her neutral attack is notable for coming out instantly on frame 1, making it a reliable anti-pressure tool despite its poor damage output and range. Her forward tilt has good range, low lag, and can set up tech-chase situations and can trip at low percents when angled downwards, her up tilt is the fastest of its kind at 3 frames of startup and can be used as an anti-air, and her down tilt lowers her hurtbox and is useful as a ranged poking option while also being a decent combo starter. Her down smash has decently sized hitboxes with low ending lag and is an effective combo tool starting from lower percentages while at higher percentages, it can lead into KO moves such as Boost Kick or up smash; however, unlike most other down smashes, it only hits in front of her, limiting its utility for tech-chasing. Lastly, her up smash has impressive vertical range overall, deals high hitstun, has low enough ending lag for combos at low percentages, and has decent KO power, arguably making it one of the best up smashes in Ultimate.
Zero Suit Samus also has a decent grab game, as her grab has a very long range, while all of her throws deal at least 8%. Her forward throw can be used for tech chasing, while her back throw can force opponents into unfavorable offstage situations or even lead into her infamous Flip Jump meteor smash. Her up throw is a decent KO throw (which KOs starting around 170%), and while her down throw is ironically unsuitable for combos unlike other down throws, it can still follow up at low percentages if the opponent fails to act fast enough.
Finally, her special moveset has strong utility overall. Paralyzer, her neutral special, has a very fast charge time compared to other chargeable projectiles, and starting at mid percentages, will stun opponents long enough for her to be able to follow up. Plasma Whip, her side special, is a long-ranged attack with very strong utility: tapping the button will cause the move to become a multi-hitting KO option that KOs starting at 140% if fresh, while holding the button will cause the move to hit once and knock foes upward. While this version is less suited for offense and has more lag, it still has utility for setting up combos. Boost Kick, her up special, travels merely average distance as a recovery, but compensates with having many options that follow up into it (such as neutral and up aerials, Paralyzer and Flip Jump's burying sweetspot), while the last hit is strong enough to KO earlier than her forward smash and her strongest move overall. Finally, her down special, Flip Jump, is a 45° acrobatic jump that does not render her helpless in the air, while its followup kick can meteor smash foes in the air or bury them on the ground, and is fast enough that it will often leave slower characters (such as ) in dangerous situations. It also grants intangibility on frames 3-12, making it an excellent tool for getting out of disadvantage. 
Zero Suit Samus is not without flaws, however. Perhaps her most infamous flaw lies in her defense: while her recovery is among the most effective in Ultimate due to her abundance of recovery options, fast air speed, and high jumps, her aforementioned weight and tall frame give her very poor endurance, while her recovery options (except for Flip Jump) are linear and fairly straightforward to edgeguard, which can make her recovery predictable. This flaw is further stressed with her fast falling speed, as it is easy for characters with sufficiently fast combo attacks (including and ) to perform combos on her (although her frame 2 air dodges can somewhat alleviate this issue).
Zero Suit Samus' ground game, despite its strengths, is also flawed. While her tilts have passable range, and her up and down smashes are good for follow ups and KO confirms, her forward smash has high end lag for an attack of its kind and is not strong or consistent enough to KO reliably, making it arguably her worst move. Her dash attack cannot reliably combo due to its high ending lag, and her down smash, despite its follow up potential, is unsafe on hit at low percentages due to its low hitlag and knockback, meaning that the paralyzed opponent(s) can generally act before she can follow up.
Zero Suit Samus' out-of-shield game can also be rather problematic. While Boost Kick is very fast at frame 6 and can KO very early at the ledge, it lacks sufficient range in front of her and has a very hard time punishing cross-ups out of shield. While the aerial version has more range, it also costs 3 extra frames to start up (due to her jumpsquat) and as such is less reliable. Her up smash acts as a solid out of shield option due to its decent horizontal range but is still merely frame 10; although that is fast startup for an up smash, it is only average startup for an out of shield option. Her rather high short hop also causes her aerials to be unviable out of shield outside of forward aerial on certain characters, and her grab by default is very slow. As such, ZSS's out of shield game suffers immensely if the opponent spaces against her shield well.
Finally, while her grab game has some utility, it is still notably flawed. As her throws only deal passable damage at best, while up throw is her only KO throw (and not a particularly potent one at that), they are only generally used to deal damage if other close-range moves are stale. Her grab in general is also very laggy in startup and end lag, meaning that despite its long range, it is easy to punish from any sufficiently fast attack if it misses. Lastly, the nerfs to her down throw, which was easily her best throw from SSB4, make her grab game more suited for direct offense instead of damage racking strings, giving it limited utility overall.
In the end, Zero Suit Samus retains much of her playstyle from SSB4, being a hit-and-run character with a strong punish game, while the transition from SSB4 to Ultimate has improved her overall mobility and neutral tools at the cost of her potent ladder combos and overall KO power.
==Changes from Super Smash Bros. 4==
Zero Suit Samus was previously considered a dominating top tier character throughout the lifetime of SSB4 (6th out of 55 characters), with a combination of excellent mobility, impressive recovery and a highly deadly punish game that could easily turn the tables on a careless opponent. Likely as a result of this, Zero Suit Samus has received a mix of buffs and nerfs in the transition to Ultimate, but was nerfed overall.
Zero Suit Samus significantly benefits overall from the universal changes to gameplay mechanics. The faster movement speed further enhances her already excellent mobility, improving her approach and as such, her "hit and run" playstyle. The changes to air dodge mechanics improves her juggling capabilities, while not affecting her as much thanks to her great recovery and options to escape pressure. The universally reduced landing lag and more limited out of shield options allow her to retain some of her setups while improving on her mediocre neutral game, one of her most notable weaknesses in SSB4.
She has also directly received some useful buffs. Down tilt, arguably her worst move in SSB4, has reduced ending lag that gives it combo potential at low percentages. Up smash has reduced base knockback and significantly increased knockback scaling, turning it into a reliable all-purpose attack with combo potential at low percentages and KO power at high percentages. Aside from her lost ability to string lengthy and devastating punishes off of a down throw, Zero Suit Samus' grab game has been improved as a whole: her grab, previously one of the laggiest in the game, has been sped up, making it less risky to use; her new forward throw sends opponents in a lower angle, granting it the ability to set up tech-chasing; and up throw has increased knockback, granting her an emergency KO move at high percentages.
Finally, her special moveset has seen many improvements, as Paralyzer charges and fires shots faster, while Plasma Whip has had some of its lost KO power from Brawl restored and has a new version where opponents can be sent towards her for new setups if the button is held. Flip Jump executes faster in the air, both the jump and footstool stomp have less ending lag, and the manual kick can be inputted faster, which allows her to combo into it from her neutral aerial much more consistently and take stocks at very early percentages.
However, despite these changes, Zero Suit Samus has received some significant nerfs that generally halt the buffs she received. The most notable direct nerfs were to her outstanding punish game, which while still potent, has been toned down as a whole: her down throw has more knockback and ending lag, losing almost all its combo potential past extremely low percentages; up aerial has more ending lag, and both her down smash and Flip Jump's bury hitbox (especially the former) have less hitstun and knockback, worsening several of her setup moves and making it more difficult to capitalize on them and on KO confirms. Furthermore, the changes to the knockback physics make it more difficult for her to string her moves into the other. As a result of this, her combo game is significantly less varied and effective, now requiring Zero Suit Samus to utilize her improved mobility in order to land hits.
Zero Suit Samus' recovery, previously one of the best in the game, was also nerfed, as Plasma Whip takes much longer to grab an edge and has reduced tether range. Her KO ability, one of her previous weaknesses, has also been further defined due to the nerfs to forward smash's sourspots and forward aerial's power, back aerials and Boost Kick's hitboxes, and Boost Kick's reduced knockback (unless started from the ground), making it much harder for her to score KOs. Finally, in terms of indirect changes, while the faster mobility is a boon to Zero Suit Samus, it also allows many other characters to keep up with her and thus catch her more easily than before, slightly weakening her already problematic disadvantage.
In the end, Zero Suit Samus' nerfs have made her "hit and run" gameplan shift completely from SSB4. She plays less linear thanks to a wider array of options, as opposed to her more polarized kit in SSB4, though while she retains many of her advantages from the previous game and still possesses devastating punishes, her watered down combo game makes her early punish game and advantage less oppressive than before, now requiring her to play a much more patient neutral game, using her mobility to weave in and out and more carefully punishing mistakes, lest she be put at a disadvantage. She has also received slight nerfs through game updates, though these haven't drastically affected her viability. However, this all culminates in Zero Suit Samus performing worse than in SSB4.
==Update history==
Zero Suit Samus received a mix of buffs and nerfs via game updates, but has been slightly nerfed overall. Patch 2.0.0 nerfed her forward smash by adding a sourspot at close range while Flip Jump has reduced base knockback, hindering her ability to KO aerial opponents at an early percentage from a back throw.
Her buffs in patch 2.0.0 allow her to grab ledges earlier when using forward aerial and up aerial while patch 3.1.0 allows her Plasma Whip to connect more reliably. Flip Jump's travel distance was shortened in patch 3.0.0, only to be reverted in the next patch. Patch 7.0.0 would then reduce Flip Jump's knockback scaling on the burying hit, nerfing its confirm into up smash and Boost Kick; sufficient mashing now being more difficult to get the followup at high percents, although it still allows for frame traps into the aforementioned moves. Patch 11.0.0 increased the landing lag of neutral aerial and increased the startup time for Boost Kick. This slightly reduces its safety against shield, out of shield, and tightens their combo windows, though they're still manageable.
Overall, she fares a little worse than she did at Ultimate's launch, yet she still remains a very viable character. 
 
 
 
 
 
 
 
 
==Moveset==
*Zero Suit Samus can crawl and wall jump.
*Zero Suit Samus possesses a tether attack and grab.
For a gallery of Zero Suit Samus' hitboxes, see here.
===Stats===
===Announcer call===
Zero Suit Samus English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
===On-screen appearance===
* Jumps out of her Gunship and uses her Jet Boots to briefly hover before landing.
ZeroSuitSamusOnScreenAppearanceSSBU.gif|Zero Suit Samus's on-screen appearance
===Taunts===
*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."
SSBUZeroSuitSamusTaunt1.gif|Zero Suit Samus' up taunt.
SSBUZeroSuitSamusTaunt2.gif|Zero Suit Samus' side taunt.
SSBUZeroSuitSamusTaunt3.gif|Zero Suit Samus' down taunt.
===Idle poses===
*Stands up straight and looks around, holding her Paralyzer towards her face.
*Makes configurations to her Paralyzer.
SSBUZeroSuitSamusIdle1.gif|Zero Suit Samus' first idle pose.
SSBUZeroSuitSamusIdle2.gif|Zero Suit Samus' second idle pose.
===Crowd cheer===
 	Cheer (English)	Cheer (Japanese/Chinese)	Cheer (Italian) 	Cheer (Dutch) 	Cheer (French)
Cheer 	 	 	 	 	
Description	Ze - ro - Suit!	Zero Suit Sams! 	Sa - mus Tu - ta Ze - ro!	Ze - ro - Suit!	Sa - mus -- sans combinaison! Sa - mus -- sans ar - mure!
 	Cheer (German) 	Cheer (Spanish) 	Cheer (Russian) 	Cheer (Korean)
Cheer 	 	 	 	
Description	Ze - ro - Suit! Sa - mus!	Saaaa - mus Ze - ro!	Sa - mus! nul'-kostyum!	Ze - ro Su - it Sa - mu - s!
===Victory poses===
*Left: Lashes 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".
ZeroSuitSamusVictoryPose1SSBU.gif
ZeroSuitSamusVictoryPose2SSBU.gif
ZeroSuitSamusVictoryPose3SSBU.gif
==In competitive play==
===Most historically significant players===
See also: :Category:Zero Suit Samus players (SSBU)
* - One of the best Zero Suit Samus players in Japan in the early metagame. Although he has never won a major, he came close several times, most notably placing 2nd at , 3rd at , and 5th at . His results and activity greatly declined following the early metagame, but he was still able to see some noteworthy performances in the early years of the post-COVID-19 pandemic metagame, including placing 9th at .
* - One of the best Zero Suit Samus players in Japan in the early metagame, though he initially played and did not pick up Zero Suit Samus until after the 2019 Golden Week events. He is the only Zero Suit Samus player other than Marss to win a major, surprisingly winning as the 37th seed, and has also placed 5th at and 7th at both and . His results greatly declined in the post-pandemic metagame before he went inactive in 2023, and he was never able to recapture the performances he saw in the early metagame.
* - The greatest Zero Suit Samus player of all-time, and one of the best players in the early metagame. He won four majors — , , , and — and is the only Zero Suit Samus player with more than one major win. He is also the only notable Zero Suit Samus player from the early metagame to remain relevant in the post-pandemic metagame in spite of his focus on content creation, especially in the latter metagame's early years, although his overall results were still less consistent compared to his early metagame results.
* - Though active in the early metagame, his results were less notable compared to other notable Zero Suit Samus players during this time, though he still had especially notable performances such as placing 2nd at and 7th at at . His best performances took place in the first few months after the return of offline competitive play, when he placed 4th at and 7th at , making him the best Zero Suit Samus player in Japan during this brief period. His results greatly declined in the years since.
* - The second-best solo-Zero Suit Samus player in North America, with her best performances taking place in the post-pandemic metagame. She is best known for her positive record over during the peak of his career, having defeated him at both and , and ultimately placing 33rd at 25th, respectively. She has also seen great success at regional events, including winning the C-tier and placing 4th at the superregional .
* - Though largely overshadowed by both Choco and Kuro, he saw several noteworthy performances that were better than most other Japanese Zero Suit Samus players during this time, including placing 13th at and 17th at , as well as some success at smaller events including 7th at both and . He became mostly inactive in the post-pandemic metagame, attending a couple of events each year with little success.
===Tier placement and history===
Zero Suit Samus had a lukewarm reception when Ultimate was released, as she was seen to be considerably nerfed from her last appearance, where she was a top-tier character. Many of her tools were watered down, most notably her throw combos and ladder setups. However, this lukewarm reception was reversed thanks to the myriad of outstanding results from Zero Suit Samus players. In particular, established himself as one of the best players in the world after winning a few majors, while Japanese majors often saw many Zero Suit Samus players place highly, including but not limited to , , and . As a result of these strong results, the general consensus believed Zero Suit Samus to be a solid top tier, with players such as , as well as many top players in Japan, even arguing the character could be one of the best in the game.
However, the post-pandemic metagame saw a notable shift in Zero Suit Samus' reception. For one, she received nerfs to some of her best moves, hindering her combo game and KO potential; the nerfs were great enough to cause some players, including Marss and shky, to believe she was no longer one of the best in the game. In addition, her best players slowly became less active or started to perform worse than before. In particular, Marss began shifting his focus towards content creation, while Kuro and Choco began struggling to make it into the top 32 at majors. As a result, Zero Suit Samus' representation declined, from having top 10 representation in 2019 to not even breaking top 30 by 2022. The nerfs to Zero Suit Samus' strongest tools and decline in results and representation collectively mellowed out opinions on her, with most players no longer considering her to be a top-tier.
This opinion is reflected in Zero Suit Samus' placement on the first tier list, where she was ranked 26th in A+ tier, while also dropping down to the bottom of A- tier at 30th on the second tier list. This also marks the first time that she was ever ranked below her Power Suit-equipped self.
==: Grapplers! Whips! Claws!==
All but one of Zero Suit Samus' opponents are characters who use tether/extended grabs and/or tether recoveries. The only exception to this theme is , who represents the theme of "wires" (as mentioned in the route's Japanese name) by using his wireframe outfit. 
Round 	Opponent 	Stage 	Music 	Notes
1 	and 	Skyloft 	 	
2 	 	Spear Pillar 	 	Ivysaur's is absent.
3 	 	Brinstar Depths 	 	
4 	 	Peach's Castle 	 	
5 	and 	Dracula's Castle 	 	
6 	(×3) (×3) 	75m (Battlefield form)	 	Horde Battle (3 at a time). 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 	 	 	(Less than 7.0 intensity) (Intensity 7.0 or higher)	On intensity 7.0 and higher, fights alongside Master Hand.
Credits roll after completing Classic Mode. Completing it as Zero Suit Samus has accompany the credits.
==Role in World of Light==
Although Zero Suit Samus does not appear in the World of Light opening cutscene, she was vaporized and later imprisoned alongside the rest of the fighters (sans ) when Galeem unleashed his beams of light. Zero Suit Samus' awakening battle is separate from that of , who is vaporized in the opening cutscene.
Zero Suit Samus can be found and awakened in the upper-right volcanic area in the World of Light after defeating the spirit.
===Fighter Battle===
No.	Image	Name 	Type	Power	Stage 	Music
29 	 	Zero Suit Samus	 	7,500	Brinstar Depths (Ω form)	
==Spirit==
Zero Suit Samus' fighter spirit can be obtained by completing as Zero Suit Samus. It is also available periodically for purchase in the shop for 300 Gold, but only after Zero Suit Samus has been unlocked. Unlocking Zero Suit Samus in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Her fighter spirit has an alternate version that replaces it with her artwork in Ultimate.
While herself appears in a number of spirits, including an unarmored "Young Samus" spirit portrayed by a Zero Suit Samus puppet fighter, the itself only appears in Zero Suit Samus' fighter spirit.
SSBU spirit Zero Suit Samus.png|266. Zero Suit Samus
SSBU spirit Young Samus.png|274. Young Samus
==In Spirit Battles==
===As the main opponent===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
242 	 	The Legend of Zelda Series 	• (100 HP) 	 	4,400 	Gerudo Valley (Battlefield form) 	•Item: Lightning•Hazard: Zap Floor 	•The floor is electrified•Stamina battle•The enemy starts the battle with a Killing Edge 	 	 	
274 	 	Metroid Series 	• • 	 	3,400 	Frigate Orpheon 	N/A 	•The enemy falls slowly 	 	 	
595 	 	F-Zero Series 	• • 	 	9,400 	Big Blue 	N/A 	•The enemy has increased move speed and reduced weight 	 	 	
645 	 	Fire Emblem Series 	• 	 	9,400 	Gaur Plain (Battlefield form) 	•Attack Power ↑•Assist Trophy Enemies (Lyn) 	•Hostile assist trophies will appear•The enemy has increased attack power when the enemy's at high damage•The enemy starts the battle with a Killing Edge 	 	 	
728 	 	Kid Icarus Series 	• 	 	1,700 	Skyworld 	•Item Tidal Wave 	•The enemy's kicks and knee strikes have increased power•The enemy favors side smash attacks•Certain items will appear in large numbers after a little while	 	 	
754 	 	Metal Gear Solid Series 	• 	 	1,700 	Shadow Moses Island 	•Sudden Damage 	•All fighters occasionally take sudden damage after a little while 	 	 	
757 	 	Metal Gear Solid Series 	• 	 	1,600 	Living Room 	•Defense ↓•Item: Food 	•All fighters have reduced defense after a little while 	 	 	
760 	 	Metal Gear Solid Series 	• (180 HP) 	 	13,900 	Garden of Hope (Ω form) 	•Defense ↑•Hazard: Poison Floor 	•The floor is poisonous•Timed stamina battle (2:00)•The enemy has increased defense when the enemy's at high damage 	 	 	
761 	 	Metal Gear Solid Series 	• • 	 	3,600 	Garden of Hope 	•Item: Food 	•Defeat the main fighter to win•The enemy becomes more powerful after eating 	 	 	
918 	 	Mega Man Zero Series 	• (160 HP) 	 	9,400 	Midgar (hazards off) 	•Assist Trophy Enemies () 	•Stamina battle•Hostile assist trophies will appear•The enemy starts the battle with a Beam Sword 	 	 	
955 	 	Xenoblade Chronicles Series 	• 	 	3,700 	Gaur Plain 	•Item: Ray Gun 	•The enemy's shooting items have increased power•The enemy starts the battle with a Ray Gun 	 	 	
971 	 	Xenoblade Chronicles Series 	• • • (Moveset: 2123) 	 	3,800 	Midgar (hazards off) 	•Assist Trophy Enemies (Jeff) 	•Hostile assist trophies will appear after a little while•Reinforcements will appear after an enemy is KO'd•The enemy starts the battle with a Beam Sword 	 	Poppi QTπ 	
980 	 	Street Fighter Series 	• (140 HP) 	 	3,600 	Onett (Ω form) 	•Jump Power ↓ 	•The enemy's kicks and knee strikes have increased power•Stamina battle•All fighters have reduced jump power 	 	 	
1,202 	 	Eternal Darkness: Sanity's Requiem	• 	 	1,800 	Luigi's Mansion 	•Hazard: Screen Flip 	•The screen will suddenly flip when the enemy's at high damage 	 	 	
1,296 	 	Shantae Series 	• 	 	9,400 	Pirate Ship 	•Item: Transforming Types 	•The enemy's battering items have increased power•The enemy starts the battle with a Killing Edge 	 	 	
1,311 	 	Persona Series 	• •Giant 	 	4,500 	Castle Siege (Throne Room) 	•Item: Fire Flower 	•Defeat the main fighter to win 	 	 	
1,350 	 	DAEMON X MACHINA 	•Tiny • 	 	4,200 	Halberd 	•Move Speed ↑•Assist Trophy Enemies (Jeff)•Item: Shooting Types	•Hostile assist trophies will appear•The enemy has increased move speed after a little while•Reinforcements will appear after an enemy is KO'd 	 	Guns Empress 	
1,353 	 	Tetris Series 	• • 	 	4,300 	Mushroom Kingdom U (Slide Lift Tower)	•Sudden Final Smash•Item: 	•The enemy will suddenly have a Final Smash 	 	Z-Tetrimino 	
1,376 	 	ASTRAL CHAIN 	• •Metal 	 	9,500 	 	•Item: Black Hole 	•Defeat the main fighter to win•The enemy favors special moves 	 	 	
1,451 	 	FINAL FANTASY Series 	• 	 	7,300 	Summit (Battlefield form) 	•Assist Trophy Enemies (Krystal)•Item: Freezie 	•Hostile assist trophies will appear after a little while•The enemy is easily distracted by items 	 	 	
1,480 	 	Tekken Series 	• • ×2 (Moveset 2232, Special Forces Helmet, Special Forces Outfit)	 	3,700 	Shadow Moses Island (hazards off) 	N/A 	•Defeat the main fighter to win•Reinforcements will appear during the battle 	 	 	
===As a minion===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters 	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
238 	 	The Legend of Zelda Series	• (50 HP)• (60 HP)• (30 HP)• (60 HP)• (50 HP)• (50 HP) 	 	9,200 	Great Plateau Tower 	N/A 	•Stamina battle•Reinforcements will appear after an enemy is KO'd•Defeat an army of fighters 	 	 	
288 	 	Metroid Series 	• • 	 	1,600 	Shadow Moses Island 	N/A 	•Defeat the main fighter to win 	 	Young 	
1,306 	 	Persona Series 	• • • • • • 	 	13,300 	Mementos (Haru Okumura background, hazards off)	•Sudden Final Smash•Item: Daybreak Parts	•The enemy will suddenly have a Final Smash when the enemy's at high damage•Reinforcements will appear during the battle 	 	Ann Takamaki / Panther	
1,328 	 	DRAGON QUEST Series 	• (120 HP)•Tiny (120 HP)• (100 HP)• (130 HP)•Tiny (90 HP)• (110 HP)• (100 HP)	 	13,300 	Yggdrasil's Altar 	N/A 	•The enemy has increased melee-weapon damage and move speed•The enemy's smash attacks have increased power•Stamina battle	 	Jade 	
==Alternate costumes==
							
							
==Gallery==
SSBU Zero Suit Samus Number.png|Zero Suit Samus' fighter card.
Zero Suit Samus unlock notice SSBU.jpg|Zero Suit Samus' unlock notice.
SSBUWebsiteZeroSuitSamus1.jpg|Zero Suit Samus on Wrecking Crew.
SSBUWebsiteZeroSuitSamus2.jpg|Performing her down tilt on Coliseum.
SSBUWebsiteZeroSuitSamus3.jpg|Performing down smash on Frigate Orpheon.
SSBUWebsiteZeroSuitSamus4.jpg|Posing behind her Power Suit on Gaur Plain.
SSBUWebsiteZeroSuitSamus5.jpg|Crawling with on Shadow Moses Island.
SSBUWebsiteZeroSuitSamus6.jpg|Using her back aerial on on Luigi's Mansion.
SSBUSoraCFalconZSSamus.jpg|, , and Zero Suit Samus facing off against the Dark Emperor in Find Mii.
===Fighter Showcase Video===
==Trivia==
*For unknown reasons, Zero Suit Samus' taunt voice clips are not present in the Sound Test, making her the only character with this distinction.
*In the Japanese version, non-Japanese voice actors and actresses are credited without any transliteration to Japanese in the Sound Test. In the case of Zero Suit Samus, Alésia Glidewell's name was cut short, resulting in "Alesia Glidew". This has since been fixed.
*On the character selection screen, the icon in the Japanese version shows Zero Suit Samus' name within only one row, while in the English version it is shown with two rows. She shares this trait with , , , , , the s, and .
*Zero Suit Samus' character showcase video, unlock battles, and Classic Mode credits use "Theme of Samus Aran, Space Warrior" from Super Metroid, a game where the did not yet exist. This may be a reference to how Samus would appear in various states of undress during the game's ending sequence, as "Theme of Samus Aran, Space Warrior" serves as the end credits theme for that game.
*This is the first game where Zero Suit Samus' default head icon depicts her hair tie as its standard red coloration, as both previous depictions have matched the Zero Suit's cyan coloration. She shares this trait with .
*If Zero Suit Samus charges a smash attack while holding a Star Rod, she will not vibrate in place during the animation. This also applies to if he charges a smash attack while holding a Death's Scythe.
*If Zero Suit Samus starts charging her forward smash, the flashing effects will be focused on her instead of her left leg. This is a carryover from Super Smash Bros. Brawl, where she uses her Paralyzer for her forward smash in that game. This visual effect quirk is also present in Super Smash Bros. 4.
*Unusually, the angled variants of Zero Suit Samus' forward smash do not cause the flames effects on her boot to terminate after the second kick.
*On the Super Smash Bros. Ultimate Official Site, Zero Suit Samus' blue casual attire is placed before the orange casual attire, whereas the order of the two costumes is swapped in-game.
==Notes==
:1.translates to "Aerial Cartwheel" or "Side Somersault"
 
Category:Spirits
es:Samus Zero (SSBU)