Zero Suit Samus (SSB4)

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Zero Suit Samus (, Zero Suit Samus) is a playable character in Super Smash Bros. 4. Her return to the series was announced during a Super Smash Bros. Direct on April 8th, 2014,Super Smash Bros. Direct 4.8.2014 which coincided with the 10th anniversary of the European release of . Like , Zero Suit Samus is now a standalone character, which means that she cannot activate or deactivate her Power Suit under any circumstances.
Rather than retaining Jessica Erin Martin and Ai Kobayashi, Samus' English and Japanese voice actors from Metroid: Other M, reprises her role as Zero Suit Samus' voice actor, albeit via recycled voice clips from Super Smash Bros. Brawl.
Zero Suit Samus is currently ranked 6th out of 54 on the tier list. This is a slight improvement from her high-tier placement in Brawl, where she was ranked 9th out of 38, and is her best placement in the series. Zero Suit Samus's greatest strength is her dominant air game: her neutral and back aerials are safe and reliable set-up and KOing options, respectively, whereas her up aerial is an incredibly effective juggling option and combo tool that also boasts KO potential. In addition, her punishment potential is also one of the greatest among the cast, courtesy of her fast and nimble mobility, a paralyzing projectile in Paralyzer, and a potent combo game that can quickly rack up damage or even KO outright. Finally, she possesses a long-distanced and varied recovery, thanks to having two tether recoveries, a third jump in Flip Jump, and her new up special, Boost Kick. This makes her recovery hard to intercept as it's unpredictable and can be very deadly. The latter two specials also complement her air game, as both possess enough power to KO rather early.
Although she has outstanding strengths, Zero Suit Samus also has some noticeable weaknesses. Her ground game is unimpressive compared to her air game, which is most evident with her grab game: her grabs' long ranges are offset by their extreme amounts of start-up and ending lag, while her forward, back and up throws have very minimal utility outside of dealing damage. In addition, her ground moves also lack KO potential: her only ground move that truly has KO potential is her forward smash, which is one of the weakest smash attacks in the game, while the rest of her ground moves require very high percents or rely on edgeguarding to score a KO. By extension, many of Zero Suit Samus' attacks contain hitboxes that are positioned high above the ground, which can make it very difficult for her to fight against small characters. Finally, none of her aerials are effective combo breakers, which is further compounded by her susceptibility to combos. Altogether, these traits give Zero Suit Samus a weak neutral game.
Regardless of her flaws, Zero Suit Samus is widely considered to be a strong top tier in competitive play, with dedicated mains such as , , and proving her effectiveness in top-level competitive play.
==Attributes==
Zero Suit Samus is a tall lightweight who boasts overall excellent mobility, thanks to several of her attributes being among the top 10 of their respective categories. Her walking speed is tied with 's for the fifth fastest, her dashing speed is the fifth fastest, her air speed is tied with the default 's for the sixth fastest, her traction is tied with and 's for the third highest, her air acceleration is tied with and 's for the eighth fastest, and her jump is the third highest. Unlike most lightweights, Zero Suit Samus has very quick falling speed and high gravity, and, like in her home series, is able to crawl and wall jump.
Zero Suit Samus' greatest asset is her superb air game. In addition to her excellent aerial attributes, her short hop is tied with Bayonetta's for the second highest in the game, which collectively supplement her useful aerial attacks. Her neutral aerial has long range and low landing lag, and launches at 55°, all of which make it very useful for follow-ups. Her forward aerial is quick and fairly powerful, making it useful as part of a combo at low percentages, and a dependable off-stage KOing option. Her back aerial has long range and high power, making it her most reliable aerial KOing option. Her up aerial is very quick, has very low base knockback and very high knockback scaling, and launches opponents vertically, all of which make it excellent at juggling and capable of KOing. Her down aerial is able to meteor smash and possesses a strong landing hitbox, though it is dangerous to use off-stage due to being a stall-then-fall. Unlike in Brawl, she now has a grab aerial, which can be used for spacing, set-ups, or as a tether recovery.
Zero Suit Samus' special moves also possess considerable versatility. Paralyzer is quick, has decent range, and paralyzes the opponent, granting it excellent follow-up potential. Plasma Whip has long range and, like her grab aerial, can be used for spacing or as a tether recovery. Boost Kick is decent for recovery, but thanks to it hitting on frame 4 and boasting impressive power, it is actually one of Zero Suit Samus' most viable KOing options, especially from out of shield. Lastly, Flip Jump functions like a third jump, but also grants intangibility at its start and allows her to move unpredictably. As such, it can enable her to avoid attacks or mix up her recovery, the latter of which is supplemented by its ability to automatically wall jump upon making contact with a wall. Like Boost Kick, it also boasts impressive offensive potential: its inputted kick is strong enough to KO easily and can meteor smash aerial opponents, whereas its footstool stomp is now capable of both burying grounded opponents and meteor smashing aerial ones.
Lastly, Zero Suit Samus possesses a few invaluable KO set-ups aside from Paralyzer. Her down smash is one of the few smash attacks of its kind that only hits in one direction, but it has low ending lag and paralyzes an opponent like Paralyzer, allowing her to follow it up with a forward smash, back aerial, a grab, Boost Kick or Flip Jump, with the last KOing at very low percentages. In addition, Zero Suit Samus's down throw itself has guaranteed follow-ups at any percentage below 160%. Depending on the opponent's DI, it can combo into her forward or up aerial, and sometimes her back aerial and Boost Kick. This throw is also notorious for its ability to score very early KOs. Without proper DI, a series of up aerials leading into a Boost Kick can KO the majority of the cast at 50% while near the upper blast line. The latter's loop hits also have high base knockback and can KO if its last hit does not land due to SDI, even with perfect DI. Even with proper DI, this combo can also KO earlier if the opponent is near an edge. Due to its speed, Zero Suit Samus's neutral attack's first hit can also function as a surprisingly effective set-up into Boost Kick at medium to high percentages. Altogether, these traits make Zero Suit Samus' punishment potential one of the most potent in the game.
However, Zero Suit Samus has some noticeable weaknesses. She can be KO'd fairly early because of her status as a lightweight, but unlike the majority of her fellow lightweights, she is also burdened with a susceptibility to combos because of her tall frame, very quick falling speed, and high gravity. Aside from her pummel's speed and her down throw's excellent combo potential, the rest of Zero Suit Samus' grab game is poor. Her grabs' long ranges are offset by their overall lag: they are tied with Grapple Beam for the highest amount of start-up lag in the game, and their ending lag is the third highest in the game, surpassed only by 's grabs and her Power Suit's Grapple Beam. Despite having respectable damage outputs, her forward, back and up throws have no guaranteed follow-ups; although the back throw has some semblance of mix-up potential, its mix-ups are very situational and require hard reads.
By extension, the overwhelming majority of Zero Suit Samus' attacks have hitbox placements that are high above the ground, making it easy for short characters to avoid getting hit, especially while crouching. Despite Paralyzer's paralysis effect, its range is decent at best, and it does not stay out for very long. As a result, her approach against most defensive and zoning characters is limited to dodging their projectiles with her mobility, perfect shielding, and either coming in from above with an aerial, or fast falling and then immediately grabbing. All of these drawbacks also make Zero Suit Samus susceptible to momentum shifts, which in turn gives her a weak neutral game.
Zero Suit Samus' custom moves are among the most polarized in the game. New advantages are gained from using them, but each one has a noticeable disadvantage to go alongside them, to the point that some are inferior to her default specials because of their disadvantages outweighing their advantages. Blast Shot is faster and Electromagnetic Net lasts longer, but both sacrifice Paralyzer's excellent utility. Plasma Dash has better offensive potential and Whip Lash has excellent set-up potential, but they both have distinct flaws: the former is less reliable at edge trumping and lacks recovery potential, whereas the latter requires precises spacing to be effective. Impact Kick is much stronger and Lateral Kick travels farther, but each has noticeable flaws: Impact Kick is much slower, which removes its status as a follow-up entirely and often makes it unable to connecting with itself, whereas Lateral Kick KOs much later, which hinders Zero Suit Samus' KO potential. Lastly, Shooting Star Flip Kick and Low Flip have much less utility overall: the former is difficult to hit with, whereas the latter is less reliable for both recovering and KOing.
Overall, Zero Suit Samus' very potent air and punishment games allow her to reliably set-up combos and KOs like in Brawl, while her KO potential has improved thanks to her newfound KOing options. However, she must nevertheless be wary of characters with strong neutral games, due to the poor quality of her own neutral game. 
==Changes from Super Smash Bros. Brawl==
Despite being a high-tier character in Brawl, Zero Suit Samus has been buffed in the transition to SSB4, mostly due to Smash 4's altered mechanics, combined with the nerfs other Brawl veterans received. Her KO potential has improved, most notably thanks to her new forward smash and her new up special, Boost Kick, the latter of which is especially potent from out of shield. Zero Suit Samus' combo game has also improved, mainly due to the changes to hitstun canceling combined with her altered down throw and up aerial. She also greatly benefits from the introduction of rage, which can allow her combos to KO opponents at insanely low percents. Lastly, Plasma Whip tethers the ledge much sooner, improving her already strong recovery, and she now has a grab aerial, improving her spacing potential and giving her an additional recovery option.
However, Zero Suit Samus also received some nerfs. The most noticeable of these was that as she is no longer tied to , she no longer has access to her Power Suit Pieces, which significantly hinders her stage control and her item game combined with the removal of glide tossing. Although Plasma Whip has improved recovery potential, it has more ending lag and is significantly weaker, making it much easier to punish and far less reliable for KOing, eliminating one of her most useful KO moves. Her aerial prowess has also slightly worsened. Her jumps are lower (especially since she no longer has Plasma Wire), and her aerials except for down aerial are all weaker. She is significantly more vulnerable to combos due to the removal of hitstun canceling combined with her increased falling speed. Lastly, some of her ground attacks have been nerfed as well: her down tilt has increased startup and much more ending lag along with a less favorable angle, removing all of its combo potential and making it arguably her worst move; her new dash attack has one more frame of startup along with much higher ending lag, making it much more punishable and removing its locking and follow-up potential; and her down smash is weaker, has smaller hitboxes, its stun duration was decreased, and it has increased ending lag, worsening its follow-up potential and making it less safe on shield.
Overall, Zero Suit Samus is an even larger threat in Smash 4, with her tournament results and representation being even higher, although she is less effective than in earlier versions of the game, as update 1.1.4 added and gave Zero Suit Samus some minor nerfs, while update 1.1.5 nerfed her further. Nevertheless, Zero Suit Samus remains one of the stronger characters in Smash 4.
===Aesthetics===
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===Attributes===
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===Ground attacks===
*Neutral attack:
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*Forward tilt:
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*Up tilt:
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*Down tilt:
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*Dash attack:
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*Forward smash:
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*Up smash:
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*Down smash:
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===Aerial attacks===
*Neutral aerial:
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*Forward aerial:
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*Hit 1:
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*Hit 2:
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*Back aerial:
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*Up aerial:
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*Down aerial:
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*Grab aerial:
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===Throws/other attacks===
*Grabs:
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*Forward throw:
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*Back throw:
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*Up throw:
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*Down throw:
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*Floor attacks:
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*Edge attack:
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===Special moves===
*Paralyzer:
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*Plasma Whip:
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*Boost Kick:
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*Flip Jump:
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==Update history==
Zero Suit Samus was nerfed via game updates. Update 1.0.4 increased her air dodge's landing lag in order for it to match the rest of the cast's, while her up smash and Paralyzer had their start-up and ending lag increased, respectively. Not only was Paralyzer's ending lag increased, but the fully charged version's angle against grounded opponents was altered. Originally, the move lifted opponents off the ground. This made it easier to land aerial followups, but more notably, it allowed Zero Suit Samus to re-stun opponents with another fully charged Paralyzer if they landed back on the ground during the paralyzer's hitstun. This gave Zero Suit Samus an infinite against fast fallers, as she could jump closer to the opponent to continue the stun if they got too far away, and she could even swap sides to continue the stun. The move was adjusted so that it kept opponents on the ground, preventing it from re-stunning opponents and completely removing the infinite.
While Zero Suit Samus did receive notable direct nerfs in version 1.0.4, she did greatly benefit from the removal of LSI on moves with an angle between 65° to 115°, which indirectly buffed her overall (with the lower blast zones in the Wii U version further complimenting this). Zero Suit Samus has an array of effective vertical launching moves for comboing, primarily with her down throw, up aerial and Boost Kick, which she can use for powerful ladder combos. In early 3DS versions, however, those ladder combos were far less dangerous, as the opponent could utilise LSI on all of her main followups (down throw/up aerial/boost kick) to escape a ladder combo. LSI up was mainly effective, as it could get the opponent out of range of continuous up aerial followups or a Boost Kick ender, although LSI down could be more helpful at lower percents to fall out of the ladder combo, mainly for fast fallers. In version 1.0.4, however, it became impossible to LSI Zero Suit Samus's down throw, up aerial and Boost Kick, which made her ladder combos much more devastating. In earlier 3DS versions, ladder combos could be avoided consistently, and on flat ground especially, they should have never led to a KO against an experienced opponent, but from version 1.0.4, ladder combos could lead to guaranteed KOs at very low percents, and all the opponent could do was hope that the Zero Suit Samus player failed to follow their DI, or that they fall out of the Boost Kick ender and survive (although this could still lead to a KO depending on the scenario). Zero Suit Samus was by far one of the characters who benefitted the most from the altered LSI system, as it gave her a far more consistent and devastating combo game, making her a more effective character in version 1.0.4 despite her direct nerfs. 
From updates 1.0.6 to 1.1.3, Zero Suit Samus remained largely unchanged. She did benefit from the changes to shields in updates 1.1.0 and 1.1.1, as they made her attacks considerably safer on shield (most notably, her aerials), and Zero Suit Samus still had an incredibly devastating frame 4 Out of Shield punish with Boost Kick, which stood out even more relative to the cast with the higher shieldstun and lower shield pushback. These changes did make her grab a less applicable guaranteed out of shield punish, although the reduced shield pushback did alleviate this to an extent.
Update 1.1.4, however, did bring a couple of nerfs to Zero Suit Samus. She became slightly lighter, but more notably, her Boost Kick's power was reduced, making it a worse KO option, especially near the upper blast zone, hindering her ladder combos. Her most substantial nerfs, however, came about in update 1.1.5. Zero Suit Samus received various reductions to her damage output with her neutral aerial, up aerial and down throw all being affected. Her down throw in particular was nerfed the most significantly, as while its damage was reduced, its knockback was increased. This notably hindered Zero Suit Samus' ability to ladder combo at higher percents. She still had the ability to KO her opponents off of a grab at very low percents, but the window to do so was reduced due to the move's higher knockback, meaning that ZSS had to rely more on her other KO options at higher percents. Considering that Zero Suit Samus's down throw is a key part of her grab game, this change was fairly substantial. Grabs also had their active frames reduced, which made it harder for Zero Suit Samus to get the grab and start her down throw combos. While Zero Suit Samus did receive improvements to her back throw and Plasma Whip, these changes were far from enough to make up for the nerfs to her key tools for her main game plan.
Overall, while Zero Suit Samus greatly benefitted from the universal changes in update 1.0.4, she ultimately ended getting considerably nerfed by the end of the game's life. Version 1.0.4 gave Zero Suit Samus an incredibly effective combo game, but her nerfs noticeably reduced the effectiveness of her most devastating combo tools. Her down throw had its damage reduced and its knockback increased, her up aerial had its damage decreased, and Boost Kick had its knockback reduced, with Zero Suit Samus' main combo starter, extender and ender all being nerfed. Despite this, Zero Suit Samus still remained a highly effective character. While her ladder combos are not as devastating as they used to be, they can still be absolutely devastating, still being able to lead into a very early KO at low percents, especially with rage. Zero Suit Samus' main game plan was nerfed, but it was not removed, still making her a very strong character. 
While Zero Suit Samus' tier placement in the vanilla version of the game is hard to determine due to its unoptimized nature and different mechanics, which significantly affected her, she was one of the absolute strongest characters in the game in earlier Wii U versions. Things were initially positive for Zero Suit Samus, with her staying the same while other top tiers were nerfed, being as high as a top 2 character at her peak. By update 1.1.4, however, Zero Suit Samus started to get nerfed, and new, powerful DLC characters were added, which did reduce her strength in the metagame. Update 1.1.5 was ultimately the final nail in the coffin, giving her more notable nerfs. By the end of the game's height of activity, Zero Suit Samus was typically seen as a character in the lower half of the top 10. While she still remained a very strong character, she was not as powerful as she used to be, and she had more competition at the top of the tier list.
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==Moveset==
*Zero Suit Samus can crawl and wall jump.
For a gallery of Zero Suit Samus's hitboxes, see here.
===Stats===
===Announcer call===
Zero Suit Samus English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
===On-screen appearance===
===Taunts===
===Idle poses===
===Crowd cheer===
 	Cheer (English) 	Cheer (Japanese) 	Cheer (Spanish)
Cheer 	 	 	
Description	Ze - ro - Suit! 	Zero Suit Samus! 	Saaaa - mus Ze - ro!
 	Cheer (French) 	Cheer (German) 	Cheer (Italian)
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Description	Sa - mus sans combinaison ! Sa - mus sans armure !	Ze - ro - Suit! Sa - mus!	Sa - mus Tu - ta Ze - ro!
===Victory poses===
==In competitive play==
===Official Custom Moveset Project===
===Most historically significant players===
See also: :Category:Zero Suit Samus players (SSB4)
* - Although better known for using , ANTi has also used Zero Suit Samus as a common secondary in tournaments, using her to win crucial sets to place 2nd at both and , as well as 7th at . He was ultimately ranked 14th on the PGR 100 with Zero Suit Samus as a secondary.
* - One of the best Zero Suit Samus players of all-time, ranking 35th on the PGR 100, and one of Japan's best players, known for being the runner-up at and . Despite his achievements, he was notoriously underrated on the PGR for most of competitive Smash 4 due to his performances being largely based in Japan, and wouldn't make a major impact internationally until his 7th-place run at . 
* - First known for his run to 5th at defeating and , but this was quickly overshadowed by his win over at , where he ultimately placed 33rd. He has since seen many other strong performances at events, including placing 25th at the and defeating in the former and in the latter. His performances in the latter half of 2017 led him to be ranked in the Area 51 position on the PGR v4.
* - The second-best Zero Suit Samus player of all-time, ranked 16th on the PGR 100, having dominated New England competitive play. He notably won , and has come close to winning several majors, having placed 2nd at , 3rd at , and 5th at .
* - The best Zero Suit Samus player of all-time, and one of the overall best Smash 4 players of all-time, ranking no lower than 4th on any iteration of the PGR and ultimately ranking 2nd on the PGR 100. He is the only Zero Suit Samus player with major wins, with 10 major and supermajor victories including and . In addition, he is the first player to double-eliminate , doing so at .
* - The best Zero Suit Samus player in Europe and one of Europe's best players overall, ranking 6th on the European Smash 4 Power Rankings and regularly placing top 8 at Europe's largest events, including winning and placing 3rd at , 5th at , and 7th at . Outside of Europe, he notably placed 33rd at defeating .
* - The second-best Zero Suit Samus player in Japan, breaking out onto the competitive scene in 2018 by placing 3rd at and 7th at , and remained a threat throughout the rest of competitive Smash 4, placing 3rd at and 7th at . He is the second Japanese player ranked on an iteration of the PGR without attending an international event, ranking 41st on the PGR v5.
===Tier placement and history===
Zero Suit Samus was widely viewed as a top-tier character ever since SSB4 was released. She became infamous for her highly rewarding grab combos that could lead into early KOs; varied methods of setting up KOs with her back and down throws, down smash, and Paralyzer; her ability to escape pressure with her aerial mobility and down special; and the incredible safety of her electric attacks like her neutral aerial, which she received in update 1.1.1. However, she also has a few weaknesses, such as her laggy grab and lackluster ground game. Although players would often point out both her weaknesses and her representation only being above average for a perceived top-tier character, Zero Suit Samus' weaknesses were also perceived as negligible. Additionally, her top-tier status was supplemented by the efforts of many dedicated professionals, who dominated their respective regions with her and whose tournament results were sufficient enough to position her as the second best character in the game in the eyes of most players.
Among these dedicated professionals was , who quickly established himself as one of the best players in the world after regularly achieving top 8 placings at major tournaments, winning several of them, and becoming the first person to eliminate , the undisputed best player in the world at the time, from a tournament. Several other Zero Suit Samus players also made strong impacts on the metagame, including and . Thanks to these very strong tournament results, Zero Suit Samus was ranked 2nd on the first tier list.
However, Zero Suit Samus received nerfs from game updates, with update 1.1.5 providing her most significant ones by exacerbating her grab game's lag issues and somewhat toning down her immense strengths. These nerfs ultimately affected her results, with some of her main players eventually being outperformed by other characters, such as , which in turn saw her playerbase slightly shrink. Zero Suit Samus' downturn was reflected in her next few tier placements, as she lost her top 3 status by being ranked 8th on the second tier list, and then lost her top 10 status by being ranked 11th on the third tier list.
However, this downturn of events was reversed following the release of the third tier list, as Zero Suit Samus saw a spike in results thanks to Nairo and Marss' continued success at majors and 's strong performances in the Japanese scene. In addition, the nerfs did little to hinder her threatening ladder combos, which remained a core part of her playstyle. As such, many Smashers believed she had been severely underrated on the third tier list, especially when her results were more impressive than some characters ranked above her, including and . Although a few top players remained adamant that Zero Suit Samus was not as strong as many perceived, she ultimately rose back into the top 10 on the fourth and final tier list, ranking 6th. This placement remained mostly agreed upon for the rest of competitive Smash 4, especially with continued success from her best players and the rise of in the game's final year.
==In Solo Modes==
===All-Star Mode===
In All-Star Mode, Zero Suit Samus is fought in Stage 6 in the 3DS version or Stage 2 in the Wii U version alongside , , , , , , , and 
===Event Matches===
====Solo Events====
* A Situation of some Gravity: Zero Suit Samus must defeat while she is affected by high gravity.
* All-Star Battle: Brawl: Zero Suit Samus is one of the opponents fought in this event. All of the opponents debuted in Brawl.
* Bounty Hunter Clash: As , the player must defeat Zero Suit Samus. After some time, two s will appear and must be defeated as well.
* Identity Crisis: As and , the player must defeat Zero Suit Samus and .
====Co-op Events====
* Peach in Peril: and must defeat Zero Suit Samus, Rosalina & Luma, Zelda, and female , but not . KOing Peach results into an instant failure.
* The Ultimate Battle: Two players select a character and must defeat the entire roster.
===Congratulations Screens===
====3DS====
SSB4-3DS Congratulations Classic Zero Suit Samus.png|Classic Mode
SSB4-3DS Congratulations All-Star Zero Suit Samus.png|All-Star Mode
====Wii U====
SSB4-Wii U Congratulations Classic Zero Suit Samus.png|Classic Mode
SSB4-Wii U Congratulations All-Star Zero Suit Samus.png|All-Star Mode
==Trophies==
Zero Suit Samus's default trophy is obtained by clearing Classic Mode as Zero Suit Samus. Her alternate trophy is obtained by clearing All-Star Mode as Zero Suit Samus in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Zero Suit Samus). The Gunship (Zero Suit Samus) trophy is obtained only in the Wii U version by clearing All-Star Mode as Zero Suit Samus.
==Alternate costumes==
							
							
==Gallery==
Zero Suit Samus Zeroes In.png|Zero Suit Samus' splash art.
Zero Suit Samus amiibo.png|Zero Suit Samus' amiibo.
SSB4 - ZSS Screen-1.jpg|Preparing to use Plasma Whip.
SSB4 - ZSS Screen-2.jpg|Preparing to use Plasma Whip.
SSB4 - ZSS Screen-3.jpg|Using Plasma Whip against .
SSB4 - ZSS Screen-4.jpg|Using her forward aerial.
SSB4 - ZSS Screen-5.jpg|Rolling alongside her Power Suit.
SSB4 - ZSS Screen-6.jpg|Double jumping to demonstrate her Jet Boots' thrusters.
SSB4 - ZSS Screen-7.jpg|Using her up tilt.
SSB4 - ZSS Screen-8.jpg|Wearing a Bunny Hood and being under the effect of Superspicy Curry, alongside and .
Zero Suit Samus SSB3DS.png|Zero Suit Samus in .
SSB4 - ZSS Screen-10.jpg|Jumping in Super Smash Bros for 3DS.
SSB4 - Samus & ZSSamus.jpg|Double jumping alongside her Power Suit, demonstrating their Jet Boots and thrusters, respectively.
SSB4 - Metroid and Pit.jpg|Using her forward aerial on , who is being attacked by a .
SSB4 - Acrobatics.jpg|Using Flip Jump alongside .
SSB4 - Galactic Opposites.jpg|Fighting Rosalina.
Pac-Man Image 3.jpg|Using her forward aerial against 's forward aerial.
Zss upspecial ssb4.jpg|Using Boost Kick, her new up special.
Samus Zero Shorts.jpg|Two of Zero Suit Samus' new alternate costumes, which originated from and .
SSB4 Samus Zero Shorts 3DS.jpg|The new alternate costumes as they appear in .
Pyrosphere Boss.jpeg|Alongside Ridley.
==Trivia==
*Zero Suit Samus is the only character who has more than one method of accessing their tether recovery.
*Although and have alternate costumes that correspond to their costumes' respective orders, and Zero Suit Samus do not follow this trend. Zero Suit Samus lacks a purple alternate costume to match Samus' , while her last two alternate costumes consist of her Casual Outfits instead of variations of the .
*SSB4 marks the first time Zero Suit Samus is listed in the character selection screen.
*Zero Suit Samus' entry in Nintendo of Europe's official Twitter account states she did crawl back in Metroid: Zero Mission, making fun of her ability to crawl with the infamous "Y can't Metroid crawl?" meme.
*As of Super Smash Bros. Ultimate, Smash 4 is the only game which Zero Suit Samus is playable, but is not the lightest female character, with that title being held by Rosalina instead.
==References==
 
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
es:Samus Zero (SSB4)