It is a very useful follow-up from down throw if the opponent’s DI has been read properly. Breath of the Wild. However, only the whip’s tip deals damage. Due to being a projectile, the blast can be absorbed , but not reflected because of it being fired downward. With Samus on Gaur Plain. Although its knockback values and launching angle are nearly identical to down throw’s, it has almost nonexistent combo potential because of its fairly high ending lag.
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It finishes with one last energy blast that launches opponents. Although she has outstanding strengths, Zero Suit Samus nevertheless has some noticeable weaknesses.
Zero Suit Samus (SSB4) – SmashWiki, the Super Smash Bros. wiki
It is also available periodically for purchase in the shop for coins. However, Zero Suit Samus also zerp some nerfs. Click here Your feedbacks will be checked by our staffs and will be attended to accordingly. Spins in midair, swinging her Plasma Whip laterally around herself. Her most substantial nerfs came about in update 1.
As a result, it is her strongest smash attack and one of her most reliable KOing options. However, the move has high ending lag overall. However, Zero Suit Samus does benefit overall from the universal changes to gameplay mechanics. Activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick. Her ground game is unimpressive compared to her air game, which is most evident with her grab game: It hits multiple times, has very minimal start-up lag, very long vertical range, and decent horizontal range near the tip of the whip.
Lunges in order to unleash a whip of plasma forward. Down smash is one of the few smash attacks of its kind that only hits in one direction, but it is very quick 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. A dashing pistol-whip, similar to Bayonetta ‘s dash ssbu. A point-blank energy blast.
Zero Suit Samus (SSBU) – SmashWiki, the Super Smash Bros. wiki
Overall, Zero Suit Samus’ viability has remained largely intact in spite of her nerfs. While the held version deals less damage, it gives Zero Suit Samus an opportunity for followups. When she lands, the impact damages enemies around her. It is a meteor smash if her foot hits the opponent. Like Boost Kick, it also boasts impressive offensive potential: Zero Suit Samus’ punishment potential is also one of the greatest among the cast, courtesy of her fast and nimble mobility, a paralyzing projectile in Paralyzerand a potent combo game that can quickly rack up damage or even KO outright.
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. However, she must nevertheless be wary of characters with strong neutral gamesdue to the poor quality of her own neutral game.
Altogether, these traits give Zero Suit Samus a weak neutral game. The reintroduction of directional air dodging improves her juggling capabilities, and the universally reduced landing lag allows her to retain some of her combo ssbu.
Zero Suit Samus (SSBU)
The hitbox at the beginning can meteor smash. Due to not emitting a whip wsbu plasma, it cannot be used as a tether recovery, although her grab aerial still functions the same. Debut in Smash Bros. Performs a kneeling lunge to unfurl the Plasma Whip.
Pressing the attack or special buttons makes her perform a diagonal flying kick, which is very powerful. Activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by zer spinning hook kick.
Unlike typical sweetspots, it has the same damage output as the sourspot and only very slightly higher knockback scaling, which makes either one reliable for KOing.
Her return to the series was announced during a Super Smash Suiy.