Learn Zero Suit Samus's Plasma Whip kill move and Pit's arrow spam strategy in Brawl Stars. Includes tips for both characters.
Zero Suit Samus
Zero Suit Samus's grab is unreliable as opponents can duck under it at certain ranges. Her up smash and Plasma Wire out of shield only hit directly above her.
Her forward special, Plasma Whip, is a fantastic kill move with great knockback and can hit far in front of her. It is not practical for tethering ledges. Her Paralyzer is a ranged stun attack, but requires charging for effective distance and stun time, making it limited. Flip Jump has no attack properties normally, but hitting a wall during it triggers a wall jump useful for recovery. Pressing B after Flip Jump performs a powerful kick but repositions her awkwardly. Her Plasma Wire hits above her, dealing good damage, with a spike at the tip. It can be used near ledges for profit or to plant opponents in front of her for a potential down smash loop, though opponents can escape with directional influence. Plasma Wire is her main recovery move, but dangling from it without grabbing the ledge does not restore her double jump. If three tethers are used near a ledge since standing on solid ground, the move may not execute correctly.
Zero Suit Samus can wall jump and crawl, but not wall cling. While crouching, she is hit by Pit's arrows, but crawling allows her to move lower and avoid arrows, lasers from Fox and Falco, Samus's Super Missiles, and uncharged Charge Shot. Keep moving when using this tactic. Her roll and spot dodge function like most characters'. To start as Zero Suit Samus, hold a shield button during the transition to the character select screen if Samus was chosen. Upon entering battle, she drops armor fragments that stick around for a while and can be picked up and thrown as weapons, offering an advantage at the start of a match.
Zero Suit Samus's speed counters slow characters, and her range challenges Wario and Sonic. However, her aerial difficulties make her vulnerable to Jigglypuff, Kirby, and Meta Knight. Olimar, Marth, and Mr. Game & Watch have little to fear from her due to their high priority.
Pit
Pit has multiple jumps, an up special for flight, a weapon that gives disjointed hitboxes, a spammable projectile, and two projectile-reflecting moves. However, he is surprisingly slow, leading to a game largely focused on arrow spamming. He is potent, but not among the best characters.
Pit's ground moves are strong. His forward smash has a quick startup and end lag, but its hitting part lingers, making it useful after opponents break through his arrow wall, allowing him to resume shooting arrows. His up smash is a faster version of Link's, good for hitting opponents descending on him. His down smash punishes rolling opponents. His forward tilt is poor. His down tilt knocks opponents into the air, which can be situationally useful. His up tilt is a double flip kick, similar to up smash but faster, used in similar circumstances. His jab combo is good for knocking opponents away, but his running attack is poor.
Pit's aerials are disappointing. His down aerial is a wide, slow slash beneath him, hitting a wide area. His forward and back aerials are quick with decent power but have horrible range. His neutral aerial is extremely weak but hits all around him, useful for pushing opponents away. His up aerial has power and damage potential but is slow and hits an awkward area. Despite multiple jumps, Pit's aerial mobility is surprisingly poor.
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