Master Samus and Zero Suit Samus in Super Smash Bros. Brawl! Learn their moves, strategies, strengths, and weaknesses in this comprehensive Part 14 guide.
This section of the guide focuses on Samus and Zero Suit Samus in Super Smash Bros. Brawl, detailing their move sets, strategies, and matchups.
Samus's Aerials and Grapple Beam: Samus's back aerial can be used for edge guarding and kills. Her down aerial is a high damage spike but difficult to land. The Grapple Beam (Z in air) is a safe approach option with no landing lag.
Samus Out of Shield: Samus has limited options out of shield due to a slow roll and grab. Her down throw into forward aerial or up throw into up aerial are primary grab follow-ups. Screw Attack can be used out of shield for decent results.
Samus's Special Moves: Charge Shot and Missiles are used for harassment. Super Missiles can rack up damage and kill weakened opponents. Standard Missiles are good for approach control. Firing a Missile just before landing can speed up attacks or allow for immediate follow-ups. Samus can cancel her Missile animation by hitting the ground.
Samus's Bombs and Recovery: Bombs can control space and help Samus descend safely. Bomb jumping in the air allows for stalling and recovery. Screw Attack is a useful recovery move but leaves Samus open if missed.
Samus's Movement and Transformations: Samus can wall jump but not wall cling or crawl. Her roll is slow and should be avoided; her spot dodge is decent. A quick taunt sequence (up, down, up taunt) transforms her into Zero Suit Samus.
Samus's Matchups: Samus struggles against characters with superior projectiles like Snake, Link, Pit, and Falco. Fast characters like Fox, Sonic, and Zero Suit Samus can rush her down. She fares well against slower targets like Bowser and some quicker power characters like Lucas and Zelda.
Zero Suit Samus Overview: Zero Suit Samus is a fast character with good range and stun effects, but lacks power and has a slow grab. She is a solid contender.
Zero Suit Samus Ground Game: Her tilts are fast, and smashes have wide range. Forward tilts and jab combo have low knockback but high speed for pushing opponents away. Up and down tilts pop opponents into the air, with down tilt potentially leading to a running attack follow-up. Her running attack is decent. Forward smash has a huge range and decent speed. Up smash racks up damage and sets up juggles. Down smash stuns opponents, allowing for follow-ups like Plasma Wire or Plasma Whip.
Zero Suit Samus Aerial Game: She has a delay after jumping, limiting aerial use to the peak of her jumps. Forward aerial is a weak double kick for damage. Neutral aerial is a safe whip attack. Up aerial has low initial knockback but good damage scaling for off-the-top kills. Back aerial has decent power and speed. Down aerial is a poor diving move that leaves her open.
Zero Suit Samus Grab Game: Her grab is slow with poor reach. Down throw into Plasma Wire is her most productive grab follow-up, allowing for loops if the opponent makes mistakes.
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