Skip to content
Part 15
Super Smash Bros. Brawl

Part 15

Learn Zero Suit Samus's strengths and weaknesses, and Pit's overrated status in Super Smash Bros. Brawl. Includes move analysis and strategies.

By ···10 min read·Multi-source verified
1 reading this guide  

Learn Zero Suit Samus's strengths and weaknesses, and Pit's overrated status in Super Smash Bros. Brawl. Includes move analysis and strategies.

Zero Suit Samus Analysis

Zero Suit Samus's grab is unreliable as opponents can duck under it at certain ranges. Her up smash and Plasma Wire (her down special) hit only directly above her. Her forward special, Plasma Whip, is a strong kill move with great knockback and can be used to tether ledges, though this is impractical. Her Paralyzer (neutral special) is a ranged stun attack, but requires charging for effective distance and stun time, limiting its use. Flip Jump (up special) allows for wall jumps when hitting a wall and is useful for recovery; a subsequent kick can be surprisingly powerful but is situational. Plasma Wire hits above her, dealing good damage, with the tip spiking opponents. It can be used near ledges or to plant opponents in front of her for a potential down smash setup, though opponents can escape with directional influence. Plasma Wire is also her main recovery move, but it does not restore her double jump when dangling from the tether without grabbing the ledge. Using three tethers near a ledge without standing on solid ground can cause Plasma Wire to not function correctly.

Zero Suit Samus can wall jump and crawl, but not wall cling. Crawling allows her to avoid projectiles like Pit's arrows, Fox and Falco's lasers, and Samus's Super Missiles and uncharged Charge Shot. She has an ordinary roll and spot dodge (a defensive maneuver to evade attacks). 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 can be picked up and thrown as weapons, remaining on the field for a while and posing a threat at the start of a match.

Her speed counters slow characters, and her range can challenge Wario and Sonic. However, her aerial difficulties make her vulnerable to characters like Jigglypuff, Kirby, and Meta Knight, while Olimar, Marth, and Mr. Game & Watch have little to fear due to their high priority attacks.

Pit Analysis

Pit is a fan favorite with multiple jumps, an up special allowing flight, a weapon that grants disjointed hitboxes (meaning attacks hit without direct body contact), a spammable projectile, and two projectile-reflecting moves. However, he is considered overrated, being good but not among the best. Pit is surprisingly slow, leading to a game heavily reliant on arrow spamming. His forward smash has a quick startup and end lag but a lingering hitbox, allowing a return to arrow spamming. His up smash is a fast option for opponents above him, and his down smash punishes rolling opponents. His forward tilt is ineffective. His down tilt can knock opponents into the air, and his up tilt is a faster double flip kick used similarly to his up smash. His jab combo knocks opponents away, but his running attack is poor.

Pit's aerials are disappointing. His down aerial is a slow but wide slash beneath him. His forward and back aerials are quick with decent power but have poor range. His neutral aerial is 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, his aerial mobility is surprisingly poor.

Tips
  • Zero Suit Samus can use her Plasma Whip as a powerful kill move.
  • Zero Suit Samus's crawl can avoid many projectiles.
  • Start matches as Zero Suit Samus by holding shield during character select if Samus is chosen.
  • Pit's forward smash allows for a quick return to arrow spamming.
  • Pit's down smash is effective against opponents who roll frequently.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content