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Samus/Zero Suit Samus FAQ

by flamedtechno

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Super Smash Bros. Guide to Samus Aran
By: flamedtechno ([email protected])
Some contents from the official Brawl website:

Table of Contents             =======================================

*Updates [VER1]
*Introduction to Samus [INTRO1]
*Changes from Melee & Pros and Cons [PC1]
*Switching between Samus and Zero Suit Samus [SZS1]
*Samus' moveset [SAM1]
*Zero Suit Samus' moveset [ZSS1]
*Final Smashes [FS1]
*Strategies and Combos [STR1]
*Fighting against certain characters [CHAR1]
*Fighting against Samus/Zero Suit Samus [CHAR2]
*Miscellaneous [MISC1]
*Credits and Legal Stuff [CLS1]
Use the search function (CRT + F) to find a specific section.

Updates [VER1]                =======================================


03/21/08 - Version 0.00: Started on this Guide.
03/31/08 - Version 1.00: Basic outline finished. Submitted to Gamefaqs.
04/01/08 - Version 1.15: Guide accepted to Gamefaqs. Added FAQ section. Added 
to the Zero Suit Samus' moveset and Strategies and Combos section.
04/02/08 - Version 1.15: Allowed a couple of websites to use this guide.
04/03/08 - Version 1.30: Added to the Strategies and Combos section and the 
FAQ section.
04/07/08 - Version 1.60: Edited and added more info in the Fighting against 
certain character, Introduction, Miscellaneous and Credits and Legal stuff
04/10/08 - Version 1.90: Added some stuff to the Miscellaneous, Strategies and
Combos, Introduction to Samus and Credits and Legal stuff section.
Also, almost done Fight against certain characters section.
Still need to add:
- Wolf
- Pokemon Trainer
- Lucario
- Mr. Game and Watch
- Snake
- Sonic
04/21/08 - Version 1.95: Added more to the Fighting against certain characters
section and editted some parts of it. Also editted the FAQ section.
05/07/08 - Version 2.00: Finished the Fighting against certain characters 
section. Yay me!
08/24/08 - Version 2.20: WOW! I completely forgot to put battle strategies
against Jigglypuff. Thanks to blackfox51 for telling me about this. I also
added some information that people e-mailed me.
09/17/08 - Version 2.30 Added a ZSS technique (from Superrikku)


Introduction to Samus [INTRO1] ======================================

First off, this is my very first contribution to Gamefaqs and I hope it will
be very helpful.

Samus is the most famous Bounty Hunter in the Galaxy. She joins us from the
Metroid Series.

In her games, Samus is given an assignment and she must go to a Planet or 
Galaxy. She is a member of the Galactic Federation, an organization that 
fights against Space Pirates.

Samus' parents was killed by Ridley when she was only three years of age. She
was taken in by an alien species called the Chozo, where she was injected with
their blood and trained, thus giving her super-human strength. Her Power Suit
is also made by the Chozo. The Chozo is now believed to be extinct.

Samus is usually alone in her games, which is probably why she is the only
character in Brawl from the Metroid Series.

Samus is a starter character in Brawl. I find her to be really easy to get 
used to. I, myself, got good with her by watching videos of Samus experts 
using her. 

Samus is a Medium weight character and is good with both close range and long-
range attacks. If you can get used to her in both areas, then you should be 
all right. 

There is another thing about Samus. She now has two forms (Like Zelda and 
Sheik), where she can shed off her armor to become Zero Suit Samus. She is a 
lightweight character and very agile. However, she suffers from lack of long-
range attacks and decreased defense.
They both have a complete moveset to their own. They also have very different
Final Smashes.

I would recommend you to get used to Samus and Zero Suit if you like to play 
with Smash Balls on.

In this guide, I will refer "Samus" as Samus with the Power Suit on and "Zero 
Suit Samus (ZSS)" as Samus without the Power Suit.


DI- Directional Input. DI is the direction you tilt the control stick towards 

N/F/B/U/D-air - Means to press A with Neutral/Forward/Backwards/Up/Down DI, 

F/U/D-smash - Means to smash the control stick Forward/Up/Down, respectively, 
and pressing the A button at the same time. Smash attacks can be charged.

F/U/D-tilt - Same as Smashes, except you only tilt the control stick, then you
press A.

Edgeguarding - To guard the edge by attacking an opponent that is trying to

Edgehogging - Grabbing onto a ledge so that a recovering opponent cannot.

Edgehopping - Grabbing onto a ledge, then tilting the Control Stick away from
the stage to let go and then jumping back and grabbing the ledge.

Lag - Refers to the amount of time you are left open to attack after using 
certain moves.

Meteor Smash - A midair attack that launches the opponent downwards.

Shedding - The process of Samus taking off her armor.

Standby mode - After breaking open the Smash Ball, your character will be 
glowing. This is called Standby mode.

Helpless mode - After using a certain mode in mid-air, you may into helpless 
mode. While at this status, you cannot do anything except fastfalling (Tapping 
down while in the air to fall down faster).

Short Hop - To jump as low as possible. Done by a slight tap on the jump 
button. Useful for quickly using aerial moves on a ground character.

Flip jump kick (left or right) - A kick done by using Zero Suit Samus' Down B
move, then pressing the A button while flipping.

Now I will begin the guide!


Changes from Melee & Pros and Cons [PC1] ============================

Samus has changed a lot from Melee. This section will compare the Pros and 
Cons of the changes and the Pros and Cons in general. The changes from Melee 
only refers to Samus.

Changes =====
- Missiles are spammable. Useful while in the air.
- Grapple Beam is easier to hit with and does more damage and knockback.
- Grapple Beam will automatically attach to the ledge when trying to get back 
on the stage.
- D-tilt is better.
- Her Screw Attack (Up B) has been buffed, as I see it.
- Charge Shot (B) takes a shorter time to fully charge up.
- Morph Ball Bomb (Down B) seems to have been buffed.
- Her D-air, which is a spike, is easier to pull off without fastfalling.
- Screw Attack will trap opponents.
- She now has her Zero Suit Samus form!

- Her Charge Shot has been nerfed severely. Hard to KO with it than in Melee. 
- Her Power missiles (F-smash B) have also been nerfed in knockback.
- Grapple Beam seems to have slightly shorter range.
- Her N-air and B-air have been nerfed.
- Her Bomb Jump recovery is harder to pull off.
- Morph Ball Bombs don't explode on contact.
- Slightly slower.
- Can't perform moves while Bomb Jumping.

- Grapple Beam looks stronger.
- She has her dark suit as her alternative colour.
- Her power Missiles looks very different from her Homing Missiles.
- Her taunt from Melee is gone.

Pros and Cons in General ======


- Incredibly good aerial moves.
- Good with close range and long-range
- Good recovery; can use Bomb Recovery.
- Can use Grapple Beam as tether recovery and edgehog.
- Missiles are good for racking up damage.
- Very balance character.
- Very good spike if timed properly.
- Final Smash is very good.
- Good finishers such as D-tilt.
- Pretty good combos.
- Samus is heavy for her size. This is good because she won't fly has far and
has excellent recovery. In other words, she is hard to KO.

- Not too good against fast characters like Toon Link.
- Grapple Beam leaves you wide open if used on the ground.
- Slightly hard to finish off your opponents.
- Missiles and Charge Shot can be reflected or absorbed.
- Not very good horizontal recovery, unless you Bomb Jump.

Zero Suit Samus

- Fast, light and agile. 
- Tied with Sheik for fourth fastest character in the game.
- Can crawl and Wall Jump with her Down B.
- Paralyzer is very useful.
- Good horizontal recovery.
- Tether recovery makes her easier to get back on the stage.
- Best Tether recovery character.
- Easy to combo with.
- Can stop an edgeguard by Flip Jumping (Down B) and kick.
- Good damage racker.
- Good at juggling.

- No good long-range attacks.
- Her Spike (Flip jump and kick) is harder to hit with.
- Final Smash isn�t too good, but still pretty decent.
- Less balanced than Samus from my point of view.
- If you are switching to Zero Suit Samus, you are completely open to any 
attack because you cannot attack immediately after the armor falls off.
- Lacks low percent finishers.
- Light.


Switching between Samus and Zero Suit Samus [SZS1] ==================

Because you don�t switch like Zelda and Sheik, where they have a move that 
transforms them, the switch with Samus is harder to do. However, there are 
three ways you can switch from Samus to Zero Suit Samus.

1) Choose Samus on the character selection screen. When clicking on the "Ready 
to Fight!" text to go to the stage selection, hold the button stated below 
until you go to the stage selection screen.

If you are using the:
- Wii Remote with Nunchuk, then hold the Z button.
- Gamecube/Classic controller, then hold the R button.
- Wii Remote, then hold the Minus (-) button.

By doing this, you will start off as Zero Suit Samus.

2) Use Samus� Final Smash. Samus� Final Smash (Zero Laser) overloads her Power
Suit and causes it to fall off. You can now play as Zero Suit Samus. For more 
info, look under the "Final Smash" section.

3) Use Samus� Up Taunt, then Down Taunt, then her up Taunt again. You must do 
this really fast in order to do the change.

No matter which method you are using, you will end up with three armor pieces 
near you. These pieces can be thrown and have decent damage and knockback. 
Also note that when using methods 2 and 3, you are open to attack right after 
you stop glowing. Even if you KO your opponent after the Final Smash, your 
opponent has enough time to get off the revival platform and attack you before
you can.


Samus' moveset [SAM1]          ======================================

Normal Moves (A moves) ======

In this section, I will list all of Samus� normal attacks.

Ground moves
A --> Weak Punch. Weak knockback. 3% damage.

A, A --> One-two Punch. Weak knockback, weak knockback. 3%, 7% damage.

F-tilt --> Kick. Little knockback. 7% damage.

D-tilt --> Ground Flame. Decent knockback. 14% damage. Good launcher.

U-tilt --> Downward Heel kick. Decent knockback. 12% damage if enemy if above 
head, 13% damage if enemy is in front.

F-smash --> Arm cannon punch. Decent knockback if uncharged, great knockback 
if fully charged. 13% damage if uncharged, 18% damage if fully charged. 

D-smash --> Sweeping kick. Good knockback if uncharged, really good knockback 
if fully charged. 15% damage if uncharged, 21% damage if fully charged. Good 

U-smash --> Overhead flamethrower. Fires fives flames, but the fifth one has 
the most knockback. This move is more of a damage racker. 4%, 4%, 4%, 5%, 6% 
damage if uncharged. Total of 23% damage. 
5%, 5%, 5%, 7%, 8% damage if fully charged. Total of 32% damage. You 
may only be able to land 3-4 of these hits.

Dashing attack --> Tackle. Good knockback. 10% damage. Very useful. Decent 

Ledge attack --> Kick. Decent knockback. 8% damage.

Air moves

N-air --> Forward kick (sexkick). Little knockback. 9% to 6% damage.

F-air --> Forward flamethrower. Similar to her U-smash, except she shoots it 
forward. Decent knockback. 4%, 3%, 3%, 3%, 5% damage. Total of 18% damage. 
Very useful aerial move.

U-air --> Upper drill kick. Does 6 hits. The sixth hit has highest knockback. 
Good knockback. 11% damage.

B-air --> Backwards kick. Great knockback. 14% damage if hit with heel, 10% if
hit with anywhere else. Good finishing move.

D-air --> Meteor Smash (Spike). High knockback. 15% damage. A really good 

Special Moves (B moves) and Grabs/Throws. ====

B --> Charge shot. Weak knockback if uncharged. 3% damage if uncharged.
High knockback if fully charged. 25% damage if fully charged. Good finisher.

Forward B --> Homing/Power missiles.
Homing missiles: Tilt the Control stick forward with the B button. Follows 
opponents, slows down, then detonates. Little knockback. 5% damage.

Power missiles: Smash the Control stick forward with the B button. Travels 
fast. Great knockback. 10% damage.

Down B --> Morph Ball Bomb. Little/no knockback. 5% damage.

Up B --> Screw Attack. Does 12 hits. 12th hit has high knockback. 12%-13% 
damage if the hits land. Recovery move. Causes Helpless mode.

Grapple Beam (while in mid-air) --> Decent knockback. 4% damage. Useful 

Forward throw --> 9% damage.
Backward throw --> 8% damage.
Up throw --> 9% damage.
Down throw --> 6% damage.


Zero Suit Samus' moveset [ZSS1] =====================================

Normal Moves (A moves) ======

In this section, I will list all of Zero Suit Samus� normal attacks. Also note
that her attacks are much faster than Samus�.

Armour pieces --> Throw an Armour piece at an opponent. High knocback. 9% to
11% damage. Damage depends on how you throw the Armour piece (Forward throw or
normal throw) and the distance the Armour piece travels.

Ground moves
A --> Weak Punch. Little/no knockback. 2% damage.

A, A, A --> One-two-three Punch. Little knockback. 2%, 2%, 3% damage.

F-tilt --> Kick. Little knockback. 6% damage.

D-tilt --> Sweeping kick. Good knockback. 6% damage. Good launcher.

U-tilt --> Handstand upwards kick. Great knockback. 5%, 6% damage. Total of 
11% damage. Really good launcher.

F-smash --> Plasma Slice (uses Plasma Whip to whip). Decent knockback if 
uncharged, great knockback if fully charged. 6% to 10% damage if uncharged, 6% 
to 14% damage if fully charged. Can also  hit behind her for 6% damage.

D-smash --> Downwards Paralyzer shot. Weak knockback, stuns the foe the longer 
it is charged. 11% damage if uncharged, 15% damage if fully charged.

U-smash --> Plasma Tornado. Does 7 hits. 12% damage if all hits land. This 
move is a good launcher. 

Dashing attack --> Running kick. Weak knockback and a sexkick. 5% to 7% 
damage. Very useful.

Ledge attack --> Kick. Decent knockback. 8% damage.

Air moves

N-air --> Short range whip. Weak knockback. 10% damage.

F-air --> One-two kick. Weak knockback. 6%, 11% damage. Total of 17% damage.

U-air --> Back flip kick. Good knockback. 10% damage. Incredibly good move for 

B-air --> Backwards kick. Decent knockback. 13% damage.

D-air --> Diving kick. Weak knockback. 4% to 5% damage while falling and 5% 
damage when landing.

Special Moves (B moves) and Grabs/Throws. ====

B --> Paralyzer. No knockback. Stuns the foe the longer it is charged, but not 
as long as her D-smash. 4% damage if uncharged. 6% damage if fully charged.

Forward B --> Plasma Whip. High knockback if hit at the tip. 3% damage. 16% 
damage at the tip. Can be used as Tether recovery.

Down B --> Flip Jump. Good for horizontal recovery. If you press the A button,
Zero Suit Samus will do a kick (you can change the direction of the kick). 
12% damage of hit at the tip. Also a Spike.

Up B --> Plasma Wire. Does 4 hits. 4th hit brings your opponent back down. 15% 
damage if all 4 hits land. Tether recovery move.

Forward throw --> 9% damage. Does two hits: 7% and 2% damage.
Backward throw --> 6% damage. Does two hits: 2% and 4% damage.
Up throw --> 10% damage. Does two hits: 2% and 8% damage.
Down throw --> 7% damage. Does two hits: 2% and 5% damage.


Final Smashes [FS1]            ======================================

This part is so special that I gave it a section all to itself. Samus and Zero
Suit Samus both have completely different Final Smashes. Using one of them 
will turn you into the other form. EG: Using Samus� Final Smash turns you into
Zero Suit Samus.

Getting the Smash Ball. =====

For Samus, I would advise using her U-air or F-air moves. They both do 
significant amount of damage and I�ve often broke the Smash Ball using them. 
Do not use her Screw Attack unless the Smash Ball has been significantly 
weakened because you will go into helpless mode and your opponent will have 
more time to break open the Smash Ball. Her Morph Ball Bomb can also be 

Getting the Smash Ball with Zero Suit Samus is harder. Use her U-air or F-air,
also. They are not as good as Samus, but they are faster, so use that to your 
advantage. You may be able to hit it several times before touching the ground.
If you are having a 1 on 1 match, you can try to stun your opponent so that 
he/she will have a less chance of getting it.

Using the Final Smash. ======
Samus� Final Smash travels horizontally, but slowly. The laser is about 
slightly bigger than Samus� height in width. Anyone caught inside it will not 
be able to get out. The Zero Laser lasts for about 3 seconds. You can also 
tilt the Control stick up or down to change the angle of the Laser a bit. 
I�ve found doing so can reel your opponents in the Laser easier.
Also note that if your opponent is behind you, but is near, the Laser will 
pull them in. This is very helpful.

The Laser itself does about 45% damage, more or less and a finisher, which 
deals very good knockback and deals more damage. 

Setting yourself up can be difficult. An easy way to use this move is to move 
to the very edge of the stage, jump once and activate it. You should be able 
to cover more of the stage than if you use it on the ground. DO NOT, I REPEAT,
DO NOT USE SAMUS� FINAL SMASH OVER A VOID. You will start to fall slowly while
you change to your Zero Suit form, but then you fall faster and you won�t have
an opportunity to recover because of the amount of time it takes for you to be
able to move.

After using this Final Smash, you will switch to Zero Suit Samus.

Also, don�t forget to use your armour pieces if you don�t kill your opponents.
They should have at least 50% damage and the armour pieces deal quite good 
knockback and damage.

Zero Suit Samus
Zero Suit Samus� Final Smash is harder to pull off the Samus�. Even if you do 
it correctly, your opponents can probably escape. Her Final Smash is named 
"Power Suit Samus"

Basically, Samus sort of levitates in the air, drags her opponents towards her
and, if they are in contact with her when she starts to transform, your 
opponents will receive incredible knockback. I recommend using this move if 
you opponents are at around 60% damage.

Once you turn into Samus, she kind of stays in the air a bit to show off her 
Power Suit. If your opponents touch you during this time, they will get 

For both of the Final Smashes, you should try and find the best opportunity to
use it, especially when your opponent least expects it.

However, do not forget that you can still drop the Smash Ball. I would 
advise to use Samus� missiles if you want to rack up damage before unleashing 
the Zero Laser.

It is unfortunate that when Zero Suit Samus is on standby mode, she cannot use
her Paralyzer, which would have been very useful when activating her Final 


Strategies and Combos [STR1]   ======================================

Samus =====

- Fully charge up her Charge Shot as often as possible. You never know when 
you will need it.
- Use Samus� Grapple Beam in midair to get close to your opponent. You will 
need to know how to Short Hop effectively for this. If you can Short Hop well,
you can spam this move more effectively.
- Samus� missiles are can be spammed in midair. If you cannot Short Hop well, 
you can spam her Homing missiles in the air as an approach.
- If you want to put some distance between you and your opponent, you can back
away while dropping Morph Ball Bombs. Your opponent won�t be able to chase you
as easily by doing this.
- Practice her Meteor Smash, as it is very useful in battle. You will need to 
time it properly. Also, be careful when using this move over a void if you are
not used to it.
- Her Bomb Jump recovery is also very useful for horizontal recovery. See the
Miscellaneous section for more detail.
- If you use Samus' Grapple Beam while on the ground to grab your opponent,
will be left open for attack if you miss. However, if you are running when you
use your Grapple Beam, you have shorter lag time.
- If you are in the air and you are about to land near your opponent, use your
D-air so that your opponent won't have a chance to juggle you.
- Samus' Tackle and D-smash are both good launchers. Use them to start combos.
From Aquarys:
- A good way to finish off your foe is to roll dodge behind him/her, then use
D-tilt. This is a good finisher, but it can also be used to start combos 
because your opponent goes really far up.


Here, I will list the combos I know of. I got two of these from Hylian's
Samus videos. The others are by me.

Electric Whip - Short Hop, then Grapple Beam. Repeat are much as you want.
As stated above, this move is useful for appraoching your opponent. This combo
can also rack up a decent amount of damage is you can Short Hop repetively.
Before I forget to mention, Samus' Grapple Beam has decent knockback, despite
the long range and speed.

Furious Missiles - Jump, F-tilt B, F-tilt B, Jump, F-tilt B, F-tilt B.
Again, a useful approach combo. This is good for people who can't Short Hop
well. Since the Homing missiles slow down before detonating, if you are
spamming the missiles, there will be around 2 missiles staying aloft between
you and your opponent. And since the missiles can't hurt you, you can run in
and attack. I recommend using Samus' Dashing attack (Tackle).

Morph Ball Bomb Mine - Hold down, continously keep pressing B while moving
away from your opponent.
This move is useful for retreating from your opponent. You will drop several
Bombs while backing away and your opponent will either stay away while the
Bombs remain or jump and try to attack you. If they try to do that, you can
use Samus' U-smash move.

Zero Suit Samus =====


- Use her Paralyzer if you want to start a combo easily.
- I find it efficient to run towards your opponent, jump, then charge up her
Paralyzer as you fall back down. If you time it correctly, you will shoot the
Paralyzer when you are right in front of your opponent.
- Do not use her D-air above a void. Doing so will kill yourself.
- Use Zero Suit Samus' U-air as often as possible if your opponent is in      
midair. This strategy will continously launch your opponent upwards.
- Her Plasma Whip (Forward B) is a good finishing move.
- Zero Suit Samus' Dashing attack is useful for starting a combo.
- If you can, use her Flip Jump Kick to get back on the stage if your
opponent is edgeguarding you.
- Her Flip Jump Kick is a good Meteor Smash, but you must hit your opponent at
the tip of her kick to Spike. This is harder to do than Samus' Meteor Smash.
- You can use her D-smash to stuns foes that are hanging on a ledge.

From Superrikku: If someone is on a ledge above you then you can use ZSS' Up-B
to hit them, and since the move pulls them down they will slam into the 
ledge, and you can repeatedly use your Up-B on them depending on how much they
roll away. You can always jump a little ways to compensate for the opponent 
moving. I find it useful because you can hit several times without too much 
practice. The key is to hit them again before they have time to fall through 
the platform after getting up from the attack or from rolling. It also works 
well on places you can't fall through, like Spear Pillar, where you can hit 
people on the top half by jumping in the bottom.


Flying Fury - Run towards your opponent, press A, U-tilt, Jump, U-air, then
continously keep using U-air on your opponent.
An extremely annoying move for your opponent. This combo will keep on 
launching your opponent upwards. If he/she has a good amount of damage, you
can U-air him/her as high as possible for a Star KO.
This combo can be hard to do depending on how good your opponent is at
maneuvering while in midair. This combo is easy to start, though.

Gravity Pull - Launch your opponent upwards with either U-tilt or D-tilt, 
Jump, U-air, Up B.
This combo is good at racking up damage. When you launch them in the air, you
use her U-tilt to launch them even further up. Then, you use her Plasma Wire 
to bring them back down. You can attack your opponent with either D-air or 
F-air, depending on where your opponent is.

This is a combo my friend told me: =====
Side B, Run towards your opponent, Jump, Down B, F-air.
When you use her Plasma Whip, you should make sure your enemy will fly over 
the void. Then, you Jump towards them, use her Flip Jump if your opponent is
out of reach, then use F-air to kill your opponent. The reason you use her 
Down B instead of double jumping is because you may need the second jump when
you are getting back on the stage. Do not use her Flip Jump Kick unless it 
will hit. The Flip Jump kick will send the enemy forward, to the edge of the
screen, or it will spike. If your opponent is out of reach for some reason,
you will use F-air to knock your opponent off the screen.
He says that this should kill because your opponent will be near the edge of
the screen.

This is a combo from Tempest62: =====
Stunning Spiral - D-smash, D-smash, U-smash
"I find using the C-stick works best because it's easier to perform each 
attack in quick succession. ZSS's Up Smash fires off fast enough that they 
shouldn't be unparalyzed from the second Down Smash. Not only does it work 
really well, it does around 30% damage. And since her Up Smash sends them into
the air you can cause more damage with ZSS's Up Air attack."

This is a combo from Wang: =====
"I went to watch a tournament a few weeks ago, and i saw some players do this 
thing where they chained their 
D-smash > Short Hop > F-air 
until the opponent got to the edge then they Down b and Spike them, I'm not 
sure if it was exactly how it was pulled off but it was something like that."

This is a combo from

"Although it's like a variation of the "Gravity Pull" combo that is already 
listed, it might be useful.  Here's how it goes:
When your enemy is above you and you're on the ground, you can use your Up B 
move to bring them down and then right away use a quick Down Smash A attack 
when they're right in front of you to stun them and then use your Smash Up A
move on them.  After that, you run back under them and repeat.  Or, if it's 
not possible to repeat for some reason, you can jump up towards them and use 
your Up Air move to hurt them even more. It's pretty good at racking up damage


Fighting against certain characters [CHAR1] =========================

The order of the list is from up to down and left to right of the roster.

Mario =====
Mario's F-air is a good Spike if used properly. Remember that. Otherwise,
Mario is pretty easy to beat with either Samus or Zero Suit. His Forward B 
move is a good edgeguarding move if used properly. Mario's Up B move is also 
dangerous, especially near the top of the stage. When attacking him, use 
fast-acting attacks, such as Tackle, or D-tilt. You shouldn't have too much 
problem if you are using Zero Suit Samus.
What a lot of people do is underestimate Mario's FLUDD (Down B). It pushes you
back, but does not stun you, so if you are in helpless mode, the FLUDD could
kill you.
His Side B has similar properties. It does damage, but does not stun you.
The difference is that it flips you around, so if you are about to use the
Screw attack to the left, Mario could make you go to the right.

Final Smash: Mario's Final Smash works like this: The longer you are stuck
in there, the more likely you are to die. Either jump over the blast, if you
can or try to dodge your way through the fire. Try not to get sucked into the
middle of it.

Luigi =====
The man in green. Luigi is faster than Samus, from my point of view. Watch out
for his Fire Jump punch. If it connects at the start of the attack, you will
get launched far and gain a lot of damage. Adding to his Fire Jump Punch, his 
Side B move has good knockback when fully charged up. There is also a 1/8 
chance that Luigi will explode doing this, thus doing greater damage and 
knockback. You also might want to watch out for his aerial attacks. A good 
Luigi player will use it to start combos. Luigi also has excellent recovery 
if used correctly. He has his Side B move for horizontal recovery, Down B and 
Up B for vertical recovery. I advise Juggling him or use good aerial moves, 
despite one of his strengths is having good air attacks. Luigi's Dashing 
attack can get annoying if used often. His A, A, A combo is also very good, so
watch out for those, too.

Final Smash: Luigi's Final Smash is very easy to get caught it becuase of the
large radius compared to the stage. If you get caught in it, you will get
affected with several negative effects such as:

Drastically reduced attack power 
Greater launch distance when hit 
Increased likelihood of slipping 
Steady increase in damage percentage 
Flower growth on head 
Uncontrollable taunting 
Sudden sleepiness 
Decreased movement speed
...And so on. (Thanks to

To avoid being immobile (going to sleep or getting dizzy), you can either stay
in the air or grab a ledge. Otherwise, you are pretty much done for.

Peach =====
Peach has one of the best, if not the best, horizontal recovery. If you knock
her far off the stage, but she doesn't get KOed, I would recommend trying to 
spike her. It should be easy if she is hovering. Spiking her will usually mean
death for her no matter what percentage she is at because she has terrible 
vertical recovery. She also has good aerials. If you are using Samus, you 
could use missiles or the Charge Shot on her to get her damage percentage up,
then finsh off with a melee attack. If you are using Zero Suit Samus, juggle
her to her death.

Final Smash: Like Luigi's, Peach's Final Smash can leave you immobile if you 
are not in the air or holding onto a ledge. So, my only advise is stay in the 
air as much as possible.

Bowser =====
Bowser's Smash attacks are hurtful on Zero Suit Samus. However, Bowser is 
slow, which means that you can use your speed to destroy him. Juggling Bowser 
is easy, unless he uses his Down B move. If Bowser uses his Side B move and it
hits you, steer both yourself and Bowser away from the edge. Other than that, 
Bowser is easy to defeat. One last last thing with Bowser is that he has a 
deadly U-smash, so avoid that as much as possible.

Final Smash: If your opponent Bowser got the Smash Ball, wail on him as much
as possible in an attempt to get the Smash Ball out. If he uses it, stay away
from Giga Bowser. Use Samus or Zero Suit Samus' tether recoveries to leave 
yourself hanging. Chances are, Giga Bowser will kill himself if tries to go
above a void to get you.

Donkey Kong =====
You can Donkey Kong like Bowser, but his attacks have higher knockback and 
have slightly longer reach. He is also faster than Bowser, so keep that in 
mind. Donkey Kong has good horizontal recovery, but poor vertical recovery, so
you can get kill him easily if you can get him below the ledge. He can grab 
also you, the jump off the edge and kill both you and himself. Just keep on 
smashing the Control Stick to break yourself free.
One other thing I need to mention is that Donkey Kong has really good ledge
guarding potential.

Final Smash: As with Bowser, try to knock the Smash Ball out of him first. If
he activates it, the only thing you can do is keep your distance. DK's Final
Smash, if used perfectly, is deadly at close range.

Diddy Kong =====
Diddy Kong is pretty easy to take down because of his light weight. His Down B
move is annoying. I've faced with some really good Diddy Kong users who use
those banana peels to combo you. I've tried to use them against him, but it
didn't work out. I suggest going evasive while keeping a distance from the
banana peels and then combo-ing at the right time. His Peanut Popgun can also 
be used at long range, so watch out for that. Diddy Kong's Side B move is that
he jumps on you and holds onto you. You can take him down any way you want, 
but I would advise using melee attacks as they are more effective against 
light characters.

Final Smash: If Diddy Kong manages to get the Smash Ball and use it, the only
thing you can do is use perfectly timed Roll dodges. With enough dodging 
skills, you can avoid every single Peanuts that are shot at you.

Yoshi =====
He has god recovery, both vertical and horizontal. Be careful around Yoshi's
Up B moves, especially when he is using it to recover. Yoshi's B move can 
be lethal if you fall off the stage while you are inside the egg. To avoid 
such a kill, keep on moving the Control Stick at a 360 direction (keep 
rotating). Yoshi's Down B move also gives good knockback, but, like Bowser's, 
leaves him open to attacks. Yoshi's Side B move, where he get into an egg and
rolls around, can rack up a good amount of damage without proper dodging 
skills. I advise standing near the edge because if Yoshi falls off while using
this move, he has a good chance of dying.

Final Smash: Once Yoshi turns into the Super Dragon, you may want to jump in
the air and dodge his fireballs. You are an easy target if you are on the

Wario =====
Wario's Smash attacks are really good. Try to keep your distance from him.
Wario's Motorcycle is similar to Yoshi's Side B. Instead of standing near the
edge, you want to use missiles or Flip Jump Kick to knock him off. I don't
find Wario's aerial moves too dangerous with Samus or Zero Suit Samus. It is 
his ground attacks that are lethal. His F-smash is a good finisher and his
U-smash deals considerable amount of damage. Attack him with projectiles,
then finish him off with melee attacks.

Final Smash: Just run away. Don't try to get caught in his attacks because
Wario-man's attacks are Godly. He can also fly.

Link/Toon Link =====
First off, look out for their Spin Attack. Link/Toon Link have good 
long-ranged weapons. Link is pretty fast and Toon Link is insanely fast
compared to Samus. Do not forget that your long-ranged attacks won't do
anything if Link/Toon Link is standing still because their shield will protect
him. I would recommend keeping a slight distance from them because they can
both easily start a combo. Their A combos are also fast-acting, and annoying.
Toon Link can constantly keep launching you upwards, whether he is on the
ground or in the air. You don't want to be above Toon Link at all.
Also be careful when you get launched off the stage. They both have a
really good Spike and it is easy to hit with it. If Toon Link misses, though,
he is pretty much dead. But still be careful when recovering. Using Zero Suit
Samus' Flying Fury combo can be difficult to start and continue because of
Link/Toon Link's D-air. You may only be able to hit him about once or twice.

Final Smash: Link/Toon Link's Final Smash can't be dodged easily if you are 
in range when he activates it. Just avoid being in range and try to get 
behind him. You can try to do a perfectly timed sidestep to dodge it according
to an Anonymous user.

Zelda/Sheik =====
Sheik is fast, as you should know. She is also good at juggling, so try to use
the Flying Fury combo on her. If she launches you in the air and she
constantly juggles you, you can either use Zero Suit Samus' D-air or spam
Samus' Morph Ball Bombs. If you want to edgehog to kill Sheik, you do not need
to worry amount using the invincibility frames because she does not do any
when she reappears. Also watch out for her Needle Storm and Chain. They both
do decent amount of damage and can (according to Dojo) "shut down the 
opponent." You shouldn't have too much problem with Sheik.
Zelda is slightly more dangerous than Sheik in my opinion. Her attacks are
basically about finishing off, meaning that her Smash attacks do quite good
knockback. However, she is slower than Sheik. Watch out for Din's Fire. She
can use it to keep you in the air, maybe even KO you. Use close ranged attacks
on her because if you use missiles or, worse, a fully Charged Shot, she can 
use Naryu's Love to deflect it back. One important thing to remember with 
Zelda is that her special attacks leave her open to attack.

Final Smash: Don't try to dodge this. Trust me. It won't work. Well, it will
work, but you have to execute a perfectly timed sidestep dodge, according to
an Anonymous user.

Her Light Arrow stuns you before it is fired, so it is harder to dodge. What 
you must do is to avoid being in front of Zelda/Sheik, like Link/Toon Link's 
Final Smash. To get the Smash Ball out of her, use the same technique you 
would use with Link.

Ganondorf =====
Ganondorf is basically like Captain Falcon, except with more powerful attacks
and slower pace. Use his slowli-ness to your advantage. Tie together quick
melee attacks and then send him flying to the air. You can then try to star KO
him with Zero Suit Samus' U-air or rack up more damage with Samus' aerial 
moves and then finish off with D-tilt. Ganondorf seems easier than Captain
Falcon, as I see it because his Side B move does not send you in the air, and
if he tries to use it to Spike, he will kill himself.Also, his Warlock Punch 
has very high knockback.

Final Smash: Ganondorf's Final Smash has infinite range and will most likely
kill you. His Ganon form is also really huge, so you will need to get up high
above him in order to avoid it.
When he activates it, he will stomp on the ground, then charge. When he 
stomps, you will get stunned if you are in front of him.

Pit =====
Let me first note that Pit has two Special Moves that reflect projectiles:
His Down B and Side B. Missiles and the Charge Shot may not be as effective
against Pit as with other characters. Because of this, I would recommend you
to use melee attacks. It is hard to Juggle Pit because of his multiple midair
jumps. Pit's Side B move is also annoying because it can rack up a good amount
of damage depending on the situation. His Arrows are also fast and have
unlimited range, so watch out for that. To counter arrow spammers, spam your
very own missiles. If you are using Zero Suit Samus, you can use her speed to
get towards Pit while avoiding the arrows. You can also use her Flip Jump.
Pit also has really good damaging moves, you expect yourself to be at high

Final Smash: Abuse your dodge. That's all there is to it. Either that or you
can continously edgegrab and use the invincibility frames, which I don't

Ice Climbers =====
You should know that grabbing may not work very well against the Ice Climbers.
If you grab one of them, the other can simply attack you while you are busy 
holding him/her. I find the Ice Climbers easy to Spike because there are two 
of them and they seem to fall kind of slowly. If both Ice Climbers are alive, 
then you should try to air combo them. Their B move is annoying especially 
when it is spammed. If one of them is dead, then you shouldn't have too much 
of a problem defeating the main Ice Climber by him/herself.

Final Smash: If they activate their Final Smash, then what you should do is
get on one side of the stage. The side you want is the side which the main Ice
Climber isn't in. In order words, if your opponent is controlling Popo instead
of Nana, then get on the side where Popo isn't on. If your opponent uses their
Up B move, then quickly get on the other side. Your opponent will not be able 
to get to you because their Up B move will seperate them due to the height of
the Iceberg.
Now, once you find a safe side, grab the ledge and continously edgehop. Do not
use Tether recoveries.

R.O.B =====
R.O.B.'s recovery is insane! Chances are edgehogging will not help you much 
against ROB. ROB's B move is pretty good considering it has long range and it
gets stronger the longer he doesn't use it. ROB's Down B move is also really
painful. It has decent knockback and can be used as an item. Of course, you 
can also pick it up and either throw it at ROB or throw it off the stage. ROB
is also a medium character, so he is pretty easy to beat if you can avoid his
ridiculously strong aerial moves. You can also Juggle him fairly easily.

Final Smash: ROB's Final Smash makes him invincible, so you can forget about
your missiles. You can attempt to grab a ledge, but with ROB's amazing 
recovery, he can still get you. You can also try running away, but as 
mentioned before, ROB has a way of getting around the stage easily.

Kirby =====
This light-weight character shouldn't be too hard to KO. Kirby can absorb your 
B move, meaning he can use Samus' Charge Shot or Zero Suit Samus' Paralyzer. 
Kirby isn't too fast, so go you can quickly use melee attacks and rack up 
damage fairly easy. You can finish off with Samus' D-tilt, because Kirby is 
light, he will fly pretty far when he is hit. With Zero Suit Samus, use her 
Side B move as your finisher. Kirby can get out of Juggles with his Down B 
move. Also, if you are edgehogging, you might want to watch out because 
Kirby's Up B move Spikes.

Final Smash: The range of Kirby's Final Smash is very large, so I would 
recommend dodging at the right time. Once Kirby activate his Final Smash,
wait until about a second, then do a dodge of any kind. You will need to time
this correctly so that you dodge right when Kirby tried to force you into his
cooking pot.

Metaknight =====
Like Kirby, Metaknight is pretty light, so you should be able to kill him
fairly easy. His attacks, however, are really fast and he can rack up good
damage fairly quickly. Metaknight has excellent horizontal recovery and good
vertical recovery. To beat him, you should try to fire missiles from afar and
then finish him off with a Smash attack or something. A Metaknight user will
most likely try to approach you with a Special move, which leaves him open to
attack, so use that to your advantage. Also, if a Metaknight is running 
towards you, you should side dodge towards him. He will most likely either 
grab or use his running attack. If you are using Zero Suit Samus, you will be 
fine if you stick to your speed. Finish him off with her Plasma Whip. One 
other thing is that (you should already know this) Metaknight is dangerous in 
the air, so I would advise staying down.

Final Smash: Metaknight's Final Smash comes out pretty fast, so my only 
advise is to continously roll dodge.

King Dedede =====
Another heavy weight character. King Dedede is pretty easy, but, in my 
opinion, he is slightly better than them. He also has the best recovery than
other heavy weight characters.
Because he is slow, you can easily use melee attacks without getting hurt a 
lot. However, King Dedede's attacks are powerful (obviously). His Down B move
can be charged and he will use it if you try to get near him. Try using Samus
or Zero Suit Samus' Down air to get near him. You can use this approach if you
can't seem to get near him. His Side B move can also be dangerous. He can pull
out a Gordo, which does great knockback. He is pretty easy to combo and you
should have no problem taking him down.

Final Smash: Stay away from the edge of the stage and try to stay in the air 
as much as possible.

Olimar =====
What I like to do is, after KO-ing Olimar, is to try my best to not give him
an opportunity to Pluck out his Pikmin. However, most people would most likely
Pluck the Pikmin while Olimar is still invincible. One strategy I can tell you
is to continously barrage Olimar with melee attacks so that he cannot Pluck. 
This strategy isn't too useful because Plucking Pikmins are fast and your 
opponent will find some cover.
You can also Juggle him. He is very light-weighted and Zero Suit Samus' U-air
is fast-acting, so it will be hard for an Olimar player to use D-air to hit 
you. Use melee attacks because Olimar can cancel out your projectiles with his
Side B move. Samus' D-tilt is very useful.
Another way you can kill him is by edgehogging. Olimar depends on Tether
recovery, so edgehogging should be too difficult. His Up B move also gives him
a tiny vertical boost, so he can still get back on if he is right next to the
stage. A desperate Olimar player will also use his Up B move to Spike you so
that he can drag you to the abyss along with him.

Final Smash: First, stay away from him. If he activates his Final Smash near 
you, you will get stuck on the ground and his Ship will most likely kill you.
Once the beasts come, stay as high as possible. When the Ship comes down, do a

Fox/Falco =====
Fox's reflector (Down B), makes your missiles and Charge Shot useless. Use 
them sparsely. For Fox, I would recommend melee attacks. Fox falls pretty 
fast, so this may make it easier to Juggle him or make it harder. If you are
using Zero Suit Samus, fighting Fox should be easier because Fox is much 
faster than Samus. However, don't be too confident. Fox is hard to beat.
For Falco, his Down B isn't as defensive as Fox's because he kicks it. 
However, it has more offensive ability and can shut you down. Other than that,
you can take down Falco almost the same way as Fox.

Final Smash: Once Fox/Falco summons his Landmaster, try to stay above him. Do 
not stand on the Landmaster for too long because then Fox/Falco might do a 
Barrel Roll and knock you off. You could try to avoid his Landmaster by 
hanging on a ledge, but he may knock you off it, too and cause you to die.
Also watch out for Falco's Landmaster because he can easily push you off the
top of the screen.

Wolf =====
Wolf doesn't seem to be good against aerial moves, so I would advise launching
him up in the air with Samus' U-throw, D-tilt or Zero Suit Samus' D-tilt or
U-tilt or you can use the Stunning Spiral combo, then follow up with Flying 
Fury. If you are using Samus, you can rack up damage with her F-air or U-air.
As long as you can pummel him and not allow him an opportunity to 
attack, he should be easy.
Just watch out because his F-smash is fast. He also has a Blaster which is
more powerful than Falco's, but he can't spam it as fast as Fox or Falco.
Like Fox, he has a reflector, so use missiles and the Charge Shot sparsely.

Final Smash: Wolf's Landmaster is Fox and Falco's Landmasters combined. 
However, it does not last as long. Avoid Wolf's Landmaster the same way you
would with Falco's. Just avoid being Star KO-ed.

Captain Falcon =====
If he uses his Falcon Punch, roll away from him. Do not try to roll to the
other side of him because he can change the direction of his Falcon Punch.
Captain Falcon's side B move can knock you up above him, which will make it
perfect for him to use his Up B move on you. If you get launched above him,
either use your second jump, drop Morph Ball Bombs, Flip Jump, or use Zero
Suit Samus' D-air. Captain Falcon's Side B move is also a Spike if used in 
He is fast, so you should use your running attack to get to him. He can get 
out of juggles with his Down B.

Final Smash: Keep your distance. His Final Smash can also hit you even if you
are behind him. Just stay away from him and use the Furious Missiles combo to
try and knock the Smash Ball out of him.

Pikachu =====
Okay, Pikachu is pretty fast. Pikachu's Down B is also lethal. To take Pikachu
down, I would recommend you to use melee attacks. Pikachu's Electric attacks
can be annoying. Pikachu has really good horizontal and vertical recovery.
Pikachu's Side B move leaves Pikachu open for attack, so go for the kill and
Spike your opponent! If Pikachu is recovering from below, do not try to Spike
Pikachu because Pikachu's Up B move is really fast and you will most likely
miss. Pikachu is a lightweight, so you should be able to KO Pikachu fairly

Final Smash: If you want to avoid Pikachu's Volt Tackle, I would recommend
doing midair dodges. You move more while in midair, so you are more evasive
than if you try to dodge while on the ground.

Pokemon Trainer =====
Final Smash: I swear, Pokemon Trainer's Final Smash is annoying. It is like a
stronger version of Samus' Zero Laser. Also, the camera focuses on the 
Pokemons, so you could die because you have no idea if you are about to fall
off. Same with avoiding the Zero Laser, get really high into the air and get
behind them. Unlike Samus' Zero Laser, Triple Finish does not pull you in if
you are near them, so you can just stand behind the three Pokemons.

The fastest of Pokemon Trainer's Pokemons. Squirtle's Water gun is pretty much
like Mario's FLUDD, which makes Squirtle a good edgeguarder. Squirtle's
Withdraw (Side B), where he goes inside his shell and slides, makes him
invincible, even to Samus' Zero Laser. you could jump on him while he is using
this move to stun him. Doing so will leave him incredibly open to attack.
Because Squirtle is light, you can KO him easier than with Zero Suit Samus.
Squirtle isn't too fast, so you shouldn't have too much of a problem landing 
any hits.

Do not be above Ivysaur if he is on the ground. Ivysaur has Bullet Seed, which
is a really good damage racker and a really good U-smash. Ivysaur depends on
Tether recovery, so you could kill him at pretty low precentages.
Ivysaur's aerials are intense. They can kill you at low precentages. I advise
using Electric Whip to get close to him. The stun should leave him open. You
can also use Zero Suit Samus' Side B because it has decent range. Play
defensively is basically what I'm saying. Or, you could just use Zero 
Suit/Samus' fastest attacks.

Charizard is the slowest and most powerful of the three Pokemons. He also has
the best recovery out of the three. Charizard is also the slowest in the game
when walking, but one of the fastest when dashing. Charizard is somewhat 
similar to Bowser, except fastest and slightly weaker. Personally, I like to
attack him from the back when he uses Rock Smash (Side B).

Lucario =====
The high Lucario's damage is, the stronger his Aura-based moves get. Lucario 
is slightly slower than Samus, but just a smidge (as I see it). He has a 
counter move, so try not to be predictable.
Lucario falls slowly, so it should be easy to play an aerial game against him.
However, Lucario can also play a good aerial game, so just be quick. Samus'
N-air is pretty good. Her U-air is also pretty useful because Lucario doesn't
have any specials that counters attacks from below. Lucario's D-air slows his
downwards momentum and it is also a two-hit attack, which will make it harder
to use your U-air. If he uses his D-air, then just use your Screw Attack.
If you are using Zero Suit Samus, Lucario is very easy. Keep using U-air and
Up B to rack up damage. Attack quickly.
Also, Lucario's recovery doesn't damage you, so edgehogging him from below 
will be more safe. However, it can't guarantee a successful edgehog because
Lucario's Up B move can easily curve into the stage.

Final Smash:
Lucario jumps to the top centre of the stage and fire a storm of aura.
Basically, Lucario's Aura Storm will have a higher chance of killing you the
higher Lucario and your damage percentage is. Luckily, the storm is slow-
moving, so you will need to stand either a bit left or right of the centre of
the stage when he activates it. Then, right when you see his hands glow with
the power of the aura (before he unleashes the storm), run over to the other
side and get up as high as possible. Because Lucario can change the angle the
storm gets fired at before he uses it, a Lucario player would most likely try
and aim the beam towards you before he fires. Then, just before the storm 
comes, you can easily run over to the other side. The storm will be aiming to
the other side, and since the storm is slow-moving, Lucario will spend most of
the time it is activated trying to get it near you.
I guess we will need a diagram.
            |||  <-- This here is the beam before it is fired.
            |||     (Yes, I know, it is somewhat too big)
            |||   X <-- You will stand around here, then run over to the other
   =====================  side before the storm is fired.

Jigglypuff =====
Probably the lightest character in the game. Jigglypuff has a Down-B move
(Rest) that can OHKO you at low percentages. It seems to have gotten a range
boost since Melee and will also inflict you with flower damage, but the
knockback has been significantly lowered.

Samus' F-air (Flamethrower) can shut down Jigglypuff significantly due to
Jiggly being faster int he air. You can easily KO her if you use F-smash,
D-tilt or her Dashing Attack. You should try to fight Jigglypuff on the ground
as Samus. You can use aerial moves, but they don't KO as fast as the ones
mentioned. I find that you are better off killing her as fast as possible 
rather than building damage and then KO-ing her. The one thing you should
worry about the most if her D-air > Down B combo which can be deadly if your 
opponent uses it correctly.

Now, with ZSS, you are better off fighting in the air. U-air, F-air and B-air
are the attacks Jigglypuff fears. Also, ZSS's U-smash and D-tilt are also very
effective here.

Marth =====
Marth is deadly at close range. One of the ways you can fight it back is by 
using Zero Suit Samus' fast attacks, or by using Samus' Tackle move and then 
tying together aerial moves. If you can get him in the air, he isn't that much
of a trouble. You should also watch out for his Counter move. If you are 
edgehogging, make sure to time it perfectly so that he uses his Up B move 
while you are invincible, otherwise, it will Spike you to your doom and Marth
will grab onto the ledge. You die, but he lives.

Final Smash: Marth's Final Smash is a One-hit KO. It also travels very fast 
and has unlimited range when used in mid-air. However, I find Marth's Final
Smash to be incredibly easy to dodge. Hold the shield button and when he uses
it, tilt the Control stick down to dodge.

Ike =====
Although Ike is slow, he is a pain. His Side B move is easy to hit with and is
powerful. If Ike uses his B move, then stay away from him. If he manages to 
fully charge it up, then it would most likely KO you. Like Marth, he also has 
Counter (Down B). However, his Up B move is all about vertical distance. If he
is pretty far from the stage, then chances are, he will use Side B to recover.
Use this as an opportunity to edgehog. Ike's Smash attacks are also painful.

Final Smash: If he gets near you, then spam your sidestep dodge. If you are
playing a multiplayer battle and he uses it on someone else, make sure that
you are not below the centre of the stage.

Ness/Lucas =====
Ness has his Down B, which absorbs projectiles. Obviously, this will cripple
your long-ranged attacks, so it is time to unleash melee attacks. Try not to
get caught in his aerial moves. Most of his melee attacks are pretty slow 
compared to Zero Suit Samus, so you just have to keep whacking him. With 
Samus, you can use Tackle and D-tilts. You can also use your aerials to fight
back his aerials.
A fun thing you can do is to mess up Ness' recovery. He relies on hitting 
himself with his PK Thunder, so you can just jump off the stage and make it 
hit you. You can then use your second jump and Up B to get back on the stage.

Lucas can use PK Freeze, which is bad... for you. His PK Thunder can also go
through enemies, so you can't really gimp his recovery. He also has a good
grab, not to mention he also has a Tether recovery. His U-smash is also very
deadly. Like Ness, he can also absorb projectiles, so melee attacks are your 
best strategies. Take him down just like you would with Ness.

Final Smashes: With either Ness or Lucas, PK Starstorm is very deadly,
especially at high percentage. If you are lucky, not too many will hit you.
All you have to do is stand and then dodge if a star (or whatever you wish to 
call it) comes down on you.

Mr. Game and Watch =====
Mr. G&W has gotten a lot better from Melee. Mr. G&W has good aerial moves, so
you don't want to play an aerial game too often. His Down B move also renders
your Charge Shot and Paralyzer useless. If he manages to collect three of the
projectiles, he can dump the amount of power he collected onto you. Of course,
if he absorbs three fully charged up Charge Shots and dumps it on you, you are
pretty much dead.

As mentioned before, he has good aerial moves. Like Toon Link, you don't want
to be above Mr. G&W. His U-air is a really good way to Star KO you.
A good strategy to kill him is to stay near a ledge, grab him and throw him 
off the stage. He will be forced to use his Up B move, which is excellent for
vertical and horizontal recover. He falls much slower while his parachute is
out, giving you an opportunity to Spike him. It doesn't matter whether you
Spike him to the ground or to his doom, he will still get damaged and you can
still probably attack him afterwards. Mr. G&W is also very light, so you could
kill him easily if you knock him horizontally while near the ledge.
One last thing I should mention is that Mr. G&W is actually pretty fast.

Final Smash: Mr. G&W turns into a Octopus. The body itself canot touch you if
you are on the ground, but that's what the tenacles are for. You want to avoid
grabbing on the ledge. Octopus can double jump, so he isn't afraid to jump
down to whack you if you use Tether. Octopus is very slow, so use that to your
advantage. Want you can do is either run under the Octopus or jump over it.
Basically, you have to keep running back and forth, but that's just me.

Snake =====
Snake has the best U-smash, in my opinion. He also has great combos. Luckily,
Snake is slightly slow, so you can take him as long as you "think fast."
He can also plant a mine (D-smash) and plant C4s (Down B). Pay attention to
where he plants them, because they are really annoying. They can also help
Snake start combos easier. Snake also has amazing long-ranged attacks, such
as the Nikita missile. If he uses it, though, he is left wide open to attack,
so use a fully charged smash attack or start combos.
When fighting Snake, play agressively. tie together as much attacks as you can
in a row, retreat, then finish off in any way you like. But be careful. Snake
is a really good challenge against Samus.

One thing I should also mention is that you can fight back some of his
explosives with Samus' missiles. Using a missile on his Nikita missile will
cause it to suddenly change into a different direction, depending on which
angle the missile hits it at. The missiles can also detonate those promixity
mines that are always bugging you.

Despite the fact that Snake is somewhat heavy, he has an incredible recovery
move. Also, Snake's attacks are fast for his speed, so keep that in mind.

Final Smash: Once Snake get his Grenade Launcher ready, you should start air
dodging as much and as high as possible. When Snake fires a grenade, it takes
about a second (or less) for it to actually hit.

Sonic =====
This guy suffers from having low finishing capabilities. However, his insane
speed more than makes up for that. Sonic's B move is very annoying, but you 
will always see it coming, so shield is your best friend here. Sonic's Back
Throw is also really good. He also has one of the best vertical recoveries and
it does not make him go into helpless mode. In my opinion, Sonic is a very
balanced character, so whether you go defensive or offensive doesn't matter.
Now for attacking, what you want to do to Sonic is to flood him (a pun I'm
using because Sonic can't swim) with really fast attacks. Of course, Zero Suit
Samus is better when fighting Sonic. Sonic's D-air has a lot of lag time, so
you can take advantage of this by grabbing him and throwing him off the stage.
Also note that his Down B can be easily seen and that he can probably die if
he flies off the stage with his Side B move.
Lastly, Sonic is really dangerous when you are flying off the stage and are
trying to recover. Sonic's F-air and B move can finish you off in a situation
like that and Sonic can easily get back on the stage using his amazing Up B

Final Smash: Execute perfectly time dodges if your opponent decides to go for
high speed tackles on you. If your opponent isn't going fast and just wants to
chase you slowly, then move unpredictable. Do not use Samus' Screw Attack
because it will leave you open. Zero Suit Samus' Down B move can be useful 


Fighting against Samus/Zero Suit Samus [CHAR2] ======================

I thought that I should go into deeper detail in facing against other 
Samus/Zero Suit Samus players.

Samus =====
If your opponent tries to use the Furious Missile combo, neutrilize it with
your own barrage of missiles. If you get launched in the air, drop Morph Ball
Bombs, kinda like with Captain Falcon. When you are about to get Spiked, you
can use the Screw Attack to stop it. Back away when your opponent tries to use
the Electric Whip combo. Also watch out for the Tackle attack. If you are 
using Zero Suit Samus, you should be careful because you are a lightweight.
Samus' attacks will launch you far.

For the offensive strategy, I used suggest predicting your opponent's next
move. Since you know Samus, or should, you could find out what your Samus
opponent will do. Use melee attack if you are not good at avoid projectiles.
If you are using Zero Suit Samus, you should be fine if you depend on your 

Final Smash: Get behind your opponent and keep your distance because you can
still get hit if you are behind her. Once the Laser is finished, get the first
strike when your opponent changes to Zero Suit Samus.

Zero Suit Samus =====
Because Zero Suit Samus is a lightweight, you should be able to KO her easily.
You should also watch out for Zero Suit Samus' speed. A good Zero Suit Samus
user will use her speed to her advantage. The Flip Jump can be annoying if
your opponent abuses it because it is fast-acting and will give your opponent
a chance to hit you from behind. Try to approach her from the air. If you are
using Zero Suit Samus, the only advise I have is to predict your opponent's
next move and abuse your speed.

For the offensive strategy, use Samus' melee attacks because, as stated 
before, Zero Suit Samus is lightweighted. You can even fire missiles at her.
Her attacks shouldn't reach you if you keep a good distance away. If you are 
using Zero Suit Samus, Juggle your opponent. If your opponent uses Zero Suit
Samus' D-air to escape, you can use your Paralyzer because her D-air has some
lag time after it is used. Once your opponent is Paralyzed, you can start some
combos. Another thing you should note is that you can easily kill her if you
edgehog because she mostly depends on her Tether Recovery. However, this is
risky because a smart Zero Suit Samus user will use her Flip Jump Kick to 
Spike you. Zero Suit Samus also has her Flip Jump for recovery.

Final Smash: My only advise if keep your distance if you are at high 
percentage. You can use missiles to knock the Smash Ball out of her. If you
are using Zero Suit Samus, who doesn't have really long ranged attacks, you 
can approach with the Paralyzer and follow up with Plasma Whip (Side B), which
does decent knockback and will likely knock the Smash Ball out of her.


FAQ [FAQ1]                    =======================================

Question: Is there an easy way to switch to Zero Suit Samus with the taunting

Answer: The easiest way, I've found, is to use the 1 and 2 buttons on the 
Wii & Nunchuk control. They are easy to tap without pressing any other 
buttons. I am not sure about using the other controller methods.

Question: Can you use Zero Suit Samus in the Subspace Emissary after getting
the Power Suit?

Answer: Yes, by using the taunting method. 
Edit from
On the GameCube Controller, this is accomplished by moving the C Stick left 
and right. When using the Wii Remote, press the - Button to switch. When using
the Wii Remote and Nunchuk combo, switch with the C Button. Finally, on the 
Classic Controller, you can switch using the right Control Stick. 

From Azular:
"The other way to use Zero Suit in subspace emissary is to press the button 
you'd normally hold to choose her in the normal modes during character 

From megarockexe:
"I saw your guide on Samus/Zero Suit Samus and noticed that you should have 
mentioned something. In the section that you mention how to switch between the
2 characters you forget how to mention how to switch in Tournament mode and 
SSE.  In those modes, move the C-Stick in any direction while on Samus to 
switch to ZSS."


Miscellaneous [MISC1]         =======================================

This topic will cover some of the things that were not covered earlier in the

Bomb Jumping =====
Bomb Jumping is a good way to gain horizontal distance without going into
helpless mode or if you want to stay in the air longer for some reason. This
technique is harder to pull of than in Melee, but it has been improved in its
mobility ability, as I see it.
To do the Bomb Jump, here is what you do:

- Get in the air. Drop a Morph Ball Bomb.
- As soon as Samus turns back from her Morph Ball mode to her humanoid form,
drop another Bomb.
- A good way to do this is to Hold the Control stick in the down position
(without fastfalling), and mashing the B button really fast.

The dropping of the second Bomb will slow down your downwards momentum,
allowing the first Bomb to detonate near you, causing you to gain some 
vertical distance. 
The vertical distance won't cause you to jump higher than where you dropped 
the first bomb, so it is only useful for gaining horizontal distance.
This technique is mainly useful for recovering, but can also be used to 
disrupt the opponent who is Juggling you.

Faster Grabbing =====
With Samus, you can use the Grapple Beam at a faster rate if you activate it
while running. This method of grabbing is more useful than a standing grab.

Zero Suit Samus' D-air =====
As you should know by now, Zero Suit Samus' D-air is useful for striking an
opponent below you or getting out of Juggles. Another thing is that it can be
used as an effective Spike if your opponent is hanging on a ledge.

You can hit the hanging opponent by Diving Kicking the ground near the ledge
they are hanging onto. This will cause an immediate Spike and KO.

However, this is very hard to do in a real battle. Your opponent will most
likely climb up before you even get a chance to set yourself up.

Also, if you are in a situation where you have more than one stock and your
opponent only has one, you can use her D-air after launching your opponent 
over a void to kill both of you. Zero Suit Samus will kill herself, but your 
opponent has a chance of surviving. I only like to do this during fun matches.

Taunts, On-screen appearances and Victory poses =====
Up Taunt: Chops her left hand downwards while her Boosters flare up.

Side Taunt: Holds up her arm cannon and fiddles around with it. It shows a
large ring rotating. As I see it, this ring is used when she uses her Final 
Smash because the laser is too large for her arm cannon alone.

Down Taunt: Aims her Arm cannon forward, crouches and turns around to aim her
Arm cannon on the other side. This is the victory pose from Super Metroid.

On-screen appearance: Walks out of a Save point, which then closes and 

Victory poses:
- Fires three rapid shots of fire while on one knee and then points her arm
cannon upwards with her left hand on her right arm.
- Punches with her left hand and then fires a shot from her arm cannon.
- Prepares her arm cannon.

Zero Suit Samus
Up Taunt: Throws her Paralyzer gun into the air and catches it behind her 
while saying "Is that all?"

Side Taunt: Takes out her Plasma Wire and flicks it while saying "Try me."

Down Taunt: Spins around and curls herself around with her whip while saying
"You're mine."

On-screen appearance: Shows Samus appearing crouching and the Power Suit falls

Victory poses:
- Cartwheels towards the screen.
- Slashes with her Plasma Whip and says "Be still."
- Side kick flex.

Credits and Legal Stuff [CLS1] =======================================
This Guide is Copyright 2008 flamedtechno and may not be used in any website 
other than Gamefaqs and its associates.
This guide can now be used on the following websites:

If you wish to contact me for any reason whatsoever, you can reach me at
[email protected]
Be sure to add your Gamefaqs username so I can give you credit.

Thanks to:
- Nintendo for making the Nintendo Wii system.
- Masahiro Sakurai, the genius who created the Smash Bros Series.
- Me for creating this guide.
- Makoto Kanoh for creating Samus.
- Hiroji Kiyotake for designing Samus.
- Alesia Glidewell for voicing Zero Suit Samus.
- Xen0nex for the Damage Guide, which saved me a lot of time.
- blackfox51 for notifying me that I forgot battle strategies against 
- James Wang for telling me about a combo for ZSS.
- Superrikku for a technique for ZSS.
- Infil (Youtube account) for the Samus and Zero Suit Samus character expose
video, which taught me things that I didn't know.
- for info on the Victory poses.