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Part 14
Brawl Stars

Part 14

Unlock the full potential of Samus and Zero Suit Samus in Brawl Stars! Learn their moves, strategies, and weaknesses to dominate the battlefield.

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Unlock the full potential of Samus and Zero Suit Samus in Brawl Stars! Learn their moves, strategies, and weaknesses to dominate the battlefield.

Alright, let's dive into Part 14 of our Brawl Stars guide, focusing on two fan-favorite characters: Samus and Zero Suit Samus. These two offer distinct playstyles, and understanding their kits is key to using them effectively. We'll break down their moves, how to use them, and who they struggle against.

Samus's Aerials and Grapple Beam

Samus has a few interesting aerial options. Her down aerial can deal a good chunk of damage, but it's a bit tricky to land consistently, so don't rely on it too heavily. The real star here is her Grapple Beam (activated by pressing Z in the air). It has virtually no lag when you land, making it a fantastic approach tool. You can hop and use it repeatedly to rack up damage safely from a distance.

Samus's Options Out of Shield

Samus isn't the best character when it comes to getting out of a shield. Her roll is pretty slow, and her grab is quite sluggish. If you do manage to snag a grab, your best bets are a down throw followed by a forward aerial, or an up throw leading into an up aerial. While her up smash isn't ideal out of shield, her Screw Attack can sometimes yield decent results.

Samus's Special Moves Breakdown

All of Samus's special moves are pretty solid. Her Charge Shot and Missiles should be used constantly to keep your opponent on their toes. Use Super Missiles to rack up damage and finish off weakened opponents, and use any downtime to charge up her Charge Shot for a powerful finisher. If an opponent is making it hard to approach, standard homing Missiles are great for controlling space. Remember, a 'smash' motion fires a Super Missile, while a 'tilt' motion fires a standard Missile. A neat trick: Samus cancels her Missile animation if she hits the ground while firing. This means you can time a Missile to come out just as you land, allowing for quicker follow-ups or even an immediate rushdown.

Samus's Bombs and Recovery

Samus's Bombs are super useful for controlling space, especially when opponents are trying to attack you from above. You can even lay a bomb between you and your opponent to create a temporary barrier. In the air, you can perform a 'bomb jump' by laying a bomb, then quickly laying a second one. This stalls you in the air using the first bomb's explosion, which is incredibly handy for recovery. Serious Samus players should definitely practice this technique!

Her Screw Attack is another great recovery tool and can also rack up damage. Just be aware that if you miss with it, Samus is left quite vulnerable, so use it wisely to mix things up.

Samus's Movement and Transformations

Samus can wall jump, but she can't wall cling or crawl. Her ground roll is one of the slowest in the game, so you'll want to avoid using it as much as possible. Her spot dodge is decent, though. Fun fact: if you quickly input up taunt, down taunt, up taunt, Samus will briefly transform into Zero Suit Samus!

Samus's Matchup Troubles

Samus struggles against characters who can do what she does but better, like Snake with his projectiles. Other strong projectile users such as Link, Pit, and Falco can also give her a tough time. Very fast characters like Fox, Sonic, and even Zero Suit Samus herself can rush her down effectively. On the flip side, she generally does well against slower characters like Bowser and can hold her own against quicker powerhouses like Lucas and Zelda.

Zero Suit Samus: The Fast and Furious

Zero Suit Samus is a fan favorite, and for good reason! She's incredibly fast, has great range on her attacks, and some moves come with a handy stun effect. While she might lack raw power and has arguably the worst grab in the game, she's a solid character overall.

Zero Suit Samus's Ground Game

On the ground, Zero Suit Samus boasts fast tilts and wide-reaching smashes that complement each other well. Her forward tilts and jab combo are quick and have low knockback, mainly used for pushing opponents away. Her up and down tilts launch opponents into the air, with the down tilt sometimes allowing for a follow-up running attack on low-percent foes. Her forward smash has a massive range and decent speed, making it a reliable tool despite not being the most powerful. Her up smash racks up good damage and keeps opponents airborne for juggles. The standout is her down smash, which stuns opponents, giving you time to set up combos with her Plasma Wire or go for a finisher with the Plasma Whip. It can even suspend aerial opponents, which is pretty cool!

Zero Suit Samus's Aerial Struggles

Zero Suit Samus has a bit of an awkward aerial game. There's a noticeable delay after jumping before she can attack, meaning her aerials are most effective at the peak of her jumps, making them less useful overall. Her forward aerial is a weak double kick good for damage racking. Her neutral aerial spins her whip around for safe, albeit weak, damage. Her up aerial starts with low knockback but scales well with damage, potentially leading to off-the-top kills. Her back aerial is decent in power and speed. Her down aerial is a risky diving move that leaves her wide open, so it's best to avoid it.

Zero Suit Samus's Grab Woes

Her grab game is pretty weak. Her down throw is her only reliable throw, which can lead into a Plasma Wire combo. However, landing that grab is tough due to her having the slowest grab in the game, and it also has poor reach.

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