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Zero Suit Samus' Final Smash.
|Effect||Creates an energy sphere around her that traps opponents.|
When performed, Zero Suit Samus engulfs herself into an energy field, which creates a vacuum effect at the beginning that sucks nearby opponents in. It does multiple hits with the last two doing more damage and having greater knockback. If the player presses the attack button while doing the move, the hits will be faster, giving less time to the opponent SDI.
The move hits for a total of 32 times: the first 30 hits deal just 2% each, with the last two hits dealing 10% each, for a total of 80%. The first hits deal really low knockback but come out very fast, trapping opponents inside the sphere; the second to last hit has more knockback and almost always leads to the last hit, which blasts opponents away.
Despite doing good damage, the move is easily avoided. The vacuum effect only sucks opponents that are relatively close and if they jump while this happens the momentum actually helps them escape the attack completely. Once in the sphere, each hit can be either SDI'd up, to potentially avoid the last attacks, or down, to escape the sphere if it is done in the air.
The Crystal Flash is a technique in Super Metroid that Samus could perform by equipping her Power Bombs to absorb their energy when in critical condition. This would refill all her health and Reserve Tanks at the cost of 10 Missiles, 10 Super Missiles and 11 Power Bombs, assuming she has 50 or less energy and completely empty Reserve Tanks. Unlike in SSF2, however, the move did could not attack opponents, nor could it grant Samus any invincibility from them. These abilities come from Zero Suit Samus' Final Smash in Super Smash Bros. Brawl, Power Suit Samus, which itself was based on this technique.
|Zero Suit Samus's special moves|
|Standard special move||Paralyzer|
|Side special move||Plasma Whip|
|Up special move||Plasma Wire|
|Down special move||Flip Jump|
|Final Smash||Crystal Flash|