Paralyzer can also be charged to increase the time an opponent is stunned as well as slightly boost its range. Paralyzer deals 4-5% damage uncharged, and 6% fully charged.
The Paralyzer is also used in her Down Smash, fired downwards right in front of her, and retains the stunning effect for a longer period of time.
Interestingly, the stunning effect caused by the Paralyzer is not affected by knockback resistance. Also, hitting a non-flinch character like Porky with this will cause them to shake like being paralyzed, though they will continue to move unhindered.
Because of the paralysis effect, Paralyzer is an effective projectile for disrupting approaches as well as setting up many of Zero Suit Samus's combos, particularly her laggy grab. However, in order to effectively chain it into combos, Samus must be relatively close to opponents, and be able to launch a charged Paralyzer, as not sufficiently charging the attack will stun the opponent for a shorter time.
|Zero Suit Samus's Special Moves|
|Side Special||Plasma Whip|
|Up Special||Plasma Wire||Boost Kick|
|Down Special||Flip Jump|
|Final Smash||Power Suit Samus||Gunship|
Blast Shot shoots farther and faster than normal, but it's slightly less powerful and won't stun.
- Charges up faster
- Flies faster
- Greater range
- Minor knockback
- Deals less damage
- Won't stun
The Blast Shot is mainly for use in zoning as its greater range and speed allows it to hit opponents farther away. It also charges up faster, though its damage output is low as well as its launch power, delivering only minor knockback to opponents hit by it. It also has no paralysis effect, which makes it poor for starting combos.
Electromagnetic Net fires an energy blast that expands after being fired, but it has reduced range.
- Horizontal launch
- Larger hitbox
- Paralysis effect
- Combo starter
- KO set-up
- Less range
- Deals less damage
- Slow projectile
The Electromagnetic Net custom variation has less range and the projectile is slower, but the hitbox is larger and the paralysis effect remains, making the move an effective combo starter and KO set-up. However, the move itself deals less damage than the default variation. The horizontal launch of the move after the paralysis effect ends makes an aerial attack or grab the most effective follow-up for starting a combo or securing a kill on an opponent.
|Zero Suit Samus's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Blast Shot||Electromagnetic Net|
|Side Special||Plasma Dash||Whip Lash|
|Up Special||Impact Kick||Lateral Kick|
|Down Special||Shooting Star Flip Kick||Low Flip|
- A good tactic is to hit an opponent with a fully charged shot, then grab and up-throw that opponent. Samus then can perform up air attacks to quickly land a K.O.
- In Metroid: Metroid: Zero Mission, Samus's Paralyzer was self-charging. In Brawl, however, Samus has to charge the weapon for a small time.
In Metroid: Zero Mission, Zero Suit Samus's role in the game is a stealth role; even with a charge shot, the best she can do with her gun is paralyze Space Pirates for a few seconds if it was shot when fully charged.