Matchup Summary (Win Condition and Game Plan)
This matchup is about not letting Young Link finish his setup loop for free. Young Link wants arrow, boomerang, and bomb to create the pause, then cash out with Nair, Up B, or landing pressure. If Zero Suit Samus spends too much time trying to evade every projectile perfectly from full distance, she often gives Young Link the exact rhythm he wants and delays her own already-narrow kill routes.
Zero Suit’s advantage is that she can challenge the setup windows themselves with speed and Zair. The table also shows that Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, all smash attacks, Uair, Dair, Neutral B, and the first hit of Up B can all be punished by Up B, OOS Uair, OOS Fair, Grab, Up Smash, or OOS Bair. By contrast, Nair, Fair, Bair, Zair, and shallow Side B spacing are usually not the spots to force an immediate shield answer.
That means the stable plan is to hit the startup or drift reset with Zair and movement, then once Zero Suit gets the first touch, step out of shield pressure and keep following landings instead of mashing into Young Link’s strong Up B out of shield. Zero Suit does not need to win by brute-forcing shield pressure. She wins by preventing stable setup, then repeatedly converting into landing traps and corner carry before Young Link can rebuild the wall.
For stocks, the reliable route is through Bair, Up Smash, ledge pressure, and edge coverage with Fair rather than one center-stage flip read. The more often Zero Suit reaches Young Link’s body before the projectile sequence is fully established, the more often those narrow kill confirms actually appear.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Zero Suit Samus OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -10 |
|
|
| Jab 2 | 6 | -7 |
|
|
| Jab 3 | 6 | -25 |
| |
| Rapid Jab | 3/5/7 | — | ||
| Rapid Jab Finisher | 4 | -37 |
| |
| Forward Tilt | 10 | -12/-13 |
|
|
| Up Tilt | 9 | -14 |
|
|
| Down Tilt | 8 | -7/-8/-10 |
|
|
| Dash Attack | 8 | -16 |
|
|
| Forward Smash (1) | 15 | -27 |
| |
| Forward Smash (2) | 11 | -30 |
| |
| Up Smash | 10/25/41 | -22 |
| |
| Down Smash | 9/21 | -31/-33/-20/-21 |
| |
| Neutral Air | 4 | -2/-3 |
| |
| Forward Air | 14/24 | -3/-2 |
| |
| Back Air | 6/18 | -3/-3 |
|
|
| Up Air | 5 | -9 |
|
|
| Down Air | 13 | Bounce: ** | Fast Fall: -11/-12 |
|
|
| Z Air | 9 | -3 |
|
|
| Neutral B | 14—47 | -16 to -10 |
|
|
| Side B | 27 | -8 to -4 |
|
|
| Up B (1) | 9… | -17 |
| |
| Up B (2) | 8/12/16/19/22/26/31/39/47 | — | ||
| Down B | 17 | — | ||
| Grab | 12 | — | ||
| Dash Grab | 14 | — | ||
| Pivot Grab | 15 | — |
Win Condition Checklist
- Use Zair and fast ground movement to interrupt arrow, boomerang, and bomb setup before Young Link settles into a full projectile cycle.
- After the first hit, do not keep forcing shield contact; pull the pressure outward and keep tracking landings so Up B out of shield never becomes the easy escape.
- Punish Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, all smash attacks, Uair, Dair, Neutral B, and Up B (1) on shield with Up B (6f), OOS Uair (9f), OOS Fair (9f), Grab (10f), Up Smash (10f), or OOS Bair (11f).
- Stay disciplined after blocked Nair, Fair, Bair, Zair, and shallow Side B. Keep the positional edge and punish the next drift or landing instead.
- At the ledge, let Bair, Up Smash, and Fair cover jump, high Up B, and recovery drift together so the kill route stays practical.
Actions to Avoid
- Spending too much time trying to dodge every projectile cleanly from long range and letting Young Link build the exact setup pace he wants.
- Swinging out of shield after blocked Nair, Fair, Bair, Zair, or shallow Side B and whiffing into the next projectile reset.
- Continuing point-blank pressure on Young Link’s shield until Up B out of shield takes the turn back.
- Overcommitting to a center-stage hard read for kills and giving up the steadier landing-trap and ledge-confirm routes.