Kuma, you should post your idea about making :zssbrawl:' whip and gun changeable with down B that you posted on the old Smash WiiU thread.
I love your idea for that. I also love the idea (I kinda made up!)
of :zssbrawl: getting extra jumps (like making her Brawl down B into just regular jumps).
Found it, but it took me a bit to find it.
[COLLAPSE="Zamus concept"]
Zamus can switch between using her plasma whip or not with her Down B. The switch is relatively (meaning within Smash 4's speed) the same as Amaterasu's Weapon Switch in MvC3 so you will be able to switch in and out during combos and resets.
Without Whip
B: Paralyzer
Same as before, but now it charges on its own. When charging, there is a small meter under Zamus' profile, but disappears when it's done. This is to be more faithful to the Metroid games. Projectile also travels more before disappearing.
Side B: Arrow Kick
Samus lunges herself with a kick that can be described as something akin to a Shinespark. A high knockback move with great horizontal recovery. Very unsafe if done at point blank and blocked or if dodged. If the move whiffs, you're in a helpless state.
Up B: Flip Kick
Same as her current Down B, but more vertical recovery.
Changed Normals:
DTilt: Now a command slide. Goes under certain projectiles and is safest when done from max distance.
FSmash: Cartwheel Kick, causes a ground bounce. Also dodges low attacks making it a nasty counter attack if you guess right.
USmash: Flip Kick, similar to Fox's, but is made up of two hits and has somewhat better range for the first attack.
NAir: Does a kick starting at her head and then spins vertically. Most powerful when her foot is at the bottom of the spin (yay physics!).
All her other normals in Brawl are now part of this moveset.
With Whip:
B: Zamus' Old Side B
Side B: Command grab where she reels the opponent in with brief stun. Enough for you to either switch weapons or to start a combo with the whip.
Up B: Same as before, more hitstun.
Normals:
AAA: Swings her whip in front of her. First hit is with the gun itself, but then she flails her whip for the rest of the attack.
FTilt: Cracks the whip in a sin wave motion.
DTilt: Zamus' Brawl DTilt
UTilt: Upward Kick that goes up her face. Decent launcher.
FSmash: Same Zamus' Brawl FSmash.
USmash: Shoots her whip at a 60 degree angle upward. Primarily as an anti-air or combo filler.
Dmash: Cracks the whip downward. If the move hits an aerial opponent, vertical knockback. If it hits a grounded opponent, it causes tripping/knockdown.
NAir: Same as Brawl Zamus' NAir
FAir: Throws the whip down on the opponent, easily one of the better spike moves.
UAir: Zamus' current USmash
Dair: Swings the whip below her kind of like Marth's Dair
BAir: Swings the whips behind her twice. Second hit brings them in.
Final Smash (Gun): Shoots her gun first and if it lands, she attacks with a flurry of kicks, launches them, and then gives them a final kick that sends them downward. Best used when near the edge of stage.
Final Smash (Whip): Waves her whip in all directions, once hit, the opponent will be hit by all remaining whips until she ends with what's currently one her taunts (the sexy one) and finishes with high knockback.
Grabs are the same for both weapons. She doesn't have a tether grab anymore so while her range was nerfed here, the whole animation is ten times faster making it safer on whiff. One thing to note is that FThrow will always have her whip out following it. [/COLLAPSE]