This provides some horizontal and vertical recovery. It can function as a third jump, but does not put Zero Suit Samus into Helpless, allowing her to use her Tether Recovery in addition, which makes up for its relatively short length when compared to other third jumps. In addition, this move provides a short time of invincibility for Zero Suit Samus during the inital rise. She cannot perform the Flip Jump again until she lands, even if she is hit before returning to the stage.
If Zero Suit Samus hits a wall while performing the Flip Jump, she will automatically perform a Wall Jump. This does not count as the Wall Jump Zero Suit Samus can perform without landing. She will automatically do up to 4 wall jumps if she continues to contact them soon enough, mostly in custom stages.
After using Flip Jump, in the air, Zero Suit Samus can not land on a fall-through platform until the move has completely finished (i.e. she is level in height with when she started), instead she will fall through it. While this can be used as a way to attack someone hiding underneath/behind one, in the case of recovery it can be very bad if the platform in question is the only one she might have recovered to.
If the player inputs any attack button (A, B, or Z on the Gamecube controller) while Zero Suit Samus is flashing, she will stick out her foot at a 45 degree angle, performing a kick. Anyone hit by the initial extension of this kick will be sent downwards in a moderate-power Meteor Smash, with any later impact giving moderate knockback. This makes for one of her few KO moves. She can also perform her D-air when just past the 180 degree mark.
If the player attempts to Footstool Jump while Zero Suit Samus is flashing, she will do a special spinning jump that goes about half the height of her double jump. This also works on items, not just characters.
Zero Suit Samus will normally jump up and forwards in the direction she is facing, and then land facing the other way. However, if the opposite direction is tapped as soon as the move is used, she will flip backwards. This is effective for playing mind games, as they cannot predict the strike.
|Zero Suit Samus' Special Moves|
|Standard Special Move:||Paralyzer|
|Side Special Move:||Plasma Whip|
|Up Special Move:||Plasma Wire|
|Down Special Move:||Flip Jump|
|Final Smash:||Power Suit Samus|
The Flip Jump is obviously useful for recoveries (though her tethers are often more useful in this respect). However, there are many other uses.
One useful strategy for the Flip Jump is in an approach. The player can run towards their opponent, and when they are a short distance away from them, use Flip Jump and attack. The opponent will most likely be trying to block an attack from the front, so the player can catch them off guard.
Also note that even if no commands are inputted, if Zero Suit Samus is close enough to an opponent, she will automatically perform the kick (like Diddy Kong's Side+B attack).
A common use of the Flip Jump is defensive; when the opponent tries to attack, use Flip Jump to arc over their heads and counterattack. This can be mixed up with rolls and dodges to make Zero Suit Samus very unpredictable. Very scary for off-stage edge-guarders, as the attack can spike, and they can be edgehogged them in succession with a tether.
Smash Ball CatchingEdit
Another use of it is when the battle for the Smash Ball has gone midair, she can Meteor Smash her opponents out of the way in one attack.
On any stage with a 45° slope (the best being Yoshi's Island), if the Flip Jump is used while facing the slope, Zero Suit Samus will not perform the move, but make the sound, and the initial flash, and move a little up the slope. This can be done repetitively to make for an odd looking way to walk up the slope, but has no combat value, except to possibly confuse an opponent that doesn't know about it.
- Flip Jump is Zero Suit Samus' only Special Move that does not start with "P".
- It is also one of two Special Moves that does not use her Paralyzer in any way, the other being Power Suit Samus.