I've never seen anyone apply this before, so I'm going to assume it's an undeveloped aspect of ZSS's kit. If anyone has been implementing it in their play, by all means, speak up and give your thoughts as to where it can be applied.
The Idea: Utilize ZSS's Flip Jump to stall on the ledge to mix up ledgestall loop timings and provide invincible attack opportunities.
The Method: I'm poor, so I don't have recording equipment. Otherwise this would be an easy thing to show. The basic concept is fairly simple: ledge drop by tapping down to instantly fastfall, then time a Flip Jump so that when ZSS reaches the apex of the jump, she's just within Flip Jump's ledge grab range. Of course, this explanation simplifies things; Because ZSS can sacrifice height for forward movement, she reaches the apex of flip jump at different times depending on how far forward you're holding the control stick when she jumps. This changes the timing of the ledge-grab, forcing your opponent to guess when ZSS will be grabbing the ledge.
The Advantage: But it doesn't stop there. By performing any of these timings sufficiently early, but not too early, ZSS can soft land on the stage. Since the timing for performing the flip jump is earlier for each arc when landing on the stage, any arc looks like a lower arc based on timing alone, further confusing your opponent. The fastest Flip Jump arc is one of the best options here, as ZSS will soft land on the stage with all of the momentum from the arc, causing her to slide very far across the stage. If this is done instantly off a ledge grab, I'd wager she even has enough invinciblity to bust through a lot of edge pokes.
The Idea: Utilize ZSS's Flip Jump to stall on the ledge to mix up ledgestall loop timings and provide invincible attack opportunities.
The Method: I'm poor, so I don't have recording equipment. Otherwise this would be an easy thing to show. The basic concept is fairly simple: ledge drop by tapping down to instantly fastfall, then time a Flip Jump so that when ZSS reaches the apex of the jump, she's just within Flip Jump's ledge grab range. Of course, this explanation simplifies things; Because ZSS can sacrifice height for forward movement, she reaches the apex of flip jump at different times depending on how far forward you're holding the control stick when she jumps. This changes the timing of the ledge-grab, forcing your opponent to guess when ZSS will be grabbing the ledge.
The Advantage: But it doesn't stop there. By performing any of these timings sufficiently early, but not too early, ZSS can soft land on the stage. Since the timing for performing the flip jump is earlier for each arc when landing on the stage, any arc looks like a lower arc based on timing alone, further confusing your opponent. The fastest Flip Jump arc is one of the best options here, as ZSS will soft land on the stage with all of the momentum from the arc, causing her to slide very far across the stage. If this is done instantly off a ledge grab, I'd wager she even has enough invinciblity to bust through a lot of edge pokes.
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