I'd feel kinda silly testing though ZSS fully at this point, because I don't really understand her as a character (lolz), but I guess I could test things out. For long-range trajectories I'm sure she'll be best off using her fastest aerial (or an airdodge; I need frame data and more research on Brawl's knockback/hitstun formulae before we know where the tradeoff of each occurs), then using either her midair jump or her down-B towards the stage. I'm assuming that her other Specials don't have any momentum-changing properites; is that right? Does the angle of her down-B change if you do the kick out of it, or is there anything weird like that that might matter?
Of course if you have an item in your hand, you'll definitely want to airdodge at the earliest moment, then item-throw-cancel the airdodge; this gets you out of hitstun
super-fast, lol. [
A thread on that nitpicky matter] Also, there are three other tricky things I'm not sure about:
- I don't know if B-reversing / turnaround-B / "wavebouncing" stuff has any effect during knockback, but I don't think so
- As I mentioned before, it's possible that for some shorter-range trajectories (where you'll naturally escape hitstun before knockback really finishes, and this would happen before your fastest aerial would end), it may actually be better to skip the hitstun-escape and just down-B (or jump?) when hitstun ends. I'm not sure these situations can exist, though.
- It's possible there are situations in which you'd want to DI lower than usual just so you can use whichever of your jump or down-B you'd prefer to use to escape momentum, without them killing you off the top
So afaik those are all the things that could require testing, and none of them are really particular to ZSS.
This surprises me. Her down-B shouldn't be aborting hitstun earlier than any of her other options; airdodge should happen earliest (which also allows an item-throw or Zair;
ZSS does have a Zair, right?), then after that her aerials would be allowed, then after that she can use a Jump or Special (including down-B).
HOWEVER! Brawl makes a distinction between "weak hits" and "strong hits", as far as hitstun is concerned; so at 0%, say, low-knockback hits will put you in "weak hitstun" which afaik is actually "true hitstun", where airdodge/aerials/etc. don't have any time-advantage before you can jump or down-B. So for these weak hits, since down-B is such a fast jump-away move, it's possible this is the advantage you're noticing; her other options may all leave her trapped. It would be good to know the # frames of her airdodge before she goes invincible, compared with the distance achieved within the first few frames of her down-B.
G&W's bucket is totally crazy because it stops
all his momentum, including knockback. However, he needs to escape hitstun (usually with an aerial) before he can use the bucket.