Dark_Meow1
Smash Ace
- Joined
- Jun 5, 2007
- Messages
- 757
No one really approached a thread like this, and alot of new comers to the game could use the help of an organized list of things to know, along with people interested in picking her up. So, I present the everything Zamus thread, where you will learn exactly what you think you need to know.
≈ The most popular combo that seems easy enough to learn is dsmash -> dsmash -> Up-B -> dsmash. You can follow it up with most airs and forward b, though I've found a nair -> fair at low percentages of the combo is best. This combo is more often referred to as "Pillaring".
≈ The second combo that is more popular and easy is the Uair juggling combo. If you have good timing and DI chase then you can land multiple Uairs in succession, followed by Up-b to Dsmash O_^.
≈ Neutral B -> Dash -> Utilt -> Uair is also a decent combo if landed. It is situational to DI, and the Utilt can be replaced with a Dtilt at most times giving better damage and less DI ability from the opponent.
≈ If you are playing a taller character you can use a Fair -> Ftitlt -> Dash, followed by more combo techs while the opponent is at low percentages.
≈ I'm staying up at least one hour a day messing with ZSS, I will gradually come across cool combos and post them here, currently I'm trying to find horizontal combos for approach.
≈ The first thing that no one else seems to have realized is the SH Double Bair. At the beginning of your jump animation press "Y" and "A" almost simultaneously to produce to back airs in one shorthop, which is amazing for most situations you can't approach due to range. * I'm sorry, people have realized this, just aren't utilizing it *
≈ Zamus has the ability to dash and turnaround at the edge, ledgehogging immediately afterwards. This is the best way to kill someone after they use their UpB recovery and couldn't make it back to the stage.
≈ Down B gives you invincibility frames out the wahzoo, meaning it's great for recovery if used right, great for dodging mid grabs or attacks with lag and punishing with its extending attack ability. You can also jump off of a wall with it, though pretty useless so far.
≈ Not really important, but on most stages ZSS can make it all the way under the stage using Down B and Jump to Up B, including Battlefield.
≈ Blaster spam, it works and has two different timings on it, meaning you don't have to worry about mixing it up, it comes auto with ZSS ^.^ Once blasted you can take advantage of the stun in so many ways it's not funny.
≈ Ledgehop full blast, when you pop up from the ledge immediately start charging your blast and you will land a full shot and still grab the ledge. This is one of the most important techniques, considering you have a very limited arsinal for recovery and most people will be able to titl or smash you straight out of recovery with the small range of her hitbox afterwards.
*Side note, ledgehop Forward-B is also (probably a better) approach to removing ledge pressure, as submitted by ph00tbag *
≈ Techniques are hard to come across, but when I do I make sure they are playable. I will be updating this list as frequently as I can.
≈ This is considerably the hardest part for Zero Suit. Her speed is advantageous, but in higher levels of play, people will shield your dash attack almost always, and your Dtilt may not come out quick enough afterwards. You also have to worry about projectile spam, since your spam will not be fast enough to compete with most others. Your Forward B gets good range, but don't over use it, it is extremely punishable and hard to land at first. You must play defensively in order to land most of your good combos and moves. Your Dsmash is vital in spam wars, because characters can get caught in punishable states from there own moves. Blaster spam from ledge is important, but beware of edgeguards, it's easy to do against ZSS.
≈ I'm sure you've noticed the samus parts laying around at the beginning of the match. Learn to Shield Dash Throw them, it makes the first 30-45% of the first stock alot easier, and can KO if used right. It's also great for a first approach, and if you know how to combo could result in a 1 stock lead.
Well, I will be updating this list alot, and it would be extremely appreaciated if anyone could donate their findings to the thread. I'm extremely interested in opening up Zamus, for she is imo one of the most interesting chracters with too much to look past. Thank you in advance!
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COMBOS
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COMBOS
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≈ The most popular combo that seems easy enough to learn is dsmash -> dsmash -> Up-B -> dsmash. You can follow it up with most airs and forward b, though I've found a nair -> fair at low percentages of the combo is best. This combo is more often referred to as "Pillaring".
≈ The second combo that is more popular and easy is the Uair juggling combo. If you have good timing and DI chase then you can land multiple Uairs in succession, followed by Up-b to Dsmash O_^.
≈ Neutral B -> Dash -> Utilt -> Uair is also a decent combo if landed. It is situational to DI, and the Utilt can be replaced with a Dtilt at most times giving better damage and less DI ability from the opponent.
≈ If you are playing a taller character you can use a Fair -> Ftitlt -> Dash, followed by more combo techs while the opponent is at low percentages.
≈ I'm staying up at least one hour a day messing with ZSS, I will gradually come across cool combos and post them here, currently I'm trying to find horizontal combos for approach.
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Techniques
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Techniques
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≈ The first thing that no one else seems to have realized is the SH Double Bair. At the beginning of your jump animation press "Y" and "A" almost simultaneously to produce to back airs in one shorthop, which is amazing for most situations you can't approach due to range. * I'm sorry, people have realized this, just aren't utilizing it *
≈ Zamus has the ability to dash and turnaround at the edge, ledgehogging immediately afterwards. This is the best way to kill someone after they use their UpB recovery and couldn't make it back to the stage.
≈ Down B gives you invincibility frames out the wahzoo, meaning it's great for recovery if used right, great for dodging mid grabs or attacks with lag and punishing with its extending attack ability. You can also jump off of a wall with it, though pretty useless so far.
≈ Not really important, but on most stages ZSS can make it all the way under the stage using Down B and Jump to Up B, including Battlefield.
≈ Blaster spam, it works and has two different timings on it, meaning you don't have to worry about mixing it up, it comes auto with ZSS ^.^ Once blasted you can take advantage of the stun in so many ways it's not funny.
≈ Ledgehop full blast, when you pop up from the ledge immediately start charging your blast and you will land a full shot and still grab the ledge. This is one of the most important techniques, considering you have a very limited arsinal for recovery and most people will be able to titl or smash you straight out of recovery with the small range of her hitbox afterwards.
*Side note, ledgehop Forward-B is also (probably a better) approach to removing ledge pressure, as submitted by ph00tbag *
≈ Techniques are hard to come across, but when I do I make sure they are playable. I will be updating this list as frequently as I can.
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Approach
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Approach
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≈ This is considerably the hardest part for Zero Suit. Her speed is advantageous, but in higher levels of play, people will shield your dash attack almost always, and your Dtilt may not come out quick enough afterwards. You also have to worry about projectile spam, since your spam will not be fast enough to compete with most others. Your Forward B gets good range, but don't over use it, it is extremely punishable and hard to land at first. You must play defensively in order to land most of your good combos and moves. Your Dsmash is vital in spam wars, because characters can get caught in punishable states from there own moves. Blaster spam from ledge is important, but beware of edgeguards, it's easy to do against ZSS.
≈ I'm sure you've noticed the samus parts laying around at the beginning of the match. Learn to Shield Dash Throw them, it makes the first 30-45% of the first stock alot easier, and can KO if used right. It's also great for a first approach, and if you know how to combo could result in a 1 stock lead.
Well, I will be updating this list alot, and it would be extremely appreaciated if anyone could donate their findings to the thread. I'm extremely interested in opening up Zamus, for she is imo one of the most interesting chracters with too much to look past. Thank you in advance!