skoolzout1
Smash Cadet
Edit #2: Hey check out this video! It's an example of a good way to practise frame syncs, at least I found it helpful.
https://youtu.be/A7KE0yaTS2s
Try and frame sync Nair a character across a stage.. Again sorry for crap videos, I don't have a capture card
Well, it's been a long long time since anything new has been really discovered for ZSS. I've been experimenting with some frame synced moves to see what sorts of things this can allow.
For those of you that don't know, a frame synced aerial is done by landing a fast fall aerial move and hitting your opponent the same frame that you hit the ground. Causing your landing lag to clash with the hit lag frames. If this is wrong someone can correct my terminology but the basic thing to take from this is that in order to do this you must be fast falling, and you must land your aerial on your opponent the same frame you land on the ground.
Now what can ZSS do from this? Well I found that if you land a frame synced nair on an opponent it can make down smash a guaranteed follow up. (Haven't tested this on every character, there may be exceptions) and a guaranteed down smash can mean a plethora of different follow ups. Like, for example, another frame synced nair.
Here's a link to a video where I show off a little combo I've managed to work out. (I've tested and it is inescapable and non-airdodgeable at least on pikachu)
https://youtu.be/xjoRKuZjkuQ
I ask that you all try this and see if you can come up with a better follow pattern. And No I don't believe up airs is a better idea since you don't have time to land a fast fall up air and it's too low a percent for Up air Up air Up B stuff.
Now what about the kill setup I mentioned in the title?
Well, a long time ago I learned that Nair to UpB was a true combo if you caught the opponent DI'ing inward. But when I tried with frame syncing nair. I was able to land it much more easily. Potentially making it a true combo for a long time. I plan on testing this more thoroughly but for the time being here's a video to give you an idea
https://youtu.be/1iA9c9ynmMw
If you made it this far, congrats. You're a trooper. Sorry for the crap quality videos but I hope this inspired some development with some frame synced moves. Thank you plenty
EDIT:
I've been working on an alternate 0-death combo using frame syncs. Haven't ever been able to capture it on video.
Since then however I have experimented with frame sync Bair, and have found that it can true combo into Flip Kick much much much earlier than nair.
https://youtu.be/M_BZ1qxXwfM
This is an example, Bair to FK can kill greninja at 25 percent
I was messing around with it at 20 percent even and it's definitley still possible it's just more picky with the initial distance that you hit at.
Nonetheless, this could be a new thing if any of you ZSS players out there are willing to practise it.
https://youtu.be/A7KE0yaTS2s
Try and frame sync Nair a character across a stage.. Again sorry for crap videos, I don't have a capture card
Well, it's been a long long time since anything new has been really discovered for ZSS. I've been experimenting with some frame synced moves to see what sorts of things this can allow.
For those of you that don't know, a frame synced aerial is done by landing a fast fall aerial move and hitting your opponent the same frame that you hit the ground. Causing your landing lag to clash with the hit lag frames. If this is wrong someone can correct my terminology but the basic thing to take from this is that in order to do this you must be fast falling, and you must land your aerial on your opponent the same frame you land on the ground.
Now what can ZSS do from this? Well I found that if you land a frame synced nair on an opponent it can make down smash a guaranteed follow up. (Haven't tested this on every character, there may be exceptions) and a guaranteed down smash can mean a plethora of different follow ups. Like, for example, another frame synced nair.
Here's a link to a video where I show off a little combo I've managed to work out. (I've tested and it is inescapable and non-airdodgeable at least on pikachu)
https://youtu.be/xjoRKuZjkuQ
I ask that you all try this and see if you can come up with a better follow pattern. And No I don't believe up airs is a better idea since you don't have time to land a fast fall up air and it's too low a percent for Up air Up air Up B stuff.
Now what about the kill setup I mentioned in the title?
Well, a long time ago I learned that Nair to UpB was a true combo if you caught the opponent DI'ing inward. But when I tried with frame syncing nair. I was able to land it much more easily. Potentially making it a true combo for a long time. I plan on testing this more thoroughly but for the time being here's a video to give you an idea
https://youtu.be/1iA9c9ynmMw
If you made it this far, congrats. You're a trooper. Sorry for the crap quality videos but I hope this inspired some development with some frame synced moves. Thank you plenty
EDIT:
I've been working on an alternate 0-death combo using frame syncs. Haven't ever been able to capture it on video.
Since then however I have experimented with frame sync Bair, and have found that it can true combo into Flip Kick much much much earlier than nair.
https://youtu.be/M_BZ1qxXwfM
This is an example, Bair to FK can kill greninja at 25 percent
I was messing around with it at 20 percent even and it's definitley still possible it's just more picky with the initial distance that you hit at.
Nonetheless, this could be a new thing if any of you ZSS players out there are willing to practise it.
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