erico9001
You must find your own path to the future.
Discuss.
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I agree with most of this. I aim for using Monado Jump myself, but I don't think the 1.13x damage taken in Buster is much to worry about.Geez, I find this match-up to be an pain in the rear. I definitely think ZSS wins this MU just based on her juggling ways and ridiculous frame data alone, but I definitely don't think it's in the 'unwinnable' category. While it's definitely an uphill battle, patience and spacing are going to be the two factors that can make or break this battle. First thing's first, let's not get grabbed, eh? We'll be eating a crap-ton of damage if we let this slippery snake wiggle that plasma whip on us, so definitely be on the look out for that. Another thing to keep a look out for is that damn(forth Chaos Emerald.... I'm sorry.)paralyzer shot, as that is one of ZSS' many ways of applying pressure on us Monado Boys. If you are in range of a shot and notice that ZSS has charged it for a a bit, there are really only a few options we have. We can shield the on-coming shot (which is semi safe, I swear they've confirmed grabs on me after hitting my shield with that thing, but that could have definitely been a case of me playing on Wi-Fi) Fair her from a safe distance while she is charging the shot (risky,) cancel that bad boy out with a well-timed Nair or an Air Slash OOS if you space it right (though, I wouldn't recommend doing this option at early percents, ZSS' fast fall speed can allow her to land before AS has reached the ground/finished it's landing lag.) Obviously it should go without saying that you need to mix up whatever options you choose, as a smart player will adapt and bait, but that's where the patience comes in. A good ZSS always wants to be on the move, and as a character that has limited mobility when not in Jump or Speed, it can be rather intimidating. The key here is to make it so that you are simply shifting your position as they do their ZSS things, which can seem rather silly at first, but can go a long way in keeping that speedy woman out. Obviously, you don't want to get too close to ZSS, so again, we need to mind our spacing. Forgot to mention this earlier, but if ZSS whiffs a grab, we NEED to capitalize on that opportunity. ZSS seems to have very little ending lag on most of her attacks, every little thing we can punish is vital. Also, be very very careful when poking at her shield, upB OOS is a very potent threat from ZSS. The last few things I can really add in terms of little tidbits is that utilt can be a great tool to stop that annoying down B of hers, just make sure to time it right if you decide to go for it. Also, empty hops are amazing against ZSS (as they are against most characters) as most players will be shield due to the threat of one of your aerials, Speed especially makes empty-hop to pivot grab a strong option.
As for Arts, I personally aim for Jump and Speed, as I feel that mobility is of great importance in this match up, but even Jump is a bit risky here (one grab from ZSS in good ol' Jump, we're gonna taste that damage. I suggest tapping Buster or Jump off if we find ourselves about to be easy-bake combo'd.) Shield can still be useful at high percents and has that bonus perk of having less hitstun at earlier percentages, but it's lack of mobility can be a bit of a downside in this MU. I find that Buster and Smash are in the same boat in this MU. Buster of course is great for his tremendous shield pressure, shield push and damage, but it makes a punish from ZSS much more dangerous. Smash is pretty much the definition of risk/reward in this scenario. ZSS isn't too heavy, so Smash can take some of her stocks rather early if you manage to get off a hit on her (I've killed ZSS in the 80%-90% window off of a good up smash read.) Of course, Smash also gives us the curse of making us easier to kill, and ZSS is no slouch when it comes to KO options. Unfortunately, I haven't got to fight many Zero Suit's, but I do play one fairly often and I've been taking notes of what seems to be working when I walk away with the win. I'd say 65:45 at best, but I wouldn't be surprised if others see it better/worse. As usual, I'd love to here my fellow Monado wielders take on this.
Overall, the MU seems to have ZSS in a fairly advantageous position. I have no idea how custom moves affect it.ZSS (81)-
Down Throw (C)
- Alternate between DI’ing up and in and up and away because while this throw does have a confirmed follow up if your opponent isn’t used to dealing with DI or you succeed and fake them out, you can even get a free punish if they whiff an up b trying to kill you. You can also DI down and away but typically only at low percent. At very high percent you can stick with just up and away and even get a free punish if an aerial is missed, especially if they whiff an up b.
Customs make the matchup a bit better for Shulk if you are really good at using hyper arts or can get a read with power counter. Advancing air slash doesn't really help too much as ZSS is going to be recovering with her flip kick thing that makes her invincible, so stage spikes aren't happening often. Also she can use her flip kick thing to get far off the edge past the distance set by advancing air slash, so default air slash is probably better. I don't really think customs changes how the match up is played, but it makes it a little bit more doable for Shulk.Overall, the MU seems to have ZSS in a fairly advantageous position. I have no idea how custom moves affect it.
Really? I thought Shulk's best "top-tier" matchup was something like Marth or Ness.I actually think this is one of Shulks easier top tier match ups.
Marth isn't top tier in this game. Not even remotely close.Really? I thought Shulk's best "top-tier" matchup was something like Marth or Ness.
Fair enough then. I can agree to saying that among the top tiers she has a relatively weak neutral in comparison to them, but against the majority of the cast she does better with all her assets. However, I stand by my statement that her neutral's flaws do become a bit glaring against Shulk though, hence why i feel the Match Up is even.Oh don't get me wrong when compared to characters like Sheik, Diddy, Rosa and other top tiers her neutral is comparatively weak (and of course consequently what leads her to being amazing is her exceptional punish game among other things), but as a whole I don't quite think it's right to say the character has a pretty bad neutral simply due to a combination of a lot of the factors you yourself stated. The combination of excellent mobility and frame data alongside decent hitboxes and low endlag all contribute overall to her neutral, however of course it's let down by her bad grab primarily. I'd honestly say there are at least 30 or so characters in the cast that have a weaker neutral than ZSS though.