Yep. Great for poking but leads into grabs or dash attack at low %. You can gimp a few people offstage with it too because it's a very unexpected option, but you have to refer to Zair use in this fashion as 'The Ziggler'.Both.
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Yep. Great for poking but leads into grabs or dash attack at low %. You can gimp a few people offstage with it too because it's a very unexpected option, but you have to refer to Zair use in this fashion as 'The Ziggler'.Both.
Pop up time is the same but you can act faster out of tether trump.Anyone know if the Side B trump and standard trump are any different in terms of when you can actually pop the opponent up? Are there any particular visual cues or timing tricks people use to get the earliest possible ledge trumps?
I thought I pretty well knew everything but what is this? Just an approaching tool? Tried it in training mode and it seems like you have to be almost frame perfect to pull off the bair of uair.SH airdodge > uAir / bAir / fAir
It's an approaching tool. Once you get the timing right you will notice that it's fairly easy to do. (Thanks again Shaya)I thought I pretty well knew everything but what is this? Just an approaching tool? Tried it in training mode and it seems like you have to be almost frame perfect to pull off the bair of uair.
Also, I never really see the grounded wavebounce used with ZSS. is that something anyone practices or does it just not provide much utility to zss?
SH AD Is good for people who try to read and punish your SH on the rise. This is one of zss's bigger weaknesses and it helps to mix it up with SH but try to jump backwards more often than not.I thought I pretty well knew everything but what is this? Just an approaching tool? Tried it in training mode and it seems like you have to be almost frame perfect to pull off the bair of uair.
Also, I never really see the grounded wavebounce used with ZSS. is that something anyone practices or does it just not provide much utility to zss?
Dair lingers if you try to use it too soon after being hit...another reason to use it sparingly, however there were a few times when I'd catch my opponent off guard with it as they don't expect it to descend slowly and they get caught with the spike anyways...Hey Bobert77
Thanx for the feedback!
Althou I am a bit skeptical about the Dair thou since the end lag is also serverly punishable but then again you said use it sparingly (and another thing about Dair is sometimes it goes down fast and sometimes it lingers in the air a bit, I guess it has something to do with momentum in the air, if your still in upward momentum it lingers, but when your in downward momentum it goes fast, so far my theory about this)
Didn't know Jab could get me out of PK fire O.o (Althou I did see Take 5's tutorial and saw him get out of some combo's with it as well)
OOh Dthrow -> Uair -> Uair -> Uspecial is something that rarely connects in FD, they always manage to DI so far away, so now I mostly go for Dthrow -> Fair -> Fair -> Dspecial also heavily depends on DI but mostly the first Fair hits.
Wil try various combo's to see how they connect)
Regards
X3no
You can do sSpecial recovery out of tumble which is great.So I want to know if this is just Placebo, but does using Side B to activate the tether recovery result in more successful grabs of the ledge? Because it seems A LOT more reliable that just pressing the jump button to turn the Zair into the tether recovery. I mean, I know the benefit of being able to use tether when you are facing away from the ledge, and the only character that can do this because of B reversing, but it feels like it's grabbing the ledge more often and from more angles than Zairing the ledge.
Thoughts?
That's all i needed. Never using Zair for Tether again unless an absolute necessity. To not have to jump to get out of tumble (or air dodge) and THEN tether is amazing!!You can do sSpecial recovery out of tumble which is great.
Actually....You can't do a grounded wave bounce for a neutral special since a b-reverse is the only thing that allows you to turn the special around in the first place.
As for the fsmash, I've always been uncertain myself about the difference in inputs for pivot fsmash and pivot ftilt out of run. Like I can do a pivot ftilt 100% consistently, but when I try to pivot fsmash i have like a 50% success rate and I'm not sure why. Any advice on that would be appreciated.
Also, zair is good for recovery if you wanna airdodge first since you can zair directly out of airdodge, but thats pretty much the only time i'll choose zair over side b.
If you use Direction+A+B to do the pivot smash it comes out very consistently. I struggle with Direction+A as well and usually get a tilt but smashing with A+B fixed that.You can't do a grounded wave bounce for a neutral special since a b-reverse is the only thing that allows you to turn the special around in the first place.
As for the fsmash, I've always been uncertain myself about the difference in inputs for pivot fsmash and pivot ftilt out of run. Like I can do a pivot ftilt 100% consistently, but when I try to pivot fsmash i have like a 50% success rate and I'm not sure why. Any advice on that would be appreciated.
Also, zair is good for recovery if you wanna airdodge first since you can zair directly out of airdodge, but thats pretty much the only time i'll choose zair over side b.
Interesting. I found the joystick based wave bounce method to be so difficult, I only use the shoulder button + attack stick method of wave bouncing.If you use Direction+A+B to do the pivot smash it comes out very consistently. I struggle with Direction+A as well and usually get a tilt but smashing with A+B fixed that.
Grounded wave bounce is in the video, but I found it's difficult to pull off since you have to hit a shoulder and c stick on the same frame, much more difficult than a joystick and button. Not sure if it's worth investing time into.
Looks like you can grounded wavebounce with ZSS, but she moves backwards about... the length of one of her feet? Ish? It's not very much.
I also made an interesting discovery regarding buffered up aerials. It seemed that there was only one way to get consistent short hop buffered aerials, and that was to use tap jump and the "double stick" method. With tap jump on, you can hit the control stick up and the c-stick up (if it's set to attack) and get a buffered up air. Other methods require fast hands, run the risk of getting a full jump, are often not frame perfect due to hand movement requirements, and could not generally produce frame perfect up airs. I have another method here:
First, as a definition, "control stick throw" is in reference to the amount the control stick is tilted in a given direction. This method requires X or Y as jump, and A as attack, or an equivalent setup.
It seems there are three degrees of control stick throw: low throw, mid throw, and full throw. Here's the setup:
Slide your hand from X to A with the control stick at a given throw.
At low throw, you get a short hop buffered neutral air
At mid throw, you get a short hop buffered up air
At full throw, you get a jump cancelled up smash
This aligns with a method described previously, but it adds an element (control stick throw) that allows for frame perfect up airs without tap jump, fast c-sticking, or delicate shoulder button short hop finesse. I'll be giving this a go and seeing how difficult it is to use. Note: for ZSS, this allows her to do a buffered short hop up air... then jump again or land with regular landing lag (2 frames slow land, 4 frames fast fall).
EDIT -
This doesn't seem to work out of shield. I'll look into it more and update.