Let's keep this rolling and do one MU per week.
Previous Discussions:
http://www.smashboards.com/showthread.php?t=241268
Index:
1. Overview/Normal Play:
- Summaries
- ZSS's Style(s) of Play
- Marth's Style(s) of Play
- Positioning/Zoning
2. Killing Methods
- Killing
-Getting Killed
3. Recovery/Edge or Ledge Game
- Recovering as Marth
- Against ZSS's recovery
4. Moves
5. Stages
6. Videos
1. Overview/Normal Play
Summaries
I loath this matchup with every inch of my soul.
~Nike20
ZSS's Style(s) of Play
Marth's Style(s) of Play
Positioning/Zoning
Don't try to shield her Dsmash wait for it and then punish it. you have a greater frame advantage by doing so. You'll need to be fast with your punish though stay alert.
Since she doesn't have a practical grab you will need to power-shield everything since she will be spacing attacks on your shield. Her back air can cause problems with your fair along with her uair so I recommend using something like nair which when you use moves you back and is more disjointed than fair.
She also doesn't have amazing OoS options actually since she can't grab (her grab is 16 frames and has like a falcon punch start up times of lag)
since her upsmash or up B isn't practical out of shield she will have to actually shield drop jab (8 frames) for her fastest option. Because of this you can actually FF fair Shield before she can do anything that will hit you.
~Blacknight99923
Her down smash is actually +2 on shield, so she can always at least jab/up tilt before you can do anything. Up tilt can also cover her landings well if you get too eager to punish, since it comes out on frame 3. It has a lot of lag though, so if you can predict those, and punish well, they're less likely to throw them out. If you get dsmashed, just (s)di the follow up as best as possible. Her fair or bair can challenge your fair range, and her movement is better than ours (same air speed, but everything else, she wins), but we out-disjoint her. If they're aggressive, playing just outside of her range can be very effective.
~Shun Goku Satsu
Ftilt beats all of zss' aerial magicks from the ground.
Shieldbreaker also outranges the down smash.
~Shaya
Tilt your shield up at higher % or your will get shield poke by her bair, and it hurts.
Abuse your shield because she don't have a grab lol.
Since you cant shield on dash,take care dashing because of her spacing with side B.
If you get hit by her dsmash, SDI up so you don't get by the second it of fair, and if she bair you are already doing the right DI.
ZSS can get you on top of the stage easily due to her awesome speed, so sometimes you have to DI down her atacks when you are in the air.
~ChibixD
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3. Recovery/Edge Game
Recovering
Against ZSS's recovery
Edge guard with bair (it covers her down b completely and utterly).
Use dolphin slash regrab if they try being low... but otherwise stage height etc it's bair.
~Shaya
Previous Discussions:
http://www.smashboards.com/showthread.php?t=241268
Zero Suit Samus
Index:
1. Overview/Normal Play:
- Summaries
- ZSS's Style(s) of Play
- Marth's Style(s) of Play
- Positioning/Zoning
2. Killing Methods
- Killing
-Getting Killed
3. Recovery/Edge or Ledge Game
- Recovering as Marth
- Against ZSS's recovery
4. Moves
5. Stages
6. Videos
1. Overview/Normal Play
Summaries
I loath this matchup with every inch of my soul.
~Nike20
ZSS's Style(s) of Play
Marth's Style(s) of Play
Positioning/Zoning
Don't try to shield her Dsmash wait for it and then punish it. you have a greater frame advantage by doing so. You'll need to be fast with your punish though stay alert.
Since she doesn't have a practical grab you will need to power-shield everything since she will be spacing attacks on your shield. Her back air can cause problems with your fair along with her uair so I recommend using something like nair which when you use moves you back and is more disjointed than fair.
She also doesn't have amazing OoS options actually since she can't grab (her grab is 16 frames and has like a falcon punch start up times of lag)
since her upsmash or up B isn't practical out of shield she will have to actually shield drop jab (8 frames) for her fastest option. Because of this you can actually FF fair Shield before she can do anything that will hit you.
~Blacknight99923
Her down smash is actually +2 on shield, so she can always at least jab/up tilt before you can do anything. Up tilt can also cover her landings well if you get too eager to punish, since it comes out on frame 3. It has a lot of lag though, so if you can predict those, and punish well, they're less likely to throw them out. If you get dsmashed, just (s)di the follow up as best as possible. Her fair or bair can challenge your fair range, and her movement is better than ours (same air speed, but everything else, she wins), but we out-disjoint her. If they're aggressive, playing just outside of her range can be very effective.
~Shun Goku Satsu
Ftilt beats all of zss' aerial magicks from the ground.
Shieldbreaker also outranges the down smash.
~Shaya
Tilt your shield up at higher % or your will get shield poke by her bair, and it hurts.
Abuse your shield because she don't have a grab lol.
Since you cant shield on dash,take care dashing because of her spacing with side B.
If you get hit by her dsmash, SDI up so you don't get by the second it of fair, and if she bair you are already doing the right DI.
ZSS can get you on top of the stage easily due to her awesome speed, so sometimes you have to DI down her atacks when you are in the air.
~ChibixD
=================================================
3. Recovery/Edge Game
Recovering
Against ZSS's recovery
Edge guard with bair (it covers her down b completely and utterly).
Use dolphin slash regrab if they try being low... but otherwise stage height etc it's bair.
~Shaya