So i've tried really hard to learn ZSS over the past month or so. So far she just feels very lackluster. I haven't found anything that is a guaranteed setup for her kill moves. Most of her setups are the opponent not DI'ing her moves correctly. Once they figured out how to DI her hits and throws it was a nightmare to get kills. Her neutral B is practically worthless against any opponent that can power shield. She has zero followups off of any of her throws, and she can't approach any character.
The only reliable way i've found to play her is to do retreating Nairs, early SH uairs, and DD grab until they are off stage then try for a D-smash setup or following them with a bair.
And I would give anything to have a real recovery. Her tether is god awful after the update. She used to be able to pull far back or onstage after hanging. But now she is in so much lag that she gets auto punished by any patient player on the ledge.
This is just my experience with her though. I've read through some of the posts and the feeling I get is she just needs a little love to get to that sweetspot of not to free (ganon) but be tournament viable.
As of right now she loses outright to anyone with a decent projectile, squirtle/sonic, and god help you if you play a falcon.
thoughts?
ZSS is a LOT harder to play than, say, falcon. Her combo game is particularly tricky to master, especially since it involves using specific hitboxes on all her moves. If you want to combo with nair correctly, you need to know when to use the forwards and behind hitbox of nair (which hits targets forwards) and when to use what hitboxes of upair etc. At the right %s against characters that aren't fast fallers, upair to reverse nair to fair is a pretty reliable combo. Her throws though... yeah, those are pretty trash. Only thing I get is tech chases and follow ups off the occasional flubbed upthrow DI.
She can't really approach like some characters, but she doesn't quite have to. You generally want to preform a spacing game until you can get your opponent in disadvantage, using bair and baiting stuff out to punish. Also, blaster is better than you are giving it credit for. It's one of the most spammable projectiles this patch, and can be spammed faster than pretty much all other projectiles, while clanking with pretty much all of them too. The samus matchup is funny because you can actually outcamp her xD
I'd say she has some major weaknesses for sure, but she has some major strengths too. I put her around middle of the cast, probably on the higher side, but it's hard to say since I've never seen anyone who knew spent a thousandth of the time learning the zss matchup as I have learning zss.
As for her recovery, it's actually pretty good if you know how to do it. Against some characters, like kirby, MK, and marth, all you can do is drift forward and bend over, but against most of the cast, there is almost nothing they can do about fade away. If you diagonally back and down, and then tilt the stick forward more (but still down) once you get far enough from stage, then start spamming the b button, you can down-b onto the ledge, and flipstool the person holding ledge, sending you safely onto stage with minimal lag. Best part is, it works even if they are invulerable. If you do it right, you can also just down-b straight onto stage. You also have mixups with falling slightly further into down-b wall jump etc. etc. It's a really dumb recovery tbh. It really seems like a character can either wreck your recovery for free, or can do nothing about it at all.
Went to a weekly yesterday, and got a 5th place finish, losing to Saga (who has experience in the ZSS ditto; why did you teach him @
Vixen
;_; ) and Softie, who went Diddy. Game 1 was pretty close, although he was able to take it. Game 2 was where I fell apart. I pretty much have 0 Diddy experience and he was able to catch on to what I was doing, and I wasn't able to get as much control on bananas.
What should I be doing vs Diddy? What stages does Diddy struggle to keep up, and where should I avoid taking Diddy?
Best success I have in the diddy matchup is getting a really good item game. Being able to catch his bananas and peanuts with wavedashes out of your dash dance is surprisingly easy, and super effective. You can also use your speed to pick up bananas on the ground when you have the chance. Other than that, it's really hard to combo him at low %s so you'll mostly be trying to be spacing bairs, tech chasing with dthrow, and getting hard reads with side-b or dsmash (but be careful). You also have a good chance of gimping him with dsmash since it's hard to sweetspot with diddy up-b. Once you get him to mid%s, getting off the ground into a backwards nair will lead to fair for a kill. If you miss that kill combo % range... good luck. Landing spaced bair on diddy when that's all he's avoiding is really hard.
idk that much about stages, but I think you want some good stage surface area or smaller blast zones and you need platforms. I really liked PS2 in the matchup, but wario ware and ghz also worked pretty well. I'd avoid FD, smashville, and yoshi's island. I'd have to play the matchup some more to be sure on all this stuff though.