ThreeSided
Smash Ace
If you want a cool edge guard using dair, my favorite is, hanging on the ledge, drop down Dair > Bair. It's a little tough to time, but there are many, many characters who can do almost nothing to stop it.
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Yeah, we know about the backwards hitbox, but you are wrong about it's properties. It hits farther behind her than in front of her right now, and that doesn't change at all based on the directions you are traveling. Nairing and then traveling back is useful because it gets you farther away from them if they shield, meaning they can't shield grab you. Only way to pull that off this patch is to instant nair directly in front of them, though.Maybe I'm stating something obvious, but ZSS's nair is more nuanced than people give it credit for. I read some people saying the hitbox hits behind her; actually, the hit box changes given they way you di when you use the move. If you nair as you are moving forward, it hits behind you. If you nair, then fade back, the hitbox is in front of you. I think this last option is of use to space people out.
Also, i think dair is a solid edgeguard against fox and falco's side b when they try to sweet spot of the edge.
they can SDI and DI hard towards the stage. probably wont be able to bair then unfortunatley. dair would have its uses for edge guarding if the hitbox stayed out longer and was bigger. its a very precise move unfortuantely. yorue better off just bairing outright or divekicking.If you want a cool edge guard using dair, my favorite is, hanging on the ledge, drop down Dair > Bair. It's a little tough to time, but there are many, many characters who can do almost nothing to stop it.
I feel like there's a lot more to this. If you do it low enough and they DI as you said, then they'll either be in an extremely disadvantageous position (one that many characters have trouble recovering from) or they'll have to tech the stage. While the latter isn't as bad, that pop-up from Dair means you'll either be on the ledge or on the stage, which means you get another attempt at edge guarding rather than just letting them get back to the stage.they can SDI and DI hard towards the stage. probably wont be able to bair then unfortunately. dair would have its uses for edge guarding if the hitbox stayed out longer and was bigger. its a very precise move unfortunately. you're better off just bairing outright or divekicking.
It's even more simple than he said, sadly. If they go for side-b sweetspot and hold towards stage and hit L within 20 frames of you hitting them, they will tech stage. If they want to be slightly fancier, they could also wall jump tech it and go for another side-b sweetspot. You'd be much much better off nailing them with a downsmash. They actually need to SDI to tech that one.I feel like there's a lot more to this. If you do it low enough and they DI as you said, then they'll either be in an extremely disadvantageous position (one that many characters have trouble recovering from) or they'll have to tech the stage. While the latter isn't as bad, that pop-up from Dair means you'll either be on the ledge or on the stage, which means you get another attempt at edge guarding rather than just letting them get back to the stage.
If you mean higher up, then fair might work, though I'm not sure about that.
Dair is MUCH harder to hit than downsmash with spacies side b and pretty much everyone in general. There is a split second where spacies are vunerable and within range of ledge. That's the same window where you'd hit them with dair, only you don't really have to commit at all. Also, dair isn't just lower reward, it's basically no reward.because down smash doesn't catch them if they sweet spot the ledge, unless if you are literally on the ledge. Yes dair is more rewarding if you can land it, but I don't think you can always land it in time, so I think dair is a solid choice. We must have different conceptions of what we mean when we are talking about her hit box. To clarify If you go to debug mode and you do a retreating nair, the hit box is infront of you (yes a part of it still hits behind you), that means it can be used as a spacing tool. However, it can't be used as a spacing tool if you only move forward since the hitbox will be behind you.
Debug mode doesn't handle articles well, so don't trust it too much for anything involving her plasma whip.because down smash doesn't catch them if they sweet spot the ledge, unless if you are literally on the ledge. Yes dair is more rewarding if you can land it, but I don't think you can always land it in time, so I think dair is a solid choice. We must have different conceptions of what we mean when we are talking about her hit box. To clarify If you go to debug mode and you do a retreating nair, the hit box is infront of you (yes a part of it still hits behind you), that means it can be used as a spacing tool. However, it can't be used as a spacing tool if you only move forward since the hitbox will be behind you.
ZSS loses the matchup because shiek, but it's not as bad for ZSS as it is for most characters. You have to capitalize heavily on your mobility advantage to win the matchup.How do you guys think ZSS does against Sheik - my most hated matchup?
Also I'm curious to how her punishes work in this patch, seeing as though most of her autocombos from 3.5 are history.
camp platforms and shield. punish sheik with like a grab or utilt lol.How do you guys think ZSS does against Sheik - my most hated matchup?
Also I'm curious to how her punishes work in this patch, seeing as though most of her autocombos from 3.5 are history.
Needles? =\camp platforms and shield. punish sheik with like a grab or utilt lol.
She's not bad. Myself and some others may have used that word before, but I don't think anyone here truly ever thought/thinks that she's BAD in terms of viability. Most of it is just salt that the was changed so drastically, and the fact that the reasoning behind many of her changes were not applied to other characters.I cannot see why many claim ZSS is bad in 3.5. I'm doing much better with her than my former main, Link, after using her for only 3 weeks. She seems to have a great ground game with the gun and SideB, not to mention the former can pressure from afar. Not to mention her speed and dashdance is still on point and recovery seems among the best in the game.
I want to hear everyone's input but don't be too harsh on mine - I've only been using her in 3.5.
I really astounds me that so many people think they know what every ZSS player thinks about ZSS without actually reading our posts. "They complained about ZSS, so they must think she is bad!" noI cannot see why many claim ZSS is bad in 3.5. I'm doing much better with her than my former main, Link, after using her for only 3 weeks. She seems to have a great ground game with the gun and SideB, not to mention the former can pressure from afar. Not to mention her speed and dashdance is still on point and recovery seems among the best in the game.
I want to hear everyone's input but don't be too harsh on mine - I've only been using her in 3.5.
Paralyzer isn't really good at... anything in neutral, really. Startup is reactable (especially charged), uncharged is clankable now, speed's low enough that it's pretty easy to powershield, it's nonthreatening on normal shield (3 frames shieldstun uncharged, 4 charged, ZSS can't chase effectively due to endlag + speed). You can't force approaches effectively with it, it does little or nothing for stage position due to commitment (assuming they don't powershield it), and it doesn't lead into anything. Charged gets followups yeah, but if you get hit by charged paralyzer in neutral then you done ****ed up son. At best you can cover some options with it when they're trying to get onstage, and even then the value of firing a charged shot over maintaining mobility is questionable.She seems to have a great ground game with the gun and SideB, not to mention the former can pressure from afar. Not to mention her speed and dashdance is still on point and recovery seems among the best in the game.
Safer certainly, easier maybe? I never had problems using the old grab, aside from needing to learn the blind spot on dash grab. An improvement to the character overall, eh... I mean yeah, you don't have ~50 frames of punishable endlag, but ZSS really doesn't want to be that close to her opponent. Never has, despite the aforementioned (inaccurate) PMDT statements about the new grab matching her character archetype. The DD/CQC-based playstyle she's been pushed into is not good for her at all, from a numbers standpoint or a character design standpoint. Even with her relatively good grab range, it's really not that much of an improvement to her neutral game because it's so dangerous for her to occupy that space. She's better off waiting and allowing the opponent to commit first. You could say the same of a lot of characters (defender's advantage is real), but her risk for throwing out a hitbox is disproportionately high for her current mode of operation.The new grab is a lot safer too and seems much easier to utilize in the neutral.
As to where with most of the characters you can grab -> combo -> death, with ZSS, you're pretty much FORCED to get anything started via tech chases. Yes, you can down smash or side-b, which are great combo starters, but opponents have to literally RUN into those moves. She has to work extremely hard to get anything substantial going. The only "easy" route is spacing a down smash, which no top player is just gonna run into. And even then, like I said, her moves are very easily DI'd. It almost feels as if there's a DI multiplier on her aerials (I'm not saying there is, just giving an example of what I mean).Also, I don't really think I agree with shokio's post. Her combo game is about as hard to do as falcon imo, and I don't think she's a particularly difficult character to make work. It requires a lot of character knowledge, but not as much as it did in 3.02
Eh, I don't think most characters have grab to death anymore. Options out of throws got nerfed for a lot of characters (not as hard as ZSS ofc). But anyway, I agree that her throws are trash. I have since the very start of 3.5. For combo starters, she has MUCH more than dsmash. I watched several of your games and it surprised me how much you used it. I actually favor spaced CC dtilt out of run over dsmash out of run. Blaster (to force your opponent to do something about it, not to combo) into side-b is also a pretty strong combo starter. Perfectly spaced upair has jab as a frame trap on shield and starts combos well. Uptilt can also be used. I've seen lots of good zss players use it a lot, but I'm still figuring out how to use it myself.As to where with most of the characters you can grab -> combo -> death, with ZSS, you're pretty much FORCED to get anything started via tech chases. Yes, you can down smash or side-b, which are great combo starters, but opponents have to literally RUN into those moves. She has to work extremely hard to get anything substantial going. The only "easy" route is spacing a down smash, which no top player is just gonna run into. And even then, like I said, her moves are very easily DI'd. It almost feels as if there's a DI multiplier on her aerials (I'm not saying there is, just giving an example of what I mean).
The character is reallyAs for the upper part of your last paragraph, I agree completely. It's kinda funny. Lunchables player her literally once in a friendly and was like "this character is top 10" Why? "Dude, it's falcon with a gun" lol Yeah, people saying she was top 10 was pretty silly, but I still think she's upper mid.
Wow, it's not like other characters have to do the same thing in neutralI just want:
- An approach option. Preferably the restoration of the Nair. Cause of right now, you literally have to run around the map until your opponent makes a mistake. She has no tools to really take matters into her own hands.
It's all definitely been toned down from 3.0, but they're also definitely still there. Ganon, Link, Toon Link, Ike, Snake, Yoshi, Fox, Wolf, Ness, Falcon, Shiek, Wario, G&W, DK, Olimar with Whites, Pit on floaties, Icy's (of course), Marth and Roy via DI mixups, and maybe more (this is just off the top of my head), can all pretty easily grab-into-death you. And of course this is not including chars who have straight kill throws such as Zard, Zelda, Peach, Lucas, Mewtwo, Squirtle, Ivy, DDD, etc.Foo said:Eh, I don't think most characters have grab to death anymore. Options out of throws got nerfed for a lot of characters (not as hard as ZSS ofc). But anyway, I agree that her throws are trash. I have since the very start of 3.5. For combo starters, she has MUCH more than dsmash. I watched several of your games and it surprised me how much you used it. I actually favor spaced CC dtilt out of run over dsmash out of run. Blaster (to force your opponent to do something about it, not to combo) into side-b is also a pretty strong combo starter. Perfectly spaced upair has jab as a frame trap on shield and starts combos well. Uptilt can also be used. I've seen lots of good zss players use it a lot, but I'm still figuring out how to use it myself.
A lot of them don't lol. You must not play other characters. Lots of chars have tools they use to take matters into their own hands and approach.Wow, it's not like other characters have to do the same thing in neutral
oh waaaaaaaaaait?
30/41 of the chars should be out of the game then lol. But I think you're using "forced interaction" in a kinda vague way. Technically, ANY projectile forces interaction, if you're within range of course. If Falco shoots a laser, there's forced interaction. If Link throws a boomerang, you're forced to react. Pit's arrows, etc. Even Ike's QD forces interaction. If Luigi shoots a Fireball and wavelands toward you with it, there's forced interaction.Characters that force interaction and disregard neutral are characters that I don't think should be in the game. Characters that can completely avoid interaction (like fox camping vs slow characters) are also really bad.
Stuff like ZSS 3.02 Neutral B was ********, along with a million other things in 3.02.
That's a bit more clear. Still a little bit confusing on exactly what you mean though. I think you're saying that forced interaction are things that ignore neutral?Force interaction doesn't necessarily mean making them shield. Forced interaction is **** like 3.02 mewtwo disregarding positional advantage and applying constant hitboxes. Luigis fireball isn't really forcing any big commitment, neither is links bommerang or pits arrow. At least, not their 3.5 counterparts since links boomerang was fixed and pits grounded arrow has more end lag.
You should play Captain Falcon
He has no approach options, instead he makes use of his insane mobility. He teaches you how to not constantly throw out hitboxes in neutral while still being able to win, aka how to not play Project M 3.02 Brothers.
I'm sorry....You should play Captain Falcon
He has no approach options, instead he makes use of his insane mobility. He teaches you how to not constantly throw out hitboxes in neutral while still being able to win, aka how to not play Project M 3.02 Brothers.
Why is she good? You say that, but there's really no point in posting here if you are just going to make baseless assertions, there really isn't much point in posting that. I think I remember you saying she was at least top 10, but why do you say that?The character is really
really
good.
I mean yeah, she lost her free approach option (Neutral B) from 3.0 to 3.5, but she maintained a great recovery, great mobility, and a reliable grab instead of a garbo tether grab.
Oops, you're correct. Forgot to factor in electric modifier for shieldstun.blaster still is electric, and still has 6(?) frames of hitlag on shield uncharged, and maybe more charged(?).
Conceptually I agree, but in practice it's not effective enough to warrant the commitment. It's too easy to mitigate and doesn't yield significant frame advantage to work with, assuming once more that they don't simply PS it.Basically, blaster serves a different purpose now. Before, it was to approach, now it is simply to force your opponent to deal with it and set up a slightly better neutral position. If you blaster and they have to shield, jump or swat it away, it gives you a moment to set up better and makes options like side-b a little stronger. Not a *good* projectile per se, but it does things.
1. The ability to fine-tune your spacing with a wavebounce is certainly useful.I also strongly disagree with side-b being a weak neutral tool. I think it's really good (you can't spam it, but when used sparingly, it's amazing).
1. It works incredibly well with wavebounce
2. You can CC, buy doing so won't let them hit you, and you get some nice damage
3. It EATS shields
4. You can't spot dodge it
5. So much range that it's relatively safe on whiff if they dodge backwards.
Have to be careful about this though. You whiff, that's a free punish - Marth can get a dtilt with good timing, maaaybe a grab (think you can buffer spotdodge out of it). Any faster from there just makes it easier to punish. I agree that it has value when used sparingly, but it's still fairly risky even in situations that favor its use.Even against faster characters, it's really useful. If they are dashdancing, side-b towards where they would be if they dashed back, and wavebounce will cover their dash forward unless they have falcon or sonic speeds.
That's kind of it, yeah - you have to understand her options very well. There's also some precise, even impractical stuff that fully opens up her kit, but you're doing more work for fairly average reward. I'm not saying she's super technical, but I do feel that she has to work harder for the same reward.As for her being harder, I'm not sure that's really true. I play Roy and Falcon as well, and I find them harder. I mean, she's certainly not an easier character, but she's not exceptionally difficult. What is exceptional about her is that she takes a LOT of character knowledge to understand exactly all her options. I find most people don't even know all of her moves properties.
DDing alone only commands so much respect. Even Falcon has to throw out hitboxes sometimes to maintain control of his space and apply pressure to his opponent. Thing is, Falcon can do that - he's got godlike mobility and safe aerials. ZSS' ground movement is still quite good, but her max air speed is considerably lower (still good aerial movement overall, but not godlike) and she lacks his safety on block. She invokes greater risk by putting out hitboxes than most DD-based characters, but her punish game (edit: particularly off her grabs, since you brought that up as I was posting this) is neither strong enough nor consistent enough to balance that out.Optimal falcon play is constantly dash dancing and maintaining stage control. Falcons who constantly SHFFL approach are BAD falcons.
And that cycles us back to ZSS's lackluster throw game. Contrast with Falcon, whose ability to convert off grab is practically a character unto itself.to whiff punish, zss can just grab lol. She's fast, she should constantly be moving around and if the opponent does something dumb she grabs them.