Tezmata
Smash Apprentice
Who's up for a thread that discusses stages with numbered pictures pointing out strengths and weaknesses for our pal ZSS? You all are, that's who. I'm going to start off with Jungle Japes because I think it demonstrates the numbering/color-coding process well.
Green are things that benefit ZSS.
Red things are a hindrance.
Yellow are things that can either help or hurt ZSS, or things that are just of note.
Jungle Japes
1. Hey look at that cool distance. If you're on the platform and your opponent is on the edge of the middle part of the stage... well, you all know what's coming next: SIDE-B! Smaller characters and characters with good crouches (Sheik WTF that is not humanly possible) may be able to avoid it. Nothing too spectacular.
2. Platform, platform, platform.
3. Whipping out (pun totally intended) an Up-B here can spike an overhead opponent into the water below if you're standing at the very edge of the side platforms. Clearly it's more useful on the left-hand side, but it can happen on the right too.
4. A good place to stun+spike too.
5. These are helpful places to recover during the fight. Remember that you can tether and hang out (lololol) in the water without being swept away, but watch out for the Klaptrap! Pretend the green dot on the left has a green number because I'm too lazy to change it.
1. Working from the centre platform to the sides is a little bit tough for ZSS since they're elevated a bit and several of her moves rely on a strictly horizontal path. Your Paralyzer isn't going to do anything but you may be able to land a grounded Side-B... if your opponent lets you.
2. These ledges, while viable recovery options, hurt you much more than they help you. A SH Side-B from the centre platform will lock-on to these ledges and do nothing.
1. The left boundary line is very close to that platform. Getting caught in the water any further than the ledge is almost a definite sweep-away. Stun-kills are helpful here but ZSS herself is at risk of being pushed just a little bit too far into a KO.
2. The water... it moves... like water. It's a big change for us Melee folk, but a welcome one nonetheless. You and your opponent can both comfortably move from the right of the stage to the left without plummeting to your doom... but you already knew that, right?
3. Klaptraps seem to appear at these spots the most, or are at least most lethal here. You can knock an opponent into the two on either side for a guaranteed kill at over about 20% (sometimes less), but you're at risk too. If there's a Klaptrap underneath the centre platform, be careful not to jump because it'll jump too and you'll hit it. You can probably just swim right underneath.
4. The upper blast line is pretty high compared to the others. This means ZSS's light weight isn't as much of a problem, but it also nerfs your U-Air's killing power.
I'm hoping to do this with several stages. Additions and criticisms are welcome and I can change the pictures to fit them. Heck, you guys should do your own colorizations of stages! It's fun!
Green are things that benefit ZSS.
Red things are a hindrance.
Yellow are things that can either help or hurt ZSS, or things that are just of note.
Jungle Japes
1. Hey look at that cool distance. If you're on the platform and your opponent is on the edge of the middle part of the stage... well, you all know what's coming next: SIDE-B! Smaller characters and characters with good crouches (Sheik WTF that is not humanly possible) may be able to avoid it. Nothing too spectacular.
2. Platform, platform, platform.
3. Whipping out (pun totally intended) an Up-B here can spike an overhead opponent into the water below if you're standing at the very edge of the side platforms. Clearly it's more useful on the left-hand side, but it can happen on the right too.
4. A good place to stun+spike too.
5. These are helpful places to recover during the fight. Remember that you can tether and hang out (lololol) in the water without being swept away, but watch out for the Klaptrap! Pretend the green dot on the left has a green number because I'm too lazy to change it.
1. Working from the centre platform to the sides is a little bit tough for ZSS since they're elevated a bit and several of her moves rely on a strictly horizontal path. Your Paralyzer isn't going to do anything but you may be able to land a grounded Side-B... if your opponent lets you.
2. These ledges, while viable recovery options, hurt you much more than they help you. A SH Side-B from the centre platform will lock-on to these ledges and do nothing.
1. The left boundary line is very close to that platform. Getting caught in the water any further than the ledge is almost a definite sweep-away. Stun-kills are helpful here but ZSS herself is at risk of being pushed just a little bit too far into a KO.
2. The water... it moves... like water. It's a big change for us Melee folk, but a welcome one nonetheless. You and your opponent can both comfortably move from the right of the stage to the left without plummeting to your doom... but you already knew that, right?
3. Klaptraps seem to appear at these spots the most, or are at least most lethal here. You can knock an opponent into the two on either side for a guaranteed kill at over about 20% (sometimes less), but you're at risk too. If there's a Klaptrap underneath the centre platform, be careful not to jump because it'll jump too and you'll hit it. You can probably just swim right underneath.
4. The upper blast line is pretty high compared to the others. This means ZSS's light weight isn't as much of a problem, but it also nerfs your U-Air's killing power.
I'm hoping to do this with several stages. Additions and criticisms are welcome and I can change the pictures to fit them. Heck, you guys should do your own colorizations of stages! It's fun!