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- Feb 27, 2008
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the ball tickler
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Yeah I'll agree, a lot of times if I have space between me and the opponent from dashdancing or just a bad read I'll throw out an uncharged lazer and proceed to get back in. If they don't get hit it can create a frametrap, if they're good at PS I shorthop into waveland whatever, and if they do get hit it leads to a combo.I figured out short hop into lazer and short hop into nair on her recently and my matches are getting more interesting. It's nasty how fast she puts the latter out O.O
Combos on her are fun; plus she's fast and she covers the stage very well- if you're moving with your opponent, like dancing, you can just follow with nairs and bairs all over the place while jumping with them, which is easing me into shorthopping those moves. How's your recovery game with her?Yeah I'll agree, a lot of times if I have space between me and the opponent from dashdancing or just a bad read I'll throw out an uncharged lazer and proceed to get back in. If they don't get hit it can create a frametrap, if they're good at PS I shorthop into waveland whatever, and if they do get hit it leads to a combo.
I actually rarely have any trouble, on occasion I'll play someone really good at edgeguarding and have to mix up, but most of the time down+b to side/up+b is all I need. Combine that with mixups to get onto stage and you're golden. I always try and save my jump if I can help it, but I'm also not afraid to jump out of down+b if I have a bad feeling or the opponent is doing something I don't agree with.Combos on her are fun; plus she's fast and she covers the stage very well- if you're moving with your opponent, like dancing, you can just follow with nairs and bairs all over the place while jumping with them, which is easing me into shorthopping those moves. How's your recovery game with her?
My only issues with getting back is if I sometimes put out her side b or up b too late or too close to the stage, and the tether never connects, so it costs her a stock.I actually rarely have any trouble, on occasion I'll play someone really good at edgeguarding and have to mix up, but most of the time down+b to side/up+b is all I need. Combine that with mixups to get onto stage and you're golden. I always try and save my jump if I can help it, but I'm also not afraid to jump out of down+b if I have a bad feeling or the opponent is doing something I don't agree with.
Oh... that's actually really good info to know.It most definitely is CCable. Since it's a multi hit actually, if you are grounded and get hit by either the first or second "multihit" portion of the attack, then you can indefinitely crouch cancel those hits and shield before the final sideB hit comes out. In addition, pretty much every character can CC the last hit (the one that matters) until at least mid %s. I have seen DDD CC sideB at like 60%.
he said in reference to something though, stopping squirtle's d-smash or somethingThe first few frames before they actually jump.
Ah. Retract my statement then.he said in reference to something though, stopping squirtle's d-smash or something
I don't know why. I have been told that for instance, only 4 frame jump squat characters and lower can SDI into the ground/CC->Shield Diddy's first hit fsmash before the second hit. If you have a 5 frame jumpsquat or higher and get hit by the first hit of Diddy FSmash, then the second hit will automatically connect basically. It is the same with Squirtle DSmash, and I assume ZSS sideB. There are probably a plethora of multihit moves that function similarly as well. Those are the only moves that I can think of though.For some reason that I don't know, jump squat affects similar situations like being able to CC-> shield Squirtle's initial dsmash hits. Weight and fall speed might impact how long the initial sideB hits can be CC->shielded as well. I have had Wolf CC->shield at well over 100% though vs sideB.
I'm watching your match against Laz that happened at Exposure 8 and all of your kills are sassy.I was mistaken it is landing. The characters that do have the longer landing do have longer jumpsquats though. There is no correlation.
Don't worry man, us smash players all have good and bad days. Just gotta keep digging and carrying that weight.Speaking of platform shield drops, shield drop up airs are great. Escapes pressure and can totally turn the tables. Especially since downward hitting aerials seem to often lose or trade with upward hitboxes.
Also, it's been 3 weeks since I've last played and turns out I literally can't waveland properly on platforms for **** now. My vanilla WD is still consistent, but i seriously keep on airdodging through the platforms or land and then spotdodge.
Is their a trick that I forgot?
Ugh my tech skillz went from good to playing smash wearing mittens.
What's up Xaltis?Hello everyone.
Me too actually, I'm hooked on both her and Snake right now.Just getting more involved in the ZSS PM boards. Since I'm pretty sure I'm the best ZSS in Florida by now.
Their neutral games are just better. It's difficult to win neutral against them, and when you do, it's very difficult to get something started since you don't have anything guaranteed until mid percents. Falco can just shoot lasers and make it hard to do anything, while fox can run away and laser forever since his projectile is full-screen and ZSS' isn't.Me too actually, I'm hooked on both her and Snake right now.
EDIT: Forgot to ask something: How come she's got trouble against Fox/Falco? Seems like (in Oro's hands at least) they're not so bad. Fox slighlty less so, because he doesnt have lasers that can stop a tanker right in it's tracks.