Oro?!
Smash Hero
I have put way too much time into fighting spacies, and I still lose to them. They are terrible matchups. Don't be fooled.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Assumption really is the mother of all F-ups... And geez man, didn't know she had such a massive uphill battle in the form of those two. Good thing I've got a Snake in training then!I have put way too much time into fighting spacies, and I still lose to them. They are terrible matchups. Don't be fooled.
Uair asap, fastfall at the peak of the jumpQuick question about the SH fastfall auto cancel Up-air, do I want to do a rising Uair ASAP after jump then fastfall at peak of jump? Or should I ff late/on hit?
I would stay as mobile as possible if you plan on spamming para, whenever I do I find that doing aerial uncharged shots and dash cancelling them is the way to go.Currently a Link main, but my friend recently told me my ZSS is improving drastically so I picked her up in hopes of avoiding my least favorite MU's - the Link ditto and Captain Falcon.
Just a really quick question - how does her neutral game work? Can't help but play her like Sheik where I spam paralyzer until I find an opening for punishment.
It is pretty bad but just like any MU repetitive play in it will make you so much better at it. Just look at Oro, he makes them look like a cakewalk yet hes stated it's still not easy for him. It really is up to you, either pick up a secondary for the MU or play the character I assume you love.Is it worth trying to get better at the fox/falco/wolf mu with ZSS or just say screw it and pick up a secondary for them? Zss is my PM main and by far my best character yet spacies wreck me and i do MUCH better with Charizard against Spacies and i just picked him up like 2 weeks ago. Is the Zss-Spacies MU really this bad?
She's good at fighting Zelda and the fatties.Can anyone convince me that this character is viable at all because the more i play her the less i feel she's anything higher than mid-low tier at best
Until then she's getting dropped so freaking fast and I'm not looking back
I've got you beat in this by at least two years. I've been saying there ought to be a grab option out of Flip Jump basically since development on ZSS for PM started.i always wanted ZSS to have a secondary grab.
I'm no expert so take what I say with a grain of salt, for multiple reasons I'd say yes and the same for no. I consider both of them to be heavy aerial fighters relying very much on zoning said aerials to great effect. I'll use Oro as an example, most of the matches I've seen of him are filled to the brim with astoundingly well spaced shorthop aerials comboing into one another. For the no part of the discussion, I feel like most of Zss hitboxes knock enemies back in such a way that make traditional combo's unreliable and give a strange sense of satisfaction when fighting, there's nothing like getting that balrog into missed tech d-air then b-air which sheik doesn't have.Would you say ZSS is a good alternative to melee Sheik? I don't want to pick up Sheik in PM for fear of it messing with my melee play, but at the same time I like the methodology which Sheik plays at and am wondering if ZSS is a good alternative.
They feel a little bit similar in flow in my opinion, but they don't really have the same niches (except that they are both good at taking down some characters like Donkey Kong).Would you say ZSS is a good alternative to melee Sheik? I don't want to pick up Sheik in PM for fear of it messing with my melee play, but at the same time I like the methodology which Sheik plays at and am wondering if ZSS is a good alternative.
She can!Does anybody else think it would be cool if she could waveland out of downB?
Oh you...She can!
You just need to jump first.
I've been having this opinion since the Genesis 2 demo of Project M.I've got you beat in this by at least two years. I've been saying there ought to be a grab option out of Flip Jump basically since development on ZSS for PM started.
Part of the issue is something about command grabs apparently requiring the special to generate a grab box, but if there's not already a place in memory for that grab box in that character's pac file, then you can't give the character a command grab. Supposedly, there's a workaround for that, but since hearing that rumor, I've heard nothing more on the topic.
C-stick already does this. I just tested it.does anyone else wish the divekick's direction was determined by the cstick? I dunno, I find it really awkward to move the directional stick to direct the kick, especially when I'm flip jumping in the opposite direction I want to divekick.