If you haven't already, I would highly reccomend you read this thread by Emblem Lord: Brickwalls and Traps: The keys to victory
Did you read it? Good.
Now for the discussion part: I want to find new and creative ways of applying this idea to Zero Suit Samus' style of play. To start it off, here is an example of a Zoning Brickwall:
Plasma Whip. (: Use the range of this move to keep your opponents at bay. Short hopped appropriately, you can retreat and reset to neutral against most characters. With this, now your opponent must figure out a way to get close to you. A few possible scenarios:
-They can run up and shield your Plasma Whip, attempting to punish you afterwards. This is where you can start retreating your Plasma Whips to maintain your spacing. If they try to rush you, you have the option to spotdodge/flip jump or use ZSS' jabs/utilt to intercept. Proper spacing and buffering are often necessary for best results. If they shield and decide not to rush, then they're back right where they started. If they get hit...hooray for you.
-They can jump over and attempt to attack from above. Take note of if they use their double jump or not, as it will limit their options greatly if they do. Now that you have your opponent above you, you can stop using Plasma Whips and react accordingly to your opponent. You can shield and punish if they come in with an attack. If they have no jumps and are forced to land near you, punish their landing vulnerability with a grab or attack.
Basically, you are forcing your opponent to react in the way that you want them to. If you are able to know how your opponent will react to this situation, you can get them where you want them to be and you can be ready to punish them for it.
The downside to this, unfortunately, is if your opponent has a decent projectile game. They can zone you out just as well in this case.
This is an example to get things started. I'm hoping for more ideas to further expand this discussion.
What brickwalls and traps do you find useful? Can you guys think of any other effective setups?
Did you read it? Good.
Now for the discussion part: I want to find new and creative ways of applying this idea to Zero Suit Samus' style of play. To start it off, here is an example of a Zoning Brickwall:
Plasma Whip. (: Use the range of this move to keep your opponents at bay. Short hopped appropriately, you can retreat and reset to neutral against most characters. With this, now your opponent must figure out a way to get close to you. A few possible scenarios:
-They can run up and shield your Plasma Whip, attempting to punish you afterwards. This is where you can start retreating your Plasma Whips to maintain your spacing. If they try to rush you, you have the option to spotdodge/flip jump or use ZSS' jabs/utilt to intercept. Proper spacing and buffering are often necessary for best results. If they shield and decide not to rush, then they're back right where they started. If they get hit...hooray for you.
-They can jump over and attempt to attack from above. Take note of if they use their double jump or not, as it will limit their options greatly if they do. Now that you have your opponent above you, you can stop using Plasma Whips and react accordingly to your opponent. You can shield and punish if they come in with an attack. If they have no jumps and are forced to land near you, punish their landing vulnerability with a grab or attack.
Basically, you are forcing your opponent to react in the way that you want them to. If you are able to know how your opponent will react to this situation, you can get them where you want them to be and you can be ready to punish them for it.
The downside to this, unfortunately, is if your opponent has a decent projectile game. They can zone you out just as well in this case.
This is an example to get things started. I'm hoping for more ideas to further expand this discussion.
What brickwalls and traps do you find useful? Can you guys think of any other effective setups?