MEOW1337KITTEH
Smash Lord
Zero Suit Samus
Matchup: 55:45 (+1)
Basic Info:
ZSS is colloquially-speaking, a combo character and shines in the air. Her fast, long-range aerial attacks are disjointed and combo well, but have static hitboxes. Her ground game is less impressive but works nonetheless, featuring a strong and versatile dash attack, quick jabs, a long-range (but otherwise terrible) grab, and great spacing tools in Plasma Whip and Paralyzer Shot. Her down smash comes out slowly but can deal some serious damage, her up smash is great for anti-air, and her tilts are all useful. Off-stage, ZSS has great gimping/frame trap capability and a great edge game, with above-average recovery. She is a great survivalist character and not easily gimped in the hands of a good player.Downsides include a situational though passable shield game (and as such, susceptability to heavy shield pressure), vulnerability to opponents when above them aerially, a terrible forward smash that is literally useless, a grab that comes out slowly and is very punishable if missed, poor shield pressure, and vulnerability to long-range hitstun-inducing projectiles such as Pit's arrows, Falco's laser attacks, or Sheik's needles. New ZSS players will find her learning curve to be on the high side of difficult due to her non-standard approach to combat and the necessity for proper spacing. ZSS also doesn't outright wreck many characters; her matchups are mostly even to slightly advantageous, with only a few strong advantages. However she's a great choice vs. high and top tier characters.
Videos:
Strategy:
Matchup: 55:45 (+1)
Basic Info:
ZSS is colloquially-speaking, a combo character and shines in the air. Her fast, long-range aerial attacks are disjointed and combo well, but have static hitboxes. Her ground game is less impressive but works nonetheless, featuring a strong and versatile dash attack, quick jabs, a long-range (but otherwise terrible) grab, and great spacing tools in Plasma Whip and Paralyzer Shot. Her down smash comes out slowly but can deal some serious damage, her up smash is great for anti-air, and her tilts are all useful. Off-stage, ZSS has great gimping/frame trap capability and a great edge game, with above-average recovery. She is a great survivalist character and not easily gimped in the hands of a good player.Downsides include a situational though passable shield game (and as such, susceptability to heavy shield pressure), vulnerability to opponents when above them aerially, a terrible forward smash that is literally useless, a grab that comes out slowly and is very punishable if missed, poor shield pressure, and vulnerability to long-range hitstun-inducing projectiles such as Pit's arrows, Falco's laser attacks, or Sheik's needles. New ZSS players will find her learning curve to be on the high side of difficult due to her non-standard approach to combat and the necessity for proper spacing. ZSS also doesn't outright wreck many characters; her matchups are mostly even to slightly advantageous, with only a few strong advantages. However she's a great choice vs. high and top tier characters.
Videos:
Strategy:
- Her armor pieces are very scary, but if we get control o them, we can inflict major carnage as well. Learning item control is essential for this matchup (and Diddy Kong as well)
- ZSS will have a very difficult time killing us in this MU. Her uair will be staled and her sideB very slow.
- Shield is very good in this matchup, use it very often. Our UpB leaves us in the position to get juggled and punished for it.
- Most of her moves can be reacted to with ease, try to watch her more than yourself, it will make predicting and punishing much easier.
- A lot of her moves can lead to a powerful bucket, so absorb those often.
- Her jab is one of the fastest in the game, so be careful on the ground near her.
- Our ground game is very helpful in this matchup, dtilt can shut down a lot of her moves.
- A missed grab from ZSS means a loss of stock for her, so baiting out a grab and rolling around or avoiding it can be a fantastic way to win.
Stages:
Assuming the stagelist from Unity 2.1
Strikes
1. Final Destination
2.
3.
Runner-Up -
Counter Pick
1. Frigate
2.
Runner-Up -
Ban
1. Final Destination
Runner-Up -
Assuming the stagelist from Unity 2.1
Strikes
1. Final Destination
2.
3.
Runner-Up -
Counter Pick
1. Frigate
2.
Runner-Up -
Ban
1. Final Destination
Runner-Up -