James Sparrow
Smash Master
It's funny how people still think zss' recovery sucks. Like in that roy matchup thread, the guy gives her 2/5 stars and then only changes it to 3/5 when snakeee says he's wrong. LOL. Her recovery is so good.
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I'm pretty sure Roy is an impossibly hard matchup for ZSS.It's funny how people still think zss' recovery sucks. Like in that roy matchup thread, the guy gives her 2/5 stars and then only changes it to 3/5 when snakeee says he's wrong. LOL. Her recovery is so good.
Mewtwo is still the best. He just doesn't do as well against ZSS as Roy.wait... I thought Mewtwo was the best character in the game... Roy is better?
I want to know this as well.Exactly where do the invincibility frames in down+b end?
Because I know I get smashed out of it while I'm still blinking.
Sooo.... DeDeDe?Down B is the answer for escaping just about anything.
- Down B will get you out of almost any sort of combo almost instantly because of how quickly it can be done out of hitstun and it's invincibility frames.
- ZSS can NOT be chain grabbed by Falco, Yoshi, or anyone else if you down B fast enough.
- For one example of how well it works, Chu Dat was unable to follow up with anything at all while I was at 0% with Kirby's forward throw o_O.
Not technically, but he does anywaydedede can't chain grab zss to begin with.
It's more like a tech chase. He can actually pick up the regrab if he keeps running and you tech away. I imagine he can shieldgrab if you tech in place, or he can ftilt, which works if you tech towards him.Not technically, but he does anyway
http://www.youtube.com/watch?v=sIs9fqRxSZo
...I don't think down B is possible before hitting the ground though.
I have been meaning to get back to you about this, but I wasn't too sure about one number...I want to know this as well.
I asked 3god about the frame data for down-B and he said he would look into it when he had time, but he never got around to it.
...I got 12 frames of invincibility as well, so I think that's correct.Her down-b has 12 frames of invincibility iirc. Her last invincibility frame is when she first becomes horizontal, so something like 1/3 of the jump (probably less) is invincible. I'll look into when the invincibility frames kick in. (if it's immediate or 1-2 frames after the move starts)
I had Ryan K pull that on me on WiFi. Sure we both live in NY but i was pretty amazed he was tech chasen me. It's really annoying when u think he's gonna chase ya only to roll into a F smash as fox cus of lag.It's more like a tech chase. He can actually pick up the regrab if he keeps running and you tech away. I imagine he can shieldgrab if you tech in place, or he can ftilt, which works if you tech towards him.
It's not a chain grab, but it's still frustrating.
If you DI up and airdodge, you can get a down-b / jab / dtilt / utilt (Not sure about the last two)...Or you can run away / spotdodge if you're not in the mood to attack. (Running away only works if the D3 expects you to tech)Not technically, but he does anyway
http://www.youtube.com/watch?v=sIs9fqRxSZo
...I don't think down B is possible before hitting the ground though.
You may be privy to better Falcos than I. I've found that if they Phantasm onto the stage too much, it's best just to wait roughly in the center and charge some kind of smash attack. If they're more guarded, you can probably edgeguard more aggressively with dsmash on the ledge.I suck at edge gaurding falco
**** =.= Falco really rocks the boat vs the two major characters i play, Fox and Diddy.ZSS isn't totally destroyed by Falco, but she will be easily shut down by blaster and reflector. The D-smash chain doesn't work so well, and I tend not to rely on it. Rather I use it to get Falco off the stage, then edgeguard his Phantasm.
An interesting thing: some frames of usmash will knock Falco out of Phantasm. Seriously, this guy's recovery is not very good.
I already came up with that and it's edited on the first page lol. But, are you sure an airdodge first helps in recovery? I just use down B.Found out some interesting information:
To survive to higher percents off the side, your best course of action is to airdodge, immediately followed by a down-b towards the stage. This is contrary to the popular belief that an aerial is the best course of action.
However, to survive vertically, an aerial is your best option. After you DI to the side, hold down on the control-stick and press C-Stick up to perform a fast-falled up-air. This will keep you alive for an extra 6-10%.
I've tested fairly extensively on these options, if anyone finds an even better method to contest this, by all means. I just thought it would be a good addition to our recovery thread. d:
I know the down-b thing is on the front page, but you need to perform an airdodge first for best results. Also, you didn't mention anywhere using an up-air to survive vertically. It helps quite a bit, since a big ZSS weakness is her weight.I already came up with that and it's edited on the first page lol. But, are you sure an airdodge first helps in recovery? I just use down B.
Oh, I thought I did mention that. Thanks for pointing it out then, I'll add it.I know the down-b thing is on the front page, but you need to perform an airdodge first for best results. Also, you didn't mention anywhere using an up-air to survive vertically. It helps quite a bit, since a big ZSS weakness is her weight.
Good point, I just started training myself to do that recently. It's insane how many things you have to keep in mind while recovering with ZSS, lol.I added that an aerial can be used against someone that is edgehogging you if you can't use down B (and their invincibility runs out)
You can just tap up rather than holding it down (tap to jump!).This actually also works if you hit the jump button once right after the down-b =)found out something else that's pretty sexy about down-b. Even when tap-jump is off, if you simply hold up while in the down-b animation it will footstool as soon as possible. Pretty convenient for recovering, don't need to spam jump 50,000 times in the hopes that you'll footstool. You also don't end up wasting your second jump when trying to footstool.
I thought the fact that you could just hit jump once for it to auto-flipstool was common knowledge :|You can just tap up rather than holding it down (tap to jump!).This actually also works if you hit the jump button once right after the down-b =)
Edit: While we're mentioning slightly obscure ZSS stuff, can we document the fact she can only use 3 tethers before having to touch the ground, otherwise you get a rather unpleasant surprise...I used to die so many times from this and just assumed there was some kind of dead zone with the side-B tether, as there is with the attack.
Might be common knowledge to the current ZSS mains, but we don't have it written down anywhere, except maybe somewhere in the monster Q&A thread.I thought the fact that you could just hit jump once for it to auto-flipstool was common knowledge :|
Also the tether limit of three is common knowledge
Isn't mashing down-B after being hit horrible DI?I already came up with that and it's edited on the first page lol. But, are you sure an airdodge first helps in recovery? I just use down B.
It's just plain common knowledge - it applies to every character's tether, so anyone worth a **** who plays or has played against TL, Oli, or Samus, among others, should know this.Might be common knowledge to the current ZSS mains, but we don't have it written down anywhere, except maybe somewhere in the monster Q&A thread.
*Goes away to compile FAQ list*
Yeah, I guess I should rephrase that I was exaggerating. Just try to Down-B as soon as you believe you're about to have control.Isn't mashing down-B after being hit horrible DI?
And what about the people who are just starting out or who have never played any of those characters?It's just plain common knowledge - it applies to every character's tether, so anyone worth a **** who plays or has played against TL, Oli, or Samus, among others, should know this.
i think zss worst match ups are Game and watch 2nd with his annoying turtle shell is pretty much self explanatory. 3rd Falco to much prio. 4th Sonic He moves to fast for most of zss moves. I don't have a 5th at the moment but Bum163's ike Caught me of guard He two stocked me With my main, i used kirby dropped him 2 1 life i believe he was using peach,and then i played luigi against his mario dropped him to 1 life Then again Bum is the best NY i did what i could.
Number 1 obviously goes to MK. Snake is probably 6th.
You don't mash Down B during the throw. You do it in the air. You can't DI in midair.Isn't mashing down-B after being hit horrible DI?