This thread is going to be somewhat of a collaboration of questions, ideas, and my general imput about ZSS.
You can find my previous thread here.
First of all, I live in a town that's stuck in melee. From what I have heard, the melee scene was huge in Columbus; not Brawl...
Although I did manage to go to one tournament in my first month, I only have two friends to play on a regular basis. The tournament was fun, and I learned a lot. Mostly that you shouldn't learn Zero Suit Samus on Wi-Fi because your entire moveset revolves around Down+B, Dash Attack, U-Smash, D-Smash, Paralzyer, and Plasma Whip. Needless to say, I didn't know what a tilt was until I picked up ZSS. I didn't play for about three days after the tournament because I had played so poorly. Watching so many videos of the best players was going to help, or so I thought. At this time I started to realize that I had not only neglected most of my moveset, but practically all of the basics of Brawl. Before I progressed any further with Zero Suit Samus, I knew I had to master these five things:
Variety is also essential if one hopes to become unpredictable. I then decided to take notes on Zero Suit Samus' entire moveset, this is the part where I need your help. This data is strictly observational, and attacks like U-Smash I am still very unsure about.
Moveset Notes:
Plasma Whip (Spacing/Damaging/KOing)
Paralyzer (Spacing/Mindgames/Useful Edge Game [upon recovery] - Using this too often and not reacting quickly enough can hurt. Limit this to mindgames or when the opponent is least expecting it. )
U-air (Juggling Heavies/Damaging/KO's)
Bair(KO's – This may be your last option for a KO if you’ve used your Plasma Whip too often. You can cancel a dash, turn around and Bair. You could also Dsmash once and turn around to bair.)
Jab x1 (Attack/Frame Interruption - RARELY used to combo into a Dtilt or Ftilt. Jab x3 can be easily shieldgrabbed.)
D-smash (Charged after a Roll/Recovery/ or Predictable Attack - Random Dsmash spam can slow down your game and become VERY predictable. However, learning to use this exceptional attack at the right times can up your game exponentially.)(Dsmash x2 + Utilt/ Dsmash x2+USmash/ Dsmash x1 + Bair/ Dsmash x1 +Nair/ Dsmash x1 + Flip Kick/Bair while the opponent is recovering. There are a plethora of these combonations, but I have listed some of the most common.)
U-tilt (After a dodge/Jab hitstun interruption)
Dash Attack (Can innitiate a Jab Combo/Used out of a F-Throw - This can be easily punished, avoid using this excessively.)
D-tilt (Attack Interruption/After Paralyzer Stun - Useful for putting the opponent in the air.)
N-air (Edge Game, Stopping Dashes – Can be used randomly in the same way a F-Smash could. The hitbox for this attack covers a fair ammount of ZSS’ body, and it’s a free 10%. This attack doesn’t enter into the stale moves list. )
Flip Jump/Kick (Recovery/Meteor Smash/Release From Deadly Combonations - can be used from the edge by holding down and away before executing, this usually only works once against an opponent. If the attack potion of this special is used too often, it can become very predictable and easily punishable. Using this against an attack like DeDeDe's Fsmash is going to get you killed.)
Plasma Wire (Recovery/Snatching Opponents/Meteor Smash – If this is done in between the first and second jumps of ZSS’s recovery, you can get a short boost.)
F-Tilt (Completely Average/Essential in some combonations! This is usually only used out of a single jab interruption or to simply keep your opponent guessing)
Shieldgrabs (RISKY - The only grabs that should be used, as the ending lag is insane. Useful on heavies at low percents / Grab Release, as all throws end in nothing. EXCEPTION - Fthrow at low %'s has the possibility to combo into a Dash Attack if the opponent doesn't react quickly enough.)
U-smash (RARE OCCASIONS - Used to limit Peach/ As a brickwall for stages with many platforms/ in a Dsmash combonation.)
F-air (RARE OCCASIONS/LIMIT USE - This attack is impractical, though it could be of use if used randomly to confuse your opponent. The second kick has all of the knockback, Bair is a much better substitute.)
D-air (RARE OCCASIONS/LIMIT USE - METEOR SMASH - If the opponent is hanging on the ledge without invincibility frames. Getting back to the stage. NOTE - Only when you're sure the opponent cannot get to you until after the ending lag. If you're above the opponent and you're both in the air after a short jump, a dair is useful, as you will both take the ending lag. This is suicide if used without a platform below you.)
F-smash (RARE OCCASIONS/LIMIT USE - Useful only after the opponent’s shield has been broken, fully charged kills at 107%)
Questions!
You can find my previous thread here.
First of all, I live in a town that's stuck in melee. From what I have heard, the melee scene was huge in Columbus; not Brawl...
Although I did manage to go to one tournament in my first month, I only have two friends to play on a regular basis. The tournament was fun, and I learned a lot. Mostly that you shouldn't learn Zero Suit Samus on Wi-Fi because your entire moveset revolves around Down+B, Dash Attack, U-Smash, D-Smash, Paralzyer, and Plasma Whip. Needless to say, I didn't know what a tilt was until I picked up ZSS. I didn't play for about three days after the tournament because I had played so poorly. Watching so many videos of the best players was going to help, or so I thought. At this time I started to realize that I had not only neglected most of my moveset, but practically all of the basics of Brawl. Before I progressed any further with Zero Suit Samus, I knew I had to master these five things:
- Movement
- DI
- Variety
- Shielding & Dodging
- Lower Level AT's
Variety is also essential if one hopes to become unpredictable. I then decided to take notes on Zero Suit Samus' entire moveset, this is the part where I need your help. This data is strictly observational, and attacks like U-Smash I am still very unsure about.
Moveset Notes:
Plasma Whip (Spacing/Damaging/KOing)
Paralyzer (Spacing/Mindgames/Useful Edge Game [upon recovery] - Using this too often and not reacting quickly enough can hurt. Limit this to mindgames or when the opponent is least expecting it. )
U-air (Juggling Heavies/Damaging/KO's)
Bair(KO's – This may be your last option for a KO if you’ve used your Plasma Whip too often. You can cancel a dash, turn around and Bair. You could also Dsmash once and turn around to bair.)
Jab x1 (Attack/Frame Interruption - RARELY used to combo into a Dtilt or Ftilt. Jab x3 can be easily shieldgrabbed.)
D-smash (Charged after a Roll/Recovery/ or Predictable Attack - Random Dsmash spam can slow down your game and become VERY predictable. However, learning to use this exceptional attack at the right times can up your game exponentially.)(Dsmash x2 + Utilt/ Dsmash x2+USmash/ Dsmash x1 + Bair/ Dsmash x1 +Nair/ Dsmash x1 + Flip Kick/Bair while the opponent is recovering. There are a plethora of these combonations, but I have listed some of the most common.)
U-tilt (After a dodge/Jab hitstun interruption)
Dash Attack (Can innitiate a Jab Combo/Used out of a F-Throw - This can be easily punished, avoid using this excessively.)
D-tilt (Attack Interruption/After Paralyzer Stun - Useful for putting the opponent in the air.)
N-air (Edge Game, Stopping Dashes – Can be used randomly in the same way a F-Smash could. The hitbox for this attack covers a fair ammount of ZSS’ body, and it’s a free 10%. This attack doesn’t enter into the stale moves list. )
Flip Jump/Kick (Recovery/Meteor Smash/Release From Deadly Combonations - can be used from the edge by holding down and away before executing, this usually only works once against an opponent. If the attack potion of this special is used too often, it can become very predictable and easily punishable. Using this against an attack like DeDeDe's Fsmash is going to get you killed.)
Plasma Wire (Recovery/Snatching Opponents/Meteor Smash – If this is done in between the first and second jumps of ZSS’s recovery, you can get a short boost.)
F-Tilt (Completely Average/Essential in some combonations! This is usually only used out of a single jab interruption or to simply keep your opponent guessing)
Shieldgrabs (RISKY - The only grabs that should be used, as the ending lag is insane. Useful on heavies at low percents / Grab Release, as all throws end in nothing. EXCEPTION - Fthrow at low %'s has the possibility to combo into a Dash Attack if the opponent doesn't react quickly enough.)
U-smash (RARE OCCASIONS - Used to limit Peach/ As a brickwall for stages with many platforms/ in a Dsmash combonation.)
F-air (RARE OCCASIONS/LIMIT USE - This attack is impractical, though it could be of use if used randomly to confuse your opponent. The second kick has all of the knockback, Bair is a much better substitute.)
D-air (RARE OCCASIONS/LIMIT USE - METEOR SMASH - If the opponent is hanging on the ledge without invincibility frames. Getting back to the stage. NOTE - Only when you're sure the opponent cannot get to you until after the ending lag. If you're above the opponent and you're both in the air after a short jump, a dair is useful, as you will both take the ending lag. This is suicide if used without a platform below you.)
F-smash (RARE OCCASIONS/LIMIT USE - Useful only after the opponent’s shield has been broken, fully charged kills at 107%)
Questions!
- Kirby can be a very difficult opponent for me, I have more trouble with this pink puffball than MetaKnight. His F-Smash can KO at 74%, and his hammer is just as powerful. (Most of his attacks have VERY large hitboxes) Has anyone played a Kirby main enough to know what to do against him? Also, what are general strategies to avoid being grabbed?
- I'm have a hard time deciding what to punish with after I shield an attack. A Jab Combo is usually shieldgrabbed, dtilt isn't fast enough, and a dodge+utilt only works a few times. I usually end up shieldgrabbing, and throws aren't at all great for Zero Suit Samus. So yeah, any suggestions on what to punish with?
- Most of Snakeee's matches have at least one KO with a strange movement. When observing him, I can tell that he's turning around mid-dash, jumping, holding backwards, (ZSS' backwards jump animation) and kicking. While I have observed it, I cannot execute it. I suppose it can be very useful, as the opponent would not know if ZSS would be using a B-Air or U-Air. Could someone further explain this movement?
1:41 Here 3:58 Here - I have limited my melee ground game because everytime I happen to do something like -Jab x1 + D-Tilt + U-Air-, I can never land the U-Air.
Neutral A Combo is punishable.
U-Tilt, while being a very good attack - is VERY punishable.
The objective when playing ZSS is to get the opponent into the air to use your aerials, but without the melee ground game - it's nearly impossible.
I suppose the question here is this; Paralyzer is great for my complications, what are some useful ways that one could follow up with a fully charged Paralyzer?
- What is the safest option after an U-Tilt or D-Tilt (Damaging, not KO's.)?
Thank You, help is very much appreciated!