I was playing some friendlies with a Dee Dee Dee player and other then running into a decent number of grabs, what do you think would improve my playing.
Blade1844[ZSS] vs Crono[DeDeDe]3
Blade1844[ZSS] vs Crono[DeDeDe]3
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Is that because it's unsafe and uninspiring?NEVER use fsmash. Not even out of stun. Instead, go for another dsmash, and then do some combo out of it. If they're at KO percents, use bair. Never use fsmash. Never never never.
Its pretty terrible sometimes I throw it out to be a **** every few matches, and normally it hits because of how surprised they are, but in reality you can use it to bait people who dodge your over B's too much, and as a meaty on landing people but normally either d-smash or over B is a better option there.Is that because it's unsafe and uninspiring?
bwhahahahahahaha *rolls in laughter2. if they are at low % use your up b the dsmash to rack up major damage. If the are at high % use a fast fall fair or a bair
approach with forward B, uhh no. In close combat sometimes first hit of over B can be great but approaching with forward B, just no.4. approach with a short hop into forward b, not too much cause it will get predictable but in general is is a solid approach foe zss.
I mean it doesn't work at all, you can tech out of it, and their are ways to DI out of it despite the fact they are not intuitive. It is a joke among the forums that a whole bunch of n00bies come in and say OMG infinite.approach with forward B, uhh no. In close combat sometimes first hit of over B can be great but approaching with forward B, just no.
i did not say to always do it...I know that's bad. Most of its usage in the match was from a solitary position, I was just saying to use in the air a bit more.
As for the dsmash upb combo, you can land it a good 3 to 4 time on any give character. I know the combo is general knowledge I just did not see much comboing out of the dsmash in the match...that's all
Yeah, looking back I could have done a lot more with dsmashing...I like d-smash x2 - up air for damage racking since it's the most likely to link into more attacks. F-air is better if I think I'm just a little too far away to reach them with up air, plus it does do more base damage assuming both hits connect.
What stages are you playing in? o_OThere are plenty of uses for dair. I actually use it a lot when near the top blast zone because it autocancels when you land.
Hate to break it to you, but it actually does. Just not 100% of the time. I use Plasma Wire at high percents to set up dsmash combos against people of all levels. If they tech it, I'm still safe anyway.Upb -> dsmash never works more than once against anyone who's half decent at the game.
No it's not. It's slow as hell on start-up, and has stupidly huge cooldown. So much so that the rear hitbox is unsafe on hit at low to middle percents. Unsafe on hit.fsmash has crazy range and hitboxes behind you so it's a pretty decent gtfo move..
The backpart miss's on anyone short, the main advantage the move has is its huge active frames, and stupid priority other than that, its pretty bad its punishable on any kind of block with ease.fsmash has crazy range and hitboxes behind you so it's a pretty decent gtfo move..
Whoa whoa whoa. I can confidently say Link is one of the best characters when it comes to SDI and momentum canceling.As far as the Up-b Dsmash chain goes, it's definitely escapable. But it's also harder to DI out of for some of the characters with bad DI, like link, and larger characters, like DK, bowser...
I'm not talking about momentum canceling though. Just his DI. I agree his Momentum canceling and over all DI as far as RECOVERY goes is awesome, but his DI by itself isn't so great, or so I've heard (I don't play a lot of links). I could be wrong, but that's my understanding of it.Whoa whoa whoa. I can confidently say Link is one of the best characters when it comes to SDI and momentum canceling.
I'm not being sarcastic, I'm being dead serious. Link's has amazing SDI and momentum canceling, it's pretty much the only thing he has that allows him to live consistently to 160%-170%.
^ Exactly. Fsmash is horrible, downb is predictable (Unless you footstool on their head, can be used for some mind games if he thinks your going to release the kick) and standing still with zss is like making her a target. It's bad enough a lot of her moves have horrible start up time (including her grab.)I want to second what everyone else is saying: there is never a good time to use fsmash. You might as well pretend it doesn't exist. I've beaten myself out of it so much that when I play other characters, I almost never use it (which is bad, heh). ZSS is a very complex character and not easy to pick up. She doesn't play like the other characters in this game, so the transition is very awkward. She doesn't kill with smashes. Her side-b is her most "traditional" finisher in that it's an attack that extends in front of her and deals a lot of damage. Beyond that, most everything she does is a setup for something else.
The other thing is please try to not use down-b so much, and never use it on-stage. You also need to move and space more. ZSS needs to move.