Rui
Smash Cadet
I just started watching a few ZSS videos to up my game. I've been maining her from day one, hour one. She's an awesome character, but I think I'm getting into a predictable rut. Specifically, the usage of certain moves to the point where they stale out and you can see them coming from miles away. Mostly, it's her dair and fsmash.
I know that her dair is extremely risky, with crazy lag time when you hit the ground and the glaring possibility that you just might fly down the stage and die. But I can't seem to stop using it, it's just so powerful. I've watched about ten combo videos of her so far, and she used dair maybe twice at best in all of these combined. In areas where I would have daired to both slam the opponent down and land quickly, other players jump, up-special, and f-special. It usually kills, but it just seems frightening to pull off. Anyway, I guess what I'm asking is, would you ever recommend using dair? I mean, I always saw it as one of those awesome moves that were applicable in many situations, but other ZSS mains seem to weigh the disadvantages over the benefits of the move. Is it a good move?
As a side note, since we're on the same topic, occasionally dair comes out extremely slowly (this happened to me a few times offline, so it can't be connection lag or anything like that) and just stops outright maybe halfway through the descent. Is this meant to happen, or is it some sort of glitch? It really screws me up when it happens.
Onto the forward smash: it's a relatively slow move with average range. It's only decently strong, and the only real use I can see for it is after a dsmash (or pitfall or whatnot), when the opponent is stunned and you can pull it off no sweat. I'd say that I definitely overuse it. Instead of that, should I use her forward special? Its speed isn't much different, but assuming we're talking about the same situation, it would probably work better, wouldn't it?
You know what? Hell, I'm just gonna cover more moves.
Her down special is pretty uncooperative with me. I've only spiked with it maybe two, three times. Sure, it's great for avoiding attack, walljumping, and all that jazz, but is it even important to perform that second kick? I mean, surely she has a better spiking move (I can't get the angle/timing down pat with her up special, and you die first when you dair anyway). When I down special, I see it as more of a counterattack than an attack. Like, down special into forward special or something.
I'd ask about uair by itself, but I'm gonna go for the combo I see used by just about every ZSS main in the very beginning of those videos. It's something of a chuck Power Suit part repeatedly --> spam stun gun --> down throw --> uair --> up special --> forward special. It's amazing. It's such a deadly, fearsome combo that I'm afraid to try pulling it off. Which brings me to my point. Couldn't your opponent simply DI out of the throw, which screws up your timing, or DI to the side from your uair, screwing with your up special completely? How exactly does the timing for the up special work to slam your adversary down?
Last one, I promise. The stun gun: great weapon, or hindrance? Personally, I just about never used it (excluding the best opportunity--in a 3-man brawl, while the other two players duke it out, you just short hop in there and let a fully-charged one loose) and saw it as more of a useless move, as the dsmash replicates the same effect for a longer time, with the only downfall being its extremely limited range. The stun gun still has a fairly limited range, even fully-charged. I thought it was her weakest attack, the black sheep of her moveset, but in all these videos, it's spammed repeatedly for incredible effect. Now, I can see it being used to control your opponent, but it just doesn't seem very potent to that effect. In that mind game, I honestly would choose to just run into the shot, as it does minimal damage and a non-charged one would stun you for how long, half a second? But, seeing the situation, wouldn't you choose to utilize a strong move, such as a charged forward smash or special or throw? By the time I try to pull those moves off, the other player is out of the stun already. And I hate having to stun someone, feel that split-second of pride, then end up jabbing at them. But I'm probably just overthinking it. I just can't understand how the stun gun mind game works out.
Dang, that was one long wall of text. I apologize. I'm just bored and trying to redesign my strategies.
I know that her dair is extremely risky, with crazy lag time when you hit the ground and the glaring possibility that you just might fly down the stage and die. But I can't seem to stop using it, it's just so powerful. I've watched about ten combo videos of her so far, and she used dair maybe twice at best in all of these combined. In areas where I would have daired to both slam the opponent down and land quickly, other players jump, up-special, and f-special. It usually kills, but it just seems frightening to pull off. Anyway, I guess what I'm asking is, would you ever recommend using dair? I mean, I always saw it as one of those awesome moves that were applicable in many situations, but other ZSS mains seem to weigh the disadvantages over the benefits of the move. Is it a good move?
As a side note, since we're on the same topic, occasionally dair comes out extremely slowly (this happened to me a few times offline, so it can't be connection lag or anything like that) and just stops outright maybe halfway through the descent. Is this meant to happen, or is it some sort of glitch? It really screws me up when it happens.
Onto the forward smash: it's a relatively slow move with average range. It's only decently strong, and the only real use I can see for it is after a dsmash (or pitfall or whatnot), when the opponent is stunned and you can pull it off no sweat. I'd say that I definitely overuse it. Instead of that, should I use her forward special? Its speed isn't much different, but assuming we're talking about the same situation, it would probably work better, wouldn't it?
You know what? Hell, I'm just gonna cover more moves.
Her down special is pretty uncooperative with me. I've only spiked with it maybe two, three times. Sure, it's great for avoiding attack, walljumping, and all that jazz, but is it even important to perform that second kick? I mean, surely she has a better spiking move (I can't get the angle/timing down pat with her up special, and you die first when you dair anyway). When I down special, I see it as more of a counterattack than an attack. Like, down special into forward special or something.
I'd ask about uair by itself, but I'm gonna go for the combo I see used by just about every ZSS main in the very beginning of those videos. It's something of a chuck Power Suit part repeatedly --> spam stun gun --> down throw --> uair --> up special --> forward special. It's amazing. It's such a deadly, fearsome combo that I'm afraid to try pulling it off. Which brings me to my point. Couldn't your opponent simply DI out of the throw, which screws up your timing, or DI to the side from your uair, screwing with your up special completely? How exactly does the timing for the up special work to slam your adversary down?
Last one, I promise. The stun gun: great weapon, or hindrance? Personally, I just about never used it (excluding the best opportunity--in a 3-man brawl, while the other two players duke it out, you just short hop in there and let a fully-charged one loose) and saw it as more of a useless move, as the dsmash replicates the same effect for a longer time, with the only downfall being its extremely limited range. The stun gun still has a fairly limited range, even fully-charged. I thought it was her weakest attack, the black sheep of her moveset, but in all these videos, it's spammed repeatedly for incredible effect. Now, I can see it being used to control your opponent, but it just doesn't seem very potent to that effect. In that mind game, I honestly would choose to just run into the shot, as it does minimal damage and a non-charged one would stun you for how long, half a second? But, seeing the situation, wouldn't you choose to utilize a strong move, such as a charged forward smash or special or throw? By the time I try to pull those moves off, the other player is out of the stun already. And I hate having to stun someone, feel that split-second of pride, then end up jabbing at them. But I'm probably just overthinking it. I just can't understand how the stun gun mind game works out.
Dang, that was one long wall of text. I apologize. I'm just bored and trying to redesign my strategies.