all her good ground moves are laggy except for dtilt with is short range grab which if missed is EASILY punished so your goal is to never get into the air
Huh? Plasma Whip and Dsmash have no more than fifteen frames after the last hitbox comes back in. Dsmash on shield gives shieldhitstun but no hitlag. Dtilt is only around 20 frames long. Bair and uair have nine frames of landing lag each. Saying ZSS has lag is like saying Snake can't kill.
Yes, ZSS has a lot of start-up on Dsmash and Plasma Whip, but seriously now; you play Ike. It's not like you don't have start-up on any of your moves.
- If they need to recover from a long distance, Zamus will down-B -> whatever tether she uses. Punish them when they get closer to the stage.
Rarely will ZSS mains use Flip Jump in a way that you can punish. They'll use it when it will definitely put them above you, or between you and the stage. Flip Jump is a way to circumvent poorly planned edgeguards. It's our ace in the hole, so to speak. If you go for the edgehog, it's a Flip Jump, possibly with a flipstool. If you try to come out, or edgeguard from the stage, it's a tether. It gives us options. That's why ZSS is hard to gimp, because you have to actually be good to cut off both options. It will not be easy, and don't ever assume that.
Any stage that lacks platforms. Mainly Final Destination and Smashville. Out of the counterpicks, Corneria is a good Ike stage vs Zero Suit Samus.
Don't jump to that conclusion quite yet. You're going to beat ZSS by constricting her space and forcing her to fight close up. Since Ike has no projectile, ZSS has the advantage on any stage that gives her space to move around and spam Plasma Whip and Paralyzer. A lot of ZSS mains put FD and Smashville on their less favorite stages list, but that's because of campy spammy characters like Falco and Pit. Ike isn't so much of a problem there.
If you see Zamus pull out Down+B, spike her, she doesn't have a hitbox above her.
See my reply to XACE. If you face ZSSes that Flip Jump below you, they're not good ZSSes.
i main zero suit samus also, so, if you face a zss who like to a lot of side b ing use that to your advantage by sheilding than dash attack cause sheilded that attack is laggy and all of her attack are fast but du to there poor range normally countering works worders on her
If you normal shield the spark of Plasma Whip, your dash attack won't come in in time before she can get her own shield up, and I'm fairly sure she can either utilt or uair out of shield against you, because those are both very, very fast attacks.
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As for my own input, my suggestion is that you go for stages with a lot of close quarters. Frigate Orpheon is always a good idea, because it's close quarters, and it's not all that great for ZSS' recovery. This is one where you can always expect Flip Jump, because it's her only real option.
Otherwise, you'll want to force ZSS into tight spots, and rely on jabs and grabs to do a lot of your dirty work. Predict rolls and spotdodges with smash attacks, and try to follow getup rolls. Try to keep her above you with utilts, too, because she's weak below her, although she's got some trixies to get back level with her opponent.
My suggestion for edgeguarding is to trick her into Flip Jumping by edgehogging, then getting off the ledge and trying for something like a nair or bair. Seriously, this would be much more likely to trick me than just going for the spike.
Overall, ZSS out speeds, outranges, outspams and outcombos Ike. Ike can KO earlier, but ZSS will get Ike to KO %s faster, and has more options to KO him. It can't be any less than 65/35 ZSS, IMO.