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Inquiry About Zamus Mechanics and Custom Moves Optimization

~Infinity~

Smash Champion
Joined
May 31, 2008
Messages
2,874
Location
Bronx, New York
3DS FC
4441-8710-6567
So here is the deal: I have little to no experience with ZSS. I barely touched her in brawl and I only ever knew about her to play against her online/offline. With that said, I have trouble effectively using her grab tether in the air (not sure if it is even viable) and do not know anything to follow up with a grab besides Fair. Do not get me wrong, I do not want day one combos, I just want people, who have played the character in Brawl and tested her mechanics in SSB4, to give me their two cents on the matter.
 

YAYCONFORMITY

Smash Apprentice
Joined
Jun 14, 2014
Messages
90
Location
Brooklyn, New York
ZSS has changed a LOT since Brawl, so the skills that worked in Brawl will not transfer over too well.

Her Zair is like most Zairs. Hitting it will take practice and is more useful against some characters than others. Characters like Jigglypuff will not be good characters to use it on. Bigger characters like Bowser will be good targets. The easiest time to use it is against characters that frequently use short hopped aerials. If you really want to know about Zairs though, you might want to poke around the Samus boards. They'd have more info.

Following up with throws gives you a few options. At mid/high percentages, Fair is the way to go. This will generally put them off the stage, and put them in an awkward positions.

At lower percentages, see if you can run forward just a bit, and then go for an up air. Up air is easier to follow up on (with another up air most likely). You can also choose to not follow up directly. You can wait on the ground, try to bait an airdodge and punish with Up B if they're at KO percentages (120 or so).

Basically, you have tons of options, so mix it up depending on the character and situation.

Again I'll repeat, ZSS is an entirely different character in this game. Her spacing game has been nerfed hard, but she has far better mobility options. She has some really interesting options that will be tough to deal with.
 

~Infinity~

Smash Champion
Joined
May 31, 2008
Messages
2,874
Location
Bronx, New York
3DS FC
4441-8710-6567
ZSS has changed a LOT since Brawl, so the skills that worked in Brawl will not transfer over too well.

Her Zair is like most Zairs. Hitting it will take practice and is more useful against some characters than others. Characters like Jigglypuff will not be good characters to use it on. Bigger characters like Bowser will be good targets. The easiest time to use it is against characters that frequently use short hopped aerials. If you really want to know about Zairs though, you might want to poke around the Samus boards. They'd have more info.

Following up with throws gives you a few options. At mid/high percentages, Fair is the way to go. This will generally put them off the stage, and put them in an awkward positions.

At lower percentages, see if you can run forward just a bit, and then go for an up air. Up air is easier to follow up on (with another up air most likely). You can also choose to not follow up directly. You can wait on the ground, try to bait an airdodge and punish with Up B if they're at KO percentages (120 or so).

Basically, you have tons of options, so mix it up depending on the character and situation.

Again I'll repeat, ZSS is an entirely different character in this game. Her spacing game has been nerfed hard, but she has far better mobility options. She has some really interesting options that will be tough to deal with.
Thanks man! I see how strong the UP-B is and I'm practicing hitting the Uairs at lower percentages.
 

~Infinity~

Smash Champion
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Messages
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Location
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I tried that and it actually works! The Uair knock-back is abysmal until higher percentages so combo'ing into UP-B is possible. I'm going to test and see how high % I can get with different size characters.
 

YAYCONFORMITY

Smash Apprentice
Joined
Jun 14, 2014
Messages
90
Location
Brooklyn, New York
I tried that and it actually works! The Uair knock-back is abysmal until higher percentages so combo'ing into UP-B is possible. I'm going to test and see how high % I can get with different size characters.
Cool. The question is if it works at percentages where the Uair can KO. Maybe if you stale the Uair.
 

~Infinity~

Smash Champion
Joined
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Messages
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Location
Bronx, New York
3DS FC
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As of now it does not link with the KO'ing kick at higher percentages. It's still good for racking up damage.
 

K Buns

Smash Rookie
Joined
Nov 14, 2013
Messages
12
Location
Oak Park, IL
3DS FC
0146-9868-4081
I'm pretty sure the KO component to the up-b will work off of a double jump up air if you space it properly. I've been able to land it at ~90-100%. But of course, it's DI dependent.
 
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