Judge Judy
Smash Lord
- Joined
- May 18, 2008
- Messages
- 1,638
I think it's called Flip Jump.I don't know the actual name for it, but down-b fliphop sounds silly.
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I think it's called Flip Jump.I don't know the actual name for it, but down-b fliphop sounds silly.
It has some considerable lag, and if caped from the start can put her a good distance away. Not sure if it's possible to cape before the invicibility frames, or even if it beats IFrames.Flip jump has invincibility on startup IIRC, so you can't do it from the beginning. It CAN be caped though, and pretty much reduces her recovery to Ivy or Oli at that point.
As long as you space yourself, the risk is minimal. The problem is being in range and reading the jump. Though it has a bit of ending lag, it's rather fast on startup.It has some considerable lag, and if caped from the start can put her a good distance away. Not sure if it's possible to cape before the invicibility frames, or even if it beats IFrames.
At that point, her DJ will only make up for her original position and you're free to edgehog. But I wouldn't really recommend caping the Flip unless you wanna get meteored. It's good to try if you're up a stock and wanna do something risky.
I only say this because I'm not entirely sure if you can reverse it right away. I think there's a small window before the hitbox comes out where you can put her in a totally helpless state, seeing as how DJ + tether won't recover if a Mario's on the ledge.As long as you space yourself, the risk is minimal. The problem is being in range and reading the jump. Though it has a bit of ending lag, it's rather fast on startup.
You're overlooking side-b. I'll get to that in a sec.Flip jump has invincibility on startup IIRC, so you can't do it from the beginning. It CAN be caped though, and pretty much reduces her recovery to Ivy or Oli at that point.
Okay, so here's a scenario. I manage to land a fresh dsmash on you and knock you offstage at around 60% and you DI up and away to prevent bad recovery trajectory. You still have all of your jumps and I have a charged Fludd because of all the running away I did during the match...You're overlooking side-b. I'll get to that in a sec.
I said this in the match-up discussion and stand by it: ZSS is not ungimpable but it is very very difficult and you probably won't do it unless she screws up and tries to recover low (which she never should).
If she's forced to come low, grab the ledge but be careful, the Tether will spike edgehoggers (and it is awesome when it does). It should also be noted that she can control the direction of the flip jump, so if you cape her before, she can just FJ back the other way.
The real reason she's hard to gimp is because of her side-b, though. It has ridiculous horizontal distance and if she sees you approaching her, side-b will snap to the ledge before you can say "Fludd." If you ledge hog the side-b, she can still make it back with flipjump and can of course flipstool off any object, even edgehogging players.
Side-b. I side-b tether the edge (it can connect at a pretty wide angle and from very far away). If you hog, then I can flipjump and footstool you. ZSS' recovery is reactionary. ZSS just does not get gimped easily, sorry. Most of the arguments I see against this assume the other player is psychic or something and you already know which move I'm going to use before I use it. They're fast, two of them sweet spot (well, latch) the edge from ridiculous distances, and the flipjump is usually for mindgames or as a last resort. No one here has even mentioned her very high second jump.Okay, so here's a scenario. I manage to land a fresh dsmash on you and knock you offstage at around 60% and you DI up and away to prevent bad recovery trajectory. You still have all of your jumps and I have a charged Fludd because of all the running away I did during the match...
You're floating toward the stage, and use your flippy jump, and I Fludd to reduce the range, then I grab the ledge and proceed to save my invincibility frames by using my capestall on the ledge. The way I see it, if your DJ doesn't make it onstage at this point and my invincibility frames from capestall prevent the upB spike, you're dead right?
Correct me if I'm wrong.
Not psychic. Edgeguarding is all about predicting and forcing one of your few options while offstage (usually only 3 or 4) and punishing for it. Mario's rather adept at that. If you're knocked offstage, you can either airdodge, sideB, downB, DJ or...um...O_OSide-b. I side-b tether the edge (it can connect at a pretty wide angle and from very far away). If you hog, then I can flipjump and footstool you. ZSS' recovery is reactionary. ZSS just does not get gimped easily, sorry. Most of the arguments I see against this assume the other player is psychic or something and you already know which move I'm going to use before I use it. They're fast, two of them sweet spot (well, latch) the edge from ridiculous distances, and the flipjump is usually for mindgames or as a last resort. No one here has even mentioned her very high second jump.
Calm down, I never even suggested ZSS gets gimped easily; I know that's not true. I'm just trying to get the facts. Don't be so defensive.OK, if you guys think ZSS is easily gimped go ahead and gimp away. I'm done arguing about it. Snakeee recovered badly in that video, by the way. He should have double-jumped first instead of trying for side-b. The only time we get gimped is if we're vsing Sheik or we make a mistake.
What? I'm not mad. I just don't like to argue, heh.Calm down, I never even suggested ZSS gets gimped easily; I know that's not true. I'm just trying to get the facts. Don't be so defensive.
The second you came in, you said ZSS pretty much doesn't get gimped unless she goes low or screws up. I suppose you want us to just note that and move on?
Ok, who do you want?Judge, I think we're ready to move on to a new character. Discussion seems to be pretty much done for Zero Suit Samus.
Cape > Ike's recoveryIke please? lol. I'm too stupid enough and scared enough to go offstage to gimp ike so i wanna know the options again.