Matchup Rediscussion: Zero Suit Samus
(back to the matchup directory)
(back to the matchup directory)
Zelda vs Zero Suit Samus
- What to know about this matchup...
- ZSS has one primary goal - get Zelda in the air. Her agility and frame 4 Uair can target an aerial Zelda and keep her juggled very easily for excessive amounts of damage. Aim to DI as far away from her as possible and get down to the ground as quickly as possible.
- She has tools to put you in the air easily. Watch out for her frame 5 Dtilt that pops you up, giving her a decent followup game. Her frame 1 jab can cancel into a Dtilt. Try to DI away from this setup if possible.
- Beware of Armour Pieces. ZSS begins every match with 3 armour pieces that she can use to bait and punish you. Try to grab them. If you cannot, anticipate and spotdodge them so they pass through you and hopefully off the stage. Nayru's can be used as a mixup, but don't rely on it.
- She will probe Zelda from afar using Neutral B, Side B whip and Dsmash. Try to become accustomed to the animations here and attempt to powershield and counter on reaction. Nayru's is not a reliable reflector, but of course use it as a mixup if the ZSS charges in frequently.
- She has no truly viable OoS option against a couple of Zelda's moves. Space with Fsmash and she cannot counter this on shield. If she attempts to, simply throw up a shield as she won't be fast enough. Spaced Jabs on shield are also relatively safe due to its low cooldown and the lengthy speed of her grab.
- Try to NEVER use Farore's Wind as a recovery. The agility of ZSS combined with the range of her Side B Whip are enough to gimp Zelda very easily when she uses Farore's Wind. Additionally, failure to position your landing carefully with the teleport can give ZSS free Dsmash setups. Try your best to save your double jump using Nayru's Momentum Cancelling and use DI to recover as high as possible.
- Pressure her recovery with Din's Fire. ZSS has a very good recovery and is difficult to gimp through the use of her double jump, plasma whip recovery and flip stool. Jumping out to get at her cannot be done without taking risks. Pressuring with Din's Fire can force airdodges in hope that ZSS will miss the ledge.
- She can kill using Bair, Uair and Side B. Bair is her primary kill move here. Uair, when undecayed, can kill and does so better the closer you are to the top of the blastzone. Side B is a ranged KO at higher percents. Expect these moves to show up when at kill percents and be wary of her Dsmash that can set up for these kill moves through its stun time.
- If ZSS ever does approach you, it's always through the air. Her ground approaches tend to be very bad. She will approach through the air but at angles where she will still remain safe from the retribution of Zelda's Usmash and other anti-air options.
- Useful Information...
- ZSS is tall and light and so a few tricks can be abused by Zelda. This includes Bair OoS on ZSS jabs and tilts as such moves don't have much shield pushback. Additionally, Dtilt offers sizeable frame advantages from 40-50% onwards; the later the better. Abuse the followups from Dtilt to rack damage on her and kill with a power move if possible. She dies early, Zelda kills early - this is a good combination for Zelda if she can successfully land those moves.
- Beware of the Dash Attack Lock! Dash Attack can lock characters depending on the level of its decay. Zelda is no exception. Anticipate the move to not get caught in the lock, otherwise there's not much that can be done to escape it!
- ZSS' Dsmash and Neutral B stun and lead to true combos. If you are hit by any of these moves, mash the buttons to recover from the stun as quickly as possible! A common combo at higher percents is Dsmash stun > Bair for the kill from ZSS.
- Her flip stool has invincibility and spiking properties on its initial frames. Her flipstool kick is a sex kick that lingers and never loses its strength throughout the whole duration of the move! It's initial frames will spike. The move also has brief invincibility.