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There you go-Doom- said:Actually, chasing with uair is fine. You have to be precise and patient with it and follow her very carefully, but it generally ends up being extremely rewarding with the only risk being like 10% or whatever from her dair.
What you SHOULDN'T do is chase her with up Bs. The only time you should up B ZSS is when you KNOW it's going to hit, aka you baited her air dodge. Poke at her shield with dtilt and ftilt, but use them in the least laggy way possible. As slow as her grab may be, it's super long and she can shieldgrab your tilts if you do them in a manner that leaves a lot of frames open.
Since the only option she has is grab, she may roll away/behind or spot dodge. Punish accordingly. I like nair or dsmash for rolling behind, tornado for rolling behind and spot dodge, and dash attack/grab/fair for rolling away. Since you're kinda new, just know that you shouldn't have to react to the roll or dodge, but you should be able to guess when your opponent does it and preemptively input your punish. Also, she can grab your fair on block, or just pivot grab it if she predicts it.
Powershield side B and dsmash. If you want to win this matchup, you absolutely need to have these timings down, otherwise she's just going to ruin your shield and do all kinds of gay ZSS stuff. If you powershield side B, punish with a dash grab or dash attack. For dsmash, use dash grab, fair, up B, or dsmash. If you don't powershield, ZSS can shield/dodge/roll/jab before you can punish her.
Lots of ZSS players like to charge a paralyzer shot as you run forward and bait you to shield, then grab you right after. As MK, you have a ton of ways to avoid this. Jump out of your shield after the paralyzer hits you, roll backwards/spot dodge (time these well though, otherwise the lingering hitbox on the grab can snag you), or roll behind ZSS. You could also up B if you want, but make sure it's when ZSS is right near you and preparing to grab, otherwise she can react to this and up air you.
Something else very important is not to grounded up B very liberally. ZSS is fantastic at punishing this with uair and even bair. You can clash it with glide attack, but if you're not close to the ground, she can get another aerial out and hit you. Fair also straight up beats glide attack (first hit will clash, second hit will hit MK), but it's pretty difficult to get it out due to the small hitbox. Gliding at ZSS in general is a bad idea, if you don't grab the ledge from very low while recovering she can dsmash you which leads to a down B or bair into the stage (or just a killing side B/bair if they think you'll tech and you're at kill percents). Side B also ***** glides.
If ZSS is jabbing you, hold shield. Her jab doesn't actually combo into itself, and even though the full 3-hit jab has low lag, you can still shield the third hit and punish her with something. Her dtilt is extremely good and starts combos. Up tilt is super quick with a really gay hitbox, and is one of her best punishes if MK does something dumb on her shield such as ending the tornado near it. Make sure you end your tornado just slightly away from ZSS (out of up tilt, grab, and dash attack range) and always do the autocanceled landing. You'll probably end up getting punished if she blocks the full tornado, but if it isn't close to her, you can probably escape in time.
Edgeguarding ZSS is harder than people think at first, but also pretty **** easy at the same time. Generally she'll either use up B or an up air at the same time as her second jump if she's recovering low, then down B and/or tether to the edge. Her up air beats your dair handily, so just avoid her as she wastes her jump. Then it's all about the NAIR JORDAN, baby. Nair her all day and the weak hit will knock her out of her jump easily, and can also hit her down B before the kick comes out. Once you hit her out of down B, she can't use it again. Once down B and her jump are both gone, grab the edge and ZSS loses a stock. Also, if she down Bs and the apex of her jump is right on MK's head as you edgehog her, she can do a footstool and bounce onto the stage. Don't think you're entirely safe when she's close. Also, DON'T ***** OUT AND LET GO OF THE EDGE! Yes, up B can drag you down, but you're ****ing MK. You won't die from it.
If she's recovering high, keep refreshing the edge and wait for her to come near you, or jump up with some up airs or fairs. Sometimes they'll try to side B you as you chase her up high, just go under this and punish it with an aerial of your choice. Basically, the point is to force her to recover low or just kill her off the top/sides with an up air/nair. If you bait her air dodge, smack her with an up B. Gimping her from up high is significantly harder from down low, but it also leaves her with the difficulty of landing. Catch her landing with an up tilt or a tornado, or a grab if you so please.
On the edge, ZSS has a few tricks, but isn't anything to be feared. She can do huge ranged side B from the edge and either land onstage or refresh the edge. She can pseudo-plank with her down B, or fire paralyzer shots pretty safely. If you aren't super close to ZSS, don't bother trying to punish the side B, instead just shield it and get closer. If you're right in her face, or a smaller distance from the ledge, she's not going to side B. Tornado beats paralyzer shots and any ledgehop aerials she'll try. Ignore her planking, if you edgehog her she'll just footstool you. You can TRY dairing or nairing her, but I've never experimented with this and I'm not sure if she's vulnerable long enough.
ZSS'S LEDGE ATTACK ABOVE 100% IS SUPER GAY. Probably the gayest move in the game. It's SUPER long range (moreso than any of MK's grounded moves) and virtually unpunishable if you don't powershield. It also beats tornado since it does 10 damage. Just stand outside of the range of this move and wait for her next action, if you're not confident that you can powershield it consistently then don't bother trying to punish it.
She's got some dumb **** on MK once MK is in the air. Her up air is crazy good and will beat your dair head on. If you air dodge, she can uair again or bair you in the face. She can also do cool traps with up B that will either drag you down into a free hit (tech this if she tries it) or force you to air dodge, putting you in a bad position. Side B can also hit you out of the air if you're not careful, but it's telegraphed. The best way to avoid her juggles is to use your jumps to escape her as she chases you and then land as quickly as you can (or get near the ground and tornado, down B, grab the edge, etc.). Fast fall air dodge through her uair into your own uair strings or a nair work well.
While you're on the edge, she's going to try dumb **** like down smashing you or side Bing you. Just don't be predictable with your returns to the edge and you should be fine. Tornado loses to both of these things if you space poorly, and so does edge hop air dodge. The best way to get back is to move below and away from the edge (both side B and dsmash can't hit you here) and then either jump or tornado back carefully.
2010 zss has a few gimmicks against some of this, but the whole character is gimmicks.There you go
mid-air SL is stronger. If by throw back you mean knock back than nair is better.Is GSL stronger than a mid-air SL? And which has better throw back, MK's Fair or Nair?
i actually dont know if this is true ._.mid-air SL is stronger. If by throw back you mean knock back than nair is better.
thats only light chars, with "average DI", thats only if you hold down like near the ledge looolGrounded kills at around 130% in FD on average. Mid-air SL can kill at about 10% lol.
exactly thats why i'm not to sure anymore.thats only light chars, with "average DI", thats only if you hold down like near the ledge loool
Anyone who dies at 10% from a ASL has ****ing trash ****ty ****ed up Jupiterian DI and needs to learn.Grounded kills at around 130% in FD on average. Mid-air SL can kill at about 10% lol.
cable spiked me with DKs dair through delfino (mad disjointed ._.) at like 90% and i sdied through the stage and teched dat ****that would be some scary **** if someone did mr. doom SDI on me in tourny.
I usually use it when landing after a couple dairs as a mix up (since it auto cancels on like the 1st or 2nd hit), when dropping through BF's platforms, or when I'm edge guarding in the ditto against NadoJust asking, do you guys ever use bair? I sometimes mix up and use it RAR'd with fullhop, it might even kill. Why do Metas say it sucks?