Hi
So as some people know I'm learning MK now. Is this a good place to post questions and game play stuff? I see some familiar avatars from other forums, lol
.
I have a few questions.
My offstage MK game is ***; how can I improve and are there any spacing tactics I should know about?
How should the ZSS MU be played? ZSS has a lot of good anti-MK tools and I find her very hard to approach, to be specific.
Thanks
This was the social so I bumped it. I hope that's okay.
Edit, just saw Q&A thread. My bad. This can be my intro post instead.
For your first question, it'll depend on the matchup. In MK dittos you can basically go ham offstage as long as you're underneath mk and within range to attack (for instance you can glide to an MK offstage, cancel it and go below the MK and then either Nair, or Uair/UpB if he tornadoes depending on spacing. That's just one of many examples in that specific matchup). In other matchups like ZSS or Diddy it can get trickier because they have some ways of tricking an MK out from gimping them. There are some characters that simply don't die the moment they get offstage, but rather they get edgeguarded easily, so focus on edgeguarding first before going straight for crazy gimps.
Now your second question. I play Nick Riddle a lot so I've been learning a lot about this matchup (and recently Shaky is picking up ZSS so I get even more practice).
Glide attacks and tornado are my favorite ways to approach a ZSS. Glide attack is great because it outranges nearly everything she has, and it clanks with and sometimes even beats her side B if you time it properly, which isn't too hard. Tornado is great because it beats just nearly everything she does (obv don't do grounded tornado because it can be beat by her side B and grab). Granted she has answers to tornado spam; e.g. she can run fast enough from it to punish you, or she can carefully space a downB into the top-middle of it, or she can actually beat it with Dsmash if you don't space it correctly, but that is where you'll learn to use tornado in a smarter fashion. Just think of it like hadouken spam: there's an intelligent reasoning behind every hadouken; top players wouldn't just mindlessly spam it. Treat tornado the same way. Mainly use it when you think she's going to try to defend from your approaching.
The thing about ZSS that catches many players off guard is that her hitboxes are weird and deceptively long and/or wide, so people who don't know the matchup very well run into a lot of her **** easily.
A few examples: be aware of her Utilt as it has a wider hitbox on the first few frames than it may seem at first glance. Get the hang of the "dead zone" of her SideB, which is somewhat in the middle of the whip but a bit closer to her character model. Once you know this range, you can shield and you won't get pushed back when she throws it out, so you can grab her out of it at that point. Be careful of her Dsmashes when she's on platforms as the hitbox is huge enough that it's easy to get hit by it if you try rushing to her from below from the side.
Gimping ZSS is probably going to be the trickiest thing about this MU as she can mix up her recovery options with either a tether or a down B, the latter which grants her invincibility up to the apex (pun not intended) of her jump. I'm still learning this aspect of the matchup so I would recommend ESAM's thread on gimping ZSS. He explains it way better than I possibly could:
http://smashboards.com/threads/dont-let-salem-win-again.333825/