Salem
Smash Champion
"Supposedly. . . i'm the best wifi Zss... well, that's what alot of people say at least, so I guess i'll take that as my title, nothing wrong with that, right?"~ Salem
Tap jump off.
[Y] is set to specials, this allows me to perform a dash and up-b at the same time if I press jump just at the same time, apparently... Zss does not come off the ground from doing this, interesting, this also works with down-b, this helps me to space edge canceling neutral-b and down-b, whenever these ATs will be useful for me.
[R] is set to grab for easier boost pivot grabbing, whether i'm using it for Zss or not, a simple Forward, down, back motion on the stick and combining it with simply pressing A and the R button really helps, cause the R button has a spring built inside, the timing appears exactly perfect to boost pivot grab.
Everything else is left the same.
I have the advantage, the battle starts with me and my armor parts, this is currently the best and fastest projectile on the field and I know my opponent wants them.
My plan is to keep as many armor parts as possible, regardless if I use them all or not.
If they approach, jump and d-throw a armor part and do a retreating n-air to pick up another armor part, the first armor part will either force them to shield and waste their time allowing me to guard with the other armor part or to allow me to try and shield poke with it. Usually, I notice most of my opponents perform an attack to clash with this mini strat of mine at the beginning of a match, when I see this, I quickly counter that with an attack of my own before their character is able to recover from the small clash animation, so I must simply punish it with one of my fastest attacks before their recovery... excluding jab, usually I just use n-air cause I seen this done bunches of times so i'm prepared for this situation, now hopefully if I time it correctly, i'll be able to grab the armor part in between with the n-air just as it hits, so I may chase them away from the rest of the armor parts with it.
If they don't approach...
I must bring the armor parts slowly towards them, with a some what aggressive yet safe playstyle, using less glide tossing to get closer, jump cancel item throw instead, JCIT d-throw to bring a armor part closer to them.
Run back and pick one up before the other hits the ground, glide toss the item up and go over and pick the other armor part up before it lands and JCIT d-throw it again, run back and use the final armor part to try and hit your opponent.
If they try to jump over the armor parts that is used to guard, wait for it and throw it up, expect an airdodge and jump and u-air them, most of the time, there is no use to try and jump and u-air as most of the time they'll get hit... though on rare occasions I seen somebody airdodge and take my armor part/throw it away, but it is rare. . .
If they try to shield it, use the other armor parts to guard the shielded armor part to reduce chances of it being taken, space a forward-b to try and push them away from the armor parts. if they shielded it, quickly run up and z-catch the armor part that was shielded and quickly throw it back to the ground to restore the hitbox, quickly n-air if they attempt to approach you again, timing might be strict, but it works.
If shielded, try to repeat the situation, n-air clashes with attacks, so no need to be scared, as if the attack clashes, the armor part will most likely hit them as you stalled their attack making them not move and letting the armor part hit them.
[Incomplete (My playstyle): Will be finished later]
"There is a secret I found, especially with this particular character, though lets skip that, for now i'll simply call this thing here a death combo, a combination of moves that can take a stock automatically if performed perfectly correct."~Salem
"Zss has a total of 15+ death combos, though a few of them require the armor parts, yes, I know... "BUT DEY CAN SDI!TROLOLOL", but if landed correctly they're a true death combo, the game even registers this as a real combo. this has been tested in training mode on lvl 9 cpus, the computers that airdodge the fastest."~Salem
Glide toss item upward > d-smash X2 > b-throw (they're hit into the item) > full hop b-air
Glide toss item upward > d-smash X2 > buffer dash > short hop b-air (DO NOT LAND) > fast fall (DO NOT LAND) > (they're hit into the item) jump > F-air
How to: The few of these usually require good spacing and or/buffering, usually both.
To perform these, the opponent must fall off the edge, when they fall off, they're completely vulnerable allowing you to perform an attack freely on them.
I've noticed there are two kinds of "edge" fall off types, the first one the opponent simply falls off the edge and grabs the ledge, the second one is the same, however they don't grab the ledge and they seemingly move farther back, I haven't been able to figure out what causes that to happen though...
DEATH COMBO #1~(Perform slightly close to the edge)D-smash (Single/Optional) > FF n-air > RUN OFF STAGE Fast Fall > Up-b spike > [Optional <3] footstool
TRUE DEATH COMBO #2~(Perform slightly close to the edge) Neutral-B (Fully Charged) > (OPPONENT IS IN FALL ANIMATION) Down-b
TRUE DEATH COMBO #3~(Perform slightly close to the edge)(Requires specific spacing and timing)(Must be perfectly buffered)Fast Fall F-air > (OPPONENT IS IN FALL ANIMATION) Buffer D-smash > Run off stage > Down-b
TRUE DEATH COMBO #4~(Perform slightly close to the edge)(Requires specific spacing and timing)(Must be perfectly buffered)Neutral-B (Fully Charged) > Fast Fall F-air > (OPPONENT IS IN FALL ANIMATION) Buffer D-smash > Run off stage > Down-b
TRUE DEATH COMBO #5~(Perform slightly close to the edge) Neutral-B (Fully Charged) > (OPPONENT IS IN FALL ANIMATION) Run off stage Fast Fall > Up-b spike > [Optional <3] footstool
TRUE DEATH COMBO #6~(Perform slightly close to the edge)(Requires specific spacing and timing)(Must be perfectly buffered)Fast Fall F-air > (OPPONENT IS IN FALL ANIMATION) Buffer D-smash > Run off stage Fast Fall > Up-b spike > [Optional <3] footstool > (Optional) D-air
Note: F-air stops forcing a ground slide usually at 30% or 40%, depends on the character really.
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DEATH COMBO~(Perform slightly close near the edge) Jump > d-throw item (in front of opponent) > continue over the opponent > FF b-air (they're hit into the item) > d-smash X2 > down-b
DEATH COMBO~(Perform slightly close near the edge) Full Jump > Z-drop item (in front of opponent) > fast fall (they're hit into the item) > d-smash X2 > down-b
DEATH COMBO~(Perform slightly close near the edge) Glide Toss Item Upward > D-smash X2 > Buffer dash > Short hop b-air (DO NOT LAND) > Fast Fall (DO NOT LAND) > Jump > Down-b > RECOVER
Note: If you mess up this combo, you might actually get yourself screwed.
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~My Zero Suit Samus controls~
Tap jump off.
[Y] is set to specials, this allows me to perform a dash and up-b at the same time if I press jump just at the same time, apparently... Zss does not come off the ground from doing this, interesting, this also works with down-b, this helps me to space edge canceling neutral-b and down-b, whenever these ATs will be useful for me.
[R] is set to grab for easier boost pivot grabbing, whether i'm using it for Zss or not, a simple Forward, down, back motion on the stick and combining it with simply pressing A and the R button really helps, cause the R button has a spring built inside, the timing appears exactly perfect to boost pivot grab.
Everything else is left the same.
~My Zero Suit Samus playstyle~
I have the advantage, the battle starts with me and my armor parts, this is currently the best and fastest projectile on the field and I know my opponent wants them.
My plan is to keep as many armor parts as possible, regardless if I use them all or not.
If they approach, jump and d-throw a armor part and do a retreating n-air to pick up another armor part, the first armor part will either force them to shield and waste their time allowing me to guard with the other armor part or to allow me to try and shield poke with it. Usually, I notice most of my opponents perform an attack to clash with this mini strat of mine at the beginning of a match, when I see this, I quickly counter that with an attack of my own before their character is able to recover from the small clash animation, so I must simply punish it with one of my fastest attacks before their recovery... excluding jab, usually I just use n-air cause I seen this done bunches of times so i'm prepared for this situation, now hopefully if I time it correctly, i'll be able to grab the armor part in between with the n-air just as it hits, so I may chase them away from the rest of the armor parts with it.
If they don't approach...
I must bring the armor parts slowly towards them, with a some what aggressive yet safe playstyle, using less glide tossing to get closer, jump cancel item throw instead, JCIT d-throw to bring a armor part closer to them.
Run back and pick one up before the other hits the ground, glide toss the item up and go over and pick the other armor part up before it lands and JCIT d-throw it again, run back and use the final armor part to try and hit your opponent.
If they try to jump over the armor parts that is used to guard, wait for it and throw it up, expect an airdodge and jump and u-air them, most of the time, there is no use to try and jump and u-air as most of the time they'll get hit... though on rare occasions I seen somebody airdodge and take my armor part/throw it away, but it is rare. . .
If they try to shield it, use the other armor parts to guard the shielded armor part to reduce chances of it being taken, space a forward-b to try and push them away from the armor parts. if they shielded it, quickly run up and z-catch the armor part that was shielded and quickly throw it back to the ground to restore the hitbox, quickly n-air if they attempt to approach you again, timing might be strict, but it works.
If shielded, try to repeat the situation, n-air clashes with attacks, so no need to be scared, as if the attack clashes, the armor part will most likely hit them as you stalled their attack making them not move and letting the armor part hit them.
[Incomplete (My playstyle): Will be finished later]
~Combos that I haven't figured out to fit into my playstyle yet~
"There is a secret I found, especially with this particular character, though lets skip that, for now i'll simply call this thing here a death combo, a combination of moves that can take a stock automatically if performed perfectly correct."~Salem
"Zss has a total of 15+ death combos, though a few of them require the armor parts, yes, I know... "BUT DEY CAN SDI!TROLOLOL", but if landed correctly they're a true death combo, the game even registers this as a real combo. this has been tested in training mode on lvl 9 cpus, the computers that airdodge the fastest."~Salem
Regular Combos~
Glide toss item upward > d-smash X2 > b-throw (they're hit into the item) > full hop b-air
Glide toss item upward > d-smash X2 > buffer dash > short hop b-air (DO NOT LAND) > fast fall (DO NOT LAND) > (they're hit into the item) jump > F-air
-Death Combos-
[Without Armor Parts]
How to: The few of these usually require good spacing and or/buffering, usually both.
To perform these, the opponent must fall off the edge, when they fall off, they're completely vulnerable allowing you to perform an attack freely on them.
I've noticed there are two kinds of "edge" fall off types, the first one the opponent simply falls off the edge and grabs the ledge, the second one is the same, however they don't grab the ledge and they seemingly move farther back, I haven't been able to figure out what causes that to happen though...
DEATH COMBO #1~(Perform slightly close to the edge)D-smash (Single/Optional) > FF n-air > RUN OFF STAGE Fast Fall > Up-b spike > [Optional <3] footstool
TRUE DEATH COMBO #2~(Perform slightly close to the edge) Neutral-B (Fully Charged) > (OPPONENT IS IN FALL ANIMATION) Down-b
TRUE DEATH COMBO #3~(Perform slightly close to the edge)(Requires specific spacing and timing)(Must be perfectly buffered)Fast Fall F-air > (OPPONENT IS IN FALL ANIMATION) Buffer D-smash > Run off stage > Down-b
TRUE DEATH COMBO #4~(Perform slightly close to the edge)(Requires specific spacing and timing)(Must be perfectly buffered)Neutral-B (Fully Charged) > Fast Fall F-air > (OPPONENT IS IN FALL ANIMATION) Buffer D-smash > Run off stage > Down-b
TRUE DEATH COMBO #5~(Perform slightly close to the edge) Neutral-B (Fully Charged) > (OPPONENT IS IN FALL ANIMATION) Run off stage Fast Fall > Up-b spike > [Optional <3] footstool
TRUE DEATH COMBO #6~(Perform slightly close to the edge)(Requires specific spacing and timing)(Must be perfectly buffered)Fast Fall F-air > (OPPONENT IS IN FALL ANIMATION) Buffer D-smash > Run off stage Fast Fall > Up-b spike > [Optional <3] footstool > (Optional) D-air
Note: F-air stops forcing a ground slide usually at 30% or 40%, depends on the character really.
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[With Armor Parts]
DEATH COMBO~(Perform slightly close near the edge) Jump > d-throw item (in front of opponent) > continue over the opponent > FF b-air (they're hit into the item) > d-smash X2 > down-b
DEATH COMBO~(Perform slightly close near the edge) Full Jump > Z-drop item (in front of opponent) > fast fall (they're hit into the item) > d-smash X2 > down-b
DEATH COMBO~(Perform slightly close near the edge) Glide Toss Item Upward > D-smash X2 > Buffer dash > Short hop b-air (DO NOT LAND) > Fast Fall (DO NOT LAND) > Jump > Down-b > RECOVER
Note: If you mess up this combo, you might actually get yourself screwed.
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[Demonstration Video of Zss's Death Combos: Thanks Dakpo!]
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LEGENDARY TEAM COMBO: INFINITY ∞ LASER~
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LEGENDARY TEAM COMBO: INFINITY ∞ LASER~
How to Perform: [Similiar to Zss's D-smash Infinite on R.O.B.] Stun the opponent with Zss's D-smash > Partner performs a footstool while opponent is stunned > opponent hits the ground > Zss d-smash's again > Partner lands > Repeat from Partner performs a footstool > INFINITE
Testing Note: There's a possibility that you can perform this on TWO opponents if they both get hit by d-smash at a certain percentage, your partner would have to footstool from one head to another while waiting in between the stuns to reset the jump height from the footstool so they don't fall to quickly and miss the footstool automatically, everything else is performed normally besides that.
INFINITY ∞ LASER With Falco: (Note Falco is one of my favorite characters to team with) Stun the opponent with Zss's D-smash > Zss Foostools > Falco Laser Locks > Zss lands close to the ledge the opponent is being pushed towards > Falco stop laser lock when opponent reaches near the edge > Zss turns around and short hop fully charged neutral-b's the opponent during forced get up > Opponent falls off the edge and Zss performs true death combo #2
Testing Note: There's a possibility that you can perform this on TWO opponents if they both get hit by d-smash at a certain percentage, your partner would have to footstool from one head to another while waiting in between the stuns to reset the jump height from the footstool so they don't fall to quickly and miss the footstool automatically, everything else is performed normally besides that.
INFINITY ∞ LASER With Falco: (Note Falco is one of my favorite characters to team with) Stun the opponent with Zss's D-smash > Zss Foostools > Falco Laser Locks > Zss lands close to the ledge the opponent is being pushed towards > Falco stop laser lock when opponent reaches near the edge > Zss turns around and short hop fully charged neutral-b's the opponent during forced get up > Opponent falls off the edge and Zss performs true death combo #2
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Mission Incomplete:
Add total damage and what works and doesn't work on who on to the list of combos.
Get some vids up on youtube, to show how to perform some of these.
Add the rest of the armor part death combos... if I can remember them.
Create a perfect Zss playstyle for people to use and abuse.
~Salem
Add total damage and what works and doesn't work on who on to the list of combos.
Add the rest of the armor part death combos... if I can remember them.
Create a perfect Zss playstyle for people to use and abuse.
~Salem