Equin0x
Smash Apprentice
Hi, everyone! Allow me to introduce myself. I started playing competitive Smash from the ground up when Sm4sh 3DS was released, and some of you may recognize me from back then. I remember @pichuthedk helping me a lot with the Rosalina MU and critiquing some of my VODs, for example. Today, I am coming to you as the premier (only) labber for the ZSS Discord and a player with many PR wins in Chicago.
(Note: I am going to refer to the kick of Flip Jump as "Flip Jump kick" or "FJK.")
Enough about me, I'm here to present a new tech; a tech whose usefulness, rated on a scale from 1-10, is probably a 3, but a new tech nonetheless. I believe it was Shaya that recommended that I start sharing my stuff on Smashboards, so, instead of a Google Doc or a long post in the Discord, here it is: Jump Refreshing!
What: Jump Refreshing is something found and presented to me by user Soka in the ZSS server. This tech, which requires frame-perfect timing, uses the endlag of a connected FJK to refresh ZSS' Flip Jump and Double Jump! Shaya informed me that a similar tech, known as Infinite Second Jump Renewal (ISJR) existed in Brawl and was heavily abused by Bowser players. Here are two examples of the tech being executed:
How: What the labbing done by me and Soka shows is that this tech is executed by spacing/timing the FJK to bounce off in such a way that allows the endlag of the kick to end within (what seems to be) a frame of landing, allowing her to essentially double jump or Flip Jump off of the ground, refreshing the one she doesn't use during execution.
In the examples shown above, Soka only demonstrates a refreshed Flip Jump, but, if you expend your Double Jump, FJK with the correct timing/spacing, and use the refreshed Flip Jump to go offstage, you will find that you magically have a second double jump as well.
The way that I determined whether or not I was successful when trying to Jump Refresh was that I would double jump before landing and see that the circle made with my double jump (every double jump produces a circle below the one who double jumped) was about halfway into the stage, and ZSS' leg seemed to be touching the ground during her double jump animation.
Here are screenshots of what I mean by that:
(^ after ZSS has jumped away)
Why: The reason I rated this tech low on the usefulness scale is the difficulty of execution. It is very unlikely that you will pull this off consistently enough to use in competitive play, but if you could theoretically pull this off 100% of the time, it would be useful for movement and pressure mixups. For example, you could FJK Luma away from Rosalina, Jump Refresh, and Flip Jump away from Rosalina if she tries to catch your landing too slowly. It also works on platforms, so you could FJK the top of someone's shield, Jump Refresh on a nearby platform, and escape or execute a Nair > FJK and refresh the Flip Jump to continue pressure. Pretty niche, but hey, it's a possibility and is sure to throw off an opponent that thinks they know the ZSS MU.
Thank you for reading!
(Note: I am going to refer to the kick of Flip Jump as "Flip Jump kick" or "FJK.")
Enough about me, I'm here to present a new tech; a tech whose usefulness, rated on a scale from 1-10, is probably a 3, but a new tech nonetheless. I believe it was Shaya that recommended that I start sharing my stuff on Smashboards, so, instead of a Google Doc or a long post in the Discord, here it is: Jump Refreshing!
What: Jump Refreshing is something found and presented to me by user Soka in the ZSS server. This tech, which requires frame-perfect timing, uses the endlag of a connected FJK to refresh ZSS' Flip Jump and Double Jump! Shaya informed me that a similar tech, known as Infinite Second Jump Renewal (ISJR) existed in Brawl and was heavily abused by Bowser players. Here are two examples of the tech being executed:
How: What the labbing done by me and Soka shows is that this tech is executed by spacing/timing the FJK to bounce off in such a way that allows the endlag of the kick to end within (what seems to be) a frame of landing, allowing her to essentially double jump or Flip Jump off of the ground, refreshing the one she doesn't use during execution.
In the examples shown above, Soka only demonstrates a refreshed Flip Jump, but, if you expend your Double Jump, FJK with the correct timing/spacing, and use the refreshed Flip Jump to go offstage, you will find that you magically have a second double jump as well.
The way that I determined whether or not I was successful when trying to Jump Refresh was that I would double jump before landing and see that the circle made with my double jump (every double jump produces a circle below the one who double jumped) was about halfway into the stage, and ZSS' leg seemed to be touching the ground during her double jump animation.
Here are screenshots of what I mean by that:
(^ after ZSS has jumped away)
Why: The reason I rated this tech low on the usefulness scale is the difficulty of execution. It is very unlikely that you will pull this off consistently enough to use in competitive play, but if you could theoretically pull this off 100% of the time, it would be useful for movement and pressure mixups. For example, you could FJK Luma away from Rosalina, Jump Refresh, and Flip Jump away from Rosalina if she tries to catch your landing too slowly. It also works on platforms, so you could FJK the top of someone's shield, Jump Refresh on a nearby platform, and escape or execute a Nair > FJK and refresh the Flip Jump to continue pressure. Pretty niche, but hey, it's a possibility and is sure to throw off an opponent that thinks they know the ZSS MU.
Thank you for reading!
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