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Well that is what we are all here , the way I see it is that we need to eliminate as many bullet chambers as possible.This match up gives me a head ache. I find my self jumping a lot and FF nairing on the floor. I find fsmash to hit a lot along with uair. But apart from that, I feel like a sitting duck and I am just playing Russian Roulette with my options.
Laser is beaten by side b kick from Diddy also laser to f smash/up tilt might work if you perfect pivot immediately. I'll try to test when I'm not having AFK sleep time Johns.Yeah I have a tournament on Saturday as well that I'll be playing ZSS in. I'd imagine zair would only work as an occasional mixup though since it's easily avoidable with its long startup time if you use it too much.
Another counter to Diddy's jump grab that I've been looking into is ZSS's stun gun. Diddy's jump is just the right height that the laser hits it midair when done off the ground. What's great about it is even though ZSS's neutral has a lot of startup lag usually making it easy to react to, when Diddy's in his side-b he's unable to change his trajectory or airdodge, making him completely committed to it. The reliability of this completely depends on the distance at which Diddy starts his side-b. At longer distances it's guaranteed and the stun can lead into an easy fsmash, but at shorter distances you have to either react quickly enough or read it. What's nice though is even if it's hard at closer distances, it completely deters Diddy from doing it again. Hit him with stun-fsmash one or two times, and he's unlikely to try it again. All of this is just in the lab though, so we'll have to see how well it works in practice.
Edit: After testing it, I don't think stun>fsmash will work due to the long ending lag of the move. The best options are probably ftilt or jab combo. I tested it and uptilt doesn't work either since the stun gun pushes Diddy away just the right distance enough to put him right outside of ZSS's uptilt range.
We need to work more on the PP and co. anyway.Laser is beaten by side b kick from Diddy also laser to f smash/up tilt might work if you perfect pivot immediately. I'll try to test when I'm not having AFK sleep time Johns.
Ah I see. Well if that fails, I still think the best way to deal with any approaching enemy with ZSS is spotdodge uptilt.
Company. I meant PP and the other related techniques.@ Tobi_Whatever sorry just waking up what is Co. Again? I'm gonna feel silly when I realize I know what it is brain still starting up xD.
The first combo is already somewhere on our board and is currently on my testing list with DI.I haven't really had the chance to fight any good diddy players sadly, but I'll contribute what little I do know. First off is that around...30-35% we have a true combo on diddy that can star KO. I haven't had a chance to test this in battle yet, so I'm not sure how much it's affected by DI, but with vectoring out and up air combos a thing again, this hopefully will work. The combo is as follows: dsmash->shffuair->jump uair->double jump uair->up special. With the right positioning, the entire thing will combo from start to finish.
The second thing is that around 60-80%, shffnair->down b will combo. At the lower percents...60-65, it almost always spikes. and then 66 onward, it doesn't spike but can usually kill off the side since we land the down b offstage. You can also do this on the middle of the stage, but it's kind of pointless because it won't kill, and damage wise there are better choices.
The third thing is don't fall into a spot dodging habit. Even if diddy players love to grab, a good player in general will only fall for a spot dodge once, maybe twice. Mix it up. Be three steps ahead.
Also is usmash oos capable of beating out monkey flip?
Yep, was a typo, edited it to uair.Yeah the timing on the first one is a little strange. I'm assuming you meant you had issues with the first uair, not nair xD
Also it's a lot easier to land if you short hop, wait for like a split second, and then fast fall up air to catch the end of the dsmash animation right as the opponent would be coming out of the stun. But I'm getting off topic. So has anyone been able to experiment with our down b vs diddy's uair? We could possibly airdodge first uair then immediately down b and use our invincibility frames to handle the follow up if it's fast enough.
Now that you mention it , I Grudgingly Remember when I was facing V115 for first last weekend. There were times when he was just straight up murdering me with falling upairs and then instead of what I normally do ( uptilt) he just started jumping up and murdering me with more uairs.Landing Uair is the punishment we need, but not the one we deserve. It is absurd. Shout outs to SFP for tipping me off a month ago lol
Is it safe on all of her aerials?Remember oos up b is your best friend. Try not to miss it though.
I put the gren in a match up first so you can take a look at some of it but I'll check out your thread when I get a chance...Hello, ZSS's mains, we of the Greninja board are discussing ZSS now so any input from you guys would be very much appreciated: http://smashboards.com/threads/mast...eik-zss-1-12-1-19.369356/page-8#post-18374722