whats so great about it that puts her above all those other traits. she has a super laggy dash attack that fluctuates between being unsafe on hit and barely comboing into frame 1-4 attacks. There is no spectacular disjoint, speed or power.
First of all, refer to everything SFP said.
Now I'll respond to why it's better than the following stuff
Tripping with a dash attack isn't really a big deal on a char like ZSS/TL. TL gets what (at best) out of a trip, an usmash/dsmash for killing/damage?
ZSS's best trip option is either dash attack because it'll yield the best damage (for the reasons SFP mentioned already + dsmash is too slow to true combo out of trip iirc), or go for the tech chase with sideB/dsmash.
You make it sound like many hits = good thing. That just makes the dash attack easier to SDI. And I'm pretty sure both Kirby's and Diddy's dash attacks are still unsafe on block (fairly certain I've punished both with utilt OoS as ZSS) so that kinda nullifies the whole 'no lag' thing. At top level they shouldn't be taking a punish much weaker than ZSS for a dash attack on block.
Semi spike? What do you mean? Can't you just DI those up...?
Yes, a dash attack that can kill is good, but that doesn't mean a dash attack that kills > a dash attack that doesn't. ZSS' dash attack isn't supposed to be a kill move, it's for netting damage and positional advantage. It'd be like saying Falco's dthrow sucks because it can't kill. Or tornado is bad because it doesn't edgeguard.
Yeah, ZSS' dash attack doesn't cover a lot of distance really fast. Assuming it did while still maintaining its stringing properties, it
would be a bit better. But it's still very good.
ZSS doesn't need a usable DACUS. Her usmash is not exactly a move you use to approach a grounded opponent.
So yeah on top of all that stuff SFP said and all the stuff I just said as well, there are many other things about ZSS' dash attack that make it godlike.
-Elaborating on what SFP said, after DAL percents, dash attack can set up (ie not a true combo but it still works fairly well) into both dsmash and sideB. An opponent who gets hit by a DA after DAL percents and decides to tech in place WILL get hit by a buffered dsmash, and the spacing generally works out so that an opponent who tries to counterattack right after getting hit by the DA by throwing out an aerial will NOT hit ZSS, except for the really big things like MK/Marth/Ness/Ike fair. Right after DAL %s, you can still get a pseudo-DAL going.
-At pre-DAL %s when DA --> jab/utilt is still guaranteed (ie about 25-40 give or take depending on weight), an opponent who knows anything about ZSS will be holding shield, which allows for grab mixups.
-It's frame 6, making it a fairly viable OoS option
-It has a long lasting hitbox, making it good for trapping landings
-The DAL not only does a ****ton of damage but can also get the opponent offstage and potentially lead into a gimp against certain characters.
-It can force resets at low %s
There's more I was gonna say but I'm sleepy.