QuickLava
Smash Journeyman
I'm talking specifically about the "burying" hit of the Flip Jump, when you come down and shove your opponent into the ground. So far it's varied against who I'm playing with and what percentage they're at. On my nooby friends and brother who don't really mash very fast, I can usually get off a fully charged Paralyzer shot, then I footstool into D-Air so that I can either set up for some sort of combo at low percents or give myself some better stage positioning or an edge guarding opportunity at high percents. This has several problems, the biggest of which being that it doesn't always work. Most competent players are able to consistently mash out of it before the Paralyzer shot comes out, so what are the optimal things to do in that situation? New to ZSS so any help would be awesome, thanks.