G13_Flux
Smash Lord
- Joined
- Jan 1, 2013
- Messages
- 1,076
they are bad relative to other characters throws because you are extremely limited in the amount of direct follow ups you can get from them. because of the angles, end lag, and KB values, the best thing you are going to be able to manage from her throws are tech chases, as well as some follow ups at very limited percents on a limited portion of the cast. so obviously, whereas other characters have bread and butter set ups from throws, ZSS's throws are relatively weak.Maybe a lack of use of everything else zss had was what led to that conclusion?
Either way, I don't see how her grabs are bad. I mean, I've read here that they don't set up for tech reads appropriately, but I don't understand how other than that they can act before hitting the ground at higher percents. Is there something else I am missing?
Edit: I meant I din't see how her throws are bad...
like has been said though, this was intended in order to encourage players to use her throws to generate positional advantage, and then use her high speed to chase down the opponent and corner them into a combo, which conceptually, i think is a great idea, as it indeed does separate ZSS from a lot of the cast in terms of how she gets her set ups, which allows the dev team to enhance other areas of her gameplay which further differentiate her.
that being said, i think with some tweaks here and there to compensate for over nerfing, she will be at a perfect state. things like nair might have been done in a bit over board, and could use re tuning to give it some balance between 3.5 and 3.02, and maybe a tad less endlag on uthrow, or some tweaks to other throws. some combination of minor tweaks like that would put 3.5 ZSS in a great position imo.
I am fine with the paralyzer the way it is. i think it actually promotes a more skillful use of her mobility and placement of it to get the full use (the use of which may not necessarily be in neutral either).