Jasona
Smash Ace
charge blast
-stop charging just before its full. then its hidden, but still has most of the power of a full blast. you're opponent is more likely to forget that you have it or think that you've lost it after a little skirmish
-when charging, know the point at which the blast is strong enough to trample over your opponents projectiles. saves you charging time when all you want it for is to win a projectile war
-know the hit stun from the uncharged blast. you can sometimes combo from it when in close proximity
zair
-learn to sweetspot it. the tip does more damage, has more knockback and reaches farther than the bulk of the zair. the farther away you are, the more unlikely it is that you're opponent will be able to punish you for missing or hitting a shield. plus, its really surprising to instantly hit someone from a ridiculous distance.
the ball at the tip of the zair has an extended hitbox above, below and in front of it. meaning that you can get the hit in earlier. if you're jumping to zair someone who is falling, don't wait until you're even with them, zair early enough to put the ball just below their feet. when you're falling and want to zair someone on the ground, put the ball just above their head. they'll be less likely to run under your zair and hit you out of it
-learn to shuffle zairs. it trades range (halved) for speed and proximity, while keeping the ridiculous priority. proximity means follow-up. problem is that its a difficult move to execute correctly. do it wrong and you either get no range on the zair or miss the FF and sit in the air while full zairing too high. plus, sweetspotting a move that has a varying range is dangerous.
i'll edit in more later. also would like to hear what you guys think is essential samus knowledge
-stop charging just before its full. then its hidden, but still has most of the power of a full blast. you're opponent is more likely to forget that you have it or think that you've lost it after a little skirmish
-when charging, know the point at which the blast is strong enough to trample over your opponents projectiles. saves you charging time when all you want it for is to win a projectile war
-know the hit stun from the uncharged blast. you can sometimes combo from it when in close proximity
zair
-learn to sweetspot it. the tip does more damage, has more knockback and reaches farther than the bulk of the zair. the farther away you are, the more unlikely it is that you're opponent will be able to punish you for missing or hitting a shield. plus, its really surprising to instantly hit someone from a ridiculous distance.
the ball at the tip of the zair has an extended hitbox above, below and in front of it. meaning that you can get the hit in earlier. if you're jumping to zair someone who is falling, don't wait until you're even with them, zair early enough to put the ball just below their feet. when you're falling and want to zair someone on the ground, put the ball just above their head. they'll be less likely to run under your zair and hit you out of it
-learn to shuffle zairs. it trades range (halved) for speed and proximity, while keeping the ridiculous priority. proximity means follow-up. problem is that its a difficult move to execute correctly. do it wrong and you either get no range on the zair or miss the FF and sit in the air while full zairing too high. plus, sweetspotting a move that has a varying range is dangerous.
i'll edit in more later. also would like to hear what you guys think is essential samus knowledge