These are just a couple of ideas I've been having, and which I think people playing as Zamus should consider. They may or may not end up being useful, but they're certainly worth trying.
Shield pressure
Try a low-lag aerial like nair, or if your opponent is at high percent, bair. Follow up with ftilt. Why ftilt? Easy, it doesn't natural combo, so you can follow it up with anything. Furthermore, if you space this right, you can be out of range of most shield grabs, and if your opponent tries to shield grab, dtilt will probably sweetspot at Zamus's toe, leaving your opponent open for combos.
B-Reversal and you
B-Reversals are amazing. I'm just going to say this now. If you've been paying attention, you know you can do turnaround specials like in Melee, but you can also turn your B-moves around instantaneously by pressing in the opposite direction in the first few frames of the attack. This is called a B-reversal.
We've already seen one use of B-Reversals in Flip Jump. If you are facing away from the stage when you start the move, but tap towards the stage in the first few frames, you'll jump towards the stage.
However, there's another great use to this. We all know that if Plasma Wire is used below the stage within range of the edge, it will auto-sweetspot, which makes Zamus' UpB spike seem less useful. However, with B-reversals, UpB will not sweetspot, but will come out normally. Run off the stage with this for surprise spikes.
Zamus' game also sees amazing new options with turnaround specials into B-Reversals. If you have any momentum when doing a turnaround special into a B-reversal, and your Special has no momentum changing qualities, this will cause you to wavebounce (no, you don't neet to B-stick to get this effect).
Your spacing game will never be the same. Try this against a training mode dummy to see the effect. Jump towards the dummy from the distance at which Plasma Whip will hit, and perform Plasma Whip away from it, but then do a B-Reversal. You will land right back where you started in perfect spacing for the Whip to land. Now, do the same thing when jumping away from your opponent. This creates mindgame opportunities, as well as helps with spacing against, for instance, Lucas' PK Fire.
You can also do this by doing a turnaround paralizer into a B-reversal., and you can mindgame Plasma Wire attacks by wavebouncing them.
Of course, there's a bit of an issue in how much precision it takes to do this, but I think people who take the time to learn how to use it will benefit greatly. Tschüss
Shield pressure
Try a low-lag aerial like nair, or if your opponent is at high percent, bair. Follow up with ftilt. Why ftilt? Easy, it doesn't natural combo, so you can follow it up with anything. Furthermore, if you space this right, you can be out of range of most shield grabs, and if your opponent tries to shield grab, dtilt will probably sweetspot at Zamus's toe, leaving your opponent open for combos.
B-Reversal and you
B-Reversals are amazing. I'm just going to say this now. If you've been paying attention, you know you can do turnaround specials like in Melee, but you can also turn your B-moves around instantaneously by pressing in the opposite direction in the first few frames of the attack. This is called a B-reversal.
We've already seen one use of B-Reversals in Flip Jump. If you are facing away from the stage when you start the move, but tap towards the stage in the first few frames, you'll jump towards the stage.
However, there's another great use to this. We all know that if Plasma Wire is used below the stage within range of the edge, it will auto-sweetspot, which makes Zamus' UpB spike seem less useful. However, with B-reversals, UpB will not sweetspot, but will come out normally. Run off the stage with this for surprise spikes.
Zamus' game also sees amazing new options with turnaround specials into B-Reversals. If you have any momentum when doing a turnaround special into a B-reversal, and your Special has no momentum changing qualities, this will cause you to wavebounce (no, you don't neet to B-stick to get this effect).
Your spacing game will never be the same. Try this against a training mode dummy to see the effect. Jump towards the dummy from the distance at which Plasma Whip will hit, and perform Plasma Whip away from it, but then do a B-Reversal. You will land right back where you started in perfect spacing for the Whip to land. Now, do the same thing when jumping away from your opponent. This creates mindgame opportunities, as well as helps with spacing against, for instance, Lucas' PK Fire.
You can also do this by doing a turnaround paralizer into a B-reversal., and you can mindgame Plasma Wire attacks by wavebouncing them.
Of course, there's a bit of an issue in how much precision it takes to do this, but I think people who take the time to learn how to use it will benefit greatly. Tschüss