• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Tier List Speculation

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
But but but
Muh throws don't auto combo like the rest of my moveset!
Muh blaster now only forces a defensive mix-up instead of requiring straight avoidance!
Muh longest reaching move can be CC'd if I don't space it well!
Muh multi hits can be SDI'd out of if I don't use them in the right scenario!
Muh recovery is predictable if my opponent reads me!
-ZSS players 2015
 

PhonePig

Banned via Warnings
Joined
Feb 27, 2015
Messages
4
LOL at people crying about fox. Learn how to adapt and deal with him rather than whining and complaining.

Ever figured it's not because of the character you're losing, but because you're just bad?
 
Last edited:

Hinichii.ez.™

insincere personality
Joined
Nov 2, 2013
Messages
4,290
NNID
hinichii
3DS FC
2423-5382-7542
Dam zss whiners officially declared bad
Dont let me see yall whinin anymore
 

Soft Serve

softie
Premium
Joined
Dec 7, 2011
Messages
4,164
Location
AZ
Beating fox should be the true test of skill, I say buff fox. That way the real smash players will just adapt and show that they are good enough to be able to deal with horribly losing MU's.
 

PhonePig

Banned via Warnings
Joined
Feb 27, 2015
Messages
4
Learn to adapt or pick up another main. Quit crying nerfs and buffs and letting the dev team do the work for you.
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
ZSS is almost as fast as fox lmao. I just checked and it takes her 7 more frames to sprint across PS2. Granted that's not all there is to it. ZSS's dash lasts 13 frames, Fox's lasts 11. They both travel about the same distance in that time (ZSS more by like a quarter of a unit but over two more frames), so fox's is slightly better, but ZSS's is still nothing short of amazing
She'a also got a huge, quick full hop (slightly higher than sheik's) and a decent SH/DJ, high aerial speed/jump momentum carry with good aerial mobility to boot, and about marth's traction (so his great wavedash/waveland). She's not just mobile, she's one of the most mobile characters in the game. Falcon/sonic are faster horizontally but way worse vertically, fox's FH height, aerial mobility/speed, and wavelands aren't quite as good but his speed everywhere else is slightly better, sheik is slower in almost every way, Falco is probably the only character with a better fullhop but ZSS has everything else on him mobility wise.

That's just what she's got going for her movement-wise.

EDIT: typo, takes her slightly longer not slightly less to get across ps2
 
Last edited:

Myst007_teh_newb

Smash Journeyman
Joined
Aug 11, 2005
Messages
260
Location
Southern California

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
Special move tethers get two grabs per airtime. It's weird how they arbitrarily chose that. You figure if something is that awkwardly designed, you should just rework it right? Melee tethers when?
 
Last edited:

trash?

witty/pretty
Premium
Joined
Jul 27, 2012
Messages
3,452
Location
vancouver bc
NNID
????
it wasn't arbitrarily designed, it was so you were given exactly one more chance to mix up recovery once you quick-drop your tether
 

Soupchicken

Smash Rookie
Joined
Nov 24, 2014
Messages
19
Luigi is too polarizing of a character. I wouldn't say he's top-tier, but the way he dominates some matchups is just unfair. Also his recovery is way too good for 3.5.

I'd like to see him reworked a bit to even up his matchup spread and get rid of some of the aspects of his kit that make him absolutely infuriating to play against.
 

pkblaze

Smash Apprentice
Joined
Apr 24, 2008
Messages
176
Location
Pittsburgh, PA
Falco is better than wolf. Not sure he has any legitimately bad(as in worse than 50-50) MU outside of maybe Fox (I think it's fox favor in NTSC).

edit: accidently hit send too early. Your lasers still control people, RAR AC bair is stupidly good and is sort of unexplored territory. Dair nerf is sad but still a really hard to CC hitbox. Your recovery actually works now. Your full hop still lets you contest people who you make jump. Shine is still a frame 1 hitbox.

RAR Bair is the biggest deal especially in the spacey matchups. 4 frames of strong dair make dair less safe. Oh well. Use Nair more. Everything else is more or less the same.

Come at me I wanna argue matchups I know nothing about by saying "falco has tools lololol"
 
Last edited:

Foo

Smash Lord
Joined
Apr 14, 2014
Messages
1,207
Location
Commentatorland
Okay, I've lurked on this thread enough and heard absolutely nothing but whining and complaining about ZSS.

She is really, really good.

Her combo game is absurdly amazing. Her movement and offstage edge guards are top notch. Dtilt hit confirms into kills at relevant %s. Utilt is a godly frame 3 mixup option for shield pressure and HITS BEHIND HER, starting combos off of disrespect to her cross-up shield pokes. Her uair semi-spikes and she can go SUPER DUPER deep for offensive off-stage edge guards because her down-b cancelled 2nd jump into rising up-b recovery CAN RECOVER FROM THE BOTTOM BLAST ZONE OF FOD. Down-b divekick platform cancel and full aerial control on her down-b jump means that it's hard to punish ZSS even after you get her above you-- she can just slip right past you or even hit you on the way down and start her own combo thanks to her dair goomba stomp. Bair is amazing and can be safely spammed infinitely on all shields except Marth's and D3's if spaced correctly until it inevitably shield pokes them. Nair is intangible and uair covers multiple platform tech options, making uthrow onto platform a really good option. Her blaster TRAVELS THE ENTIRE LENGTH OF PS2 HOLY **** WHY and can force opponents into shield.

And let me just go a little bit into the pandora's box of mixup options that ZSS has for her recovery.

First off, she has the ability to recover high, something that she didn't have in 3.02. This is a godsend. down-b cancel 2nd jump with rising up-b and air dodge. Boom. Don't even have to deal with the tether situation if you don't want to. Drift downwards and mixup to safety and you already have a recovery that's better than DK's. She also has dair for the risky business recovery. There have been many times where I double jump dair onto edge guarding opponents in order to augment my recovery. Situational, but the option is there. On any of the stages that have non-trivial walls, you can down-b into the wall and wall jump uair to swat people off of your ledge. Same thing on tether reel in. Forced reel in fade away down-b into wall, wall jump, uair or bair. Mix up your timing with multiple wall jumps. OR JUST DOWN-B INTO THEM AND FLIPSTOOL. The timing is very tight, but if they're sleeping on the ledge, you can just fade away and literally jump over them while they wait for your forced reel in (Which will never come).

Look at all of the options that I just listed. And they're all offensive options, too. ZSS has one of the most threatening recoveries in the game and people who are sleeping for even a little bit will get punished for flubbing the edge guard. On a stage like Distant Planet, it is tough to edge guard her. Not to mention that she controls so much space and can go so deep offstage on her own terms due to the sheer vertical distance of her recovery that she can bait opponents lower and lower offstage and simply out-recover them.

But all I hear in this thread is whining about how bad her throws are. Who cares if you can't follow up on them. If you have a throw that can put opponents on platforms, you have a pretty good throw. AND you have one of the scarier dash dance games in the cast? AND you have a projectile that travels full stage and forces shield or jump? AND you have a god-like platform movement game with down-b cancels and her slick, sliiiiick wavedash? AND you can chase people vertically so crazy because you essentially have 3 jumps?

Dude, don't listen to this guy who's complaining about ZSS. She's straight OP. Gets bodied by spacies, sure (still trying to figure out that matchup myself), but she's one of the most high-octane fighters in the entire cast. And from personal experience, everyone I play who tries to edge guard me gets punished if they don't mix it up. And people who do nothing but sleep and hold onto ledge are the first ones to taste that tasty, tasty recovery mixup game.

If anything, they should nerf ZSS's recovery next patch. And that isn't sarcastic in any way, shape, or form. People are maaaad underutilizing her because they are still mourning over run-cancelled blaster.

- Jason Waterfalls


No one ever said zss doesn't have strengths, the argument is that, while she has some really good strengths, her weaknesses outweigh them. Anyway, some corrections: Yes she has insane movement, yes uptilt is pretty good (though it is risky because it loses hard to CC and shield. Her upair doesn't quite semispike (She doesn't have a tipman), it has the same backwards hitbox as falcon. Yeah, she can recoveeer from the bottom of FoD, and so can a lot of characters including luigi. Her frame 40 blaster fully charged blaster can travel all of PS2, but fully charged blaster is pretty bad (Link's fully charged arrow can go farther, but it's bad). Uncharged is decent, but it's kind of lame to use.

She DID have the option to recover high in 3.02, there was just no real reason to. However, since her up-b's ledge detection is huge, you have to be really close to ledge vertically, or far from it horizontally. Because of that, it's can lose to a lot of characters' ledgehop biar on reaction to the up-b lag frames. Can you tether drop down-b? (EDIT: You can't :() if so, that would actually change things... Either way, her recovery has 50-50s on stages with walls, but if you aren't close to stage, it has none on stages without walls. I'd rather have her recovery (and other up-b tethers) be redesigned a bit. ZSS didn't get hit as hard, but ivy and oli are so free to edgeguard it hurts.

As for her throws, upair can put people on platfroms at specific %s, but literally every character in the game can do that with their throws, and almost all of them can do it better than zss. The main problem I have with the throws isn't that they are bad, it's that they don't work properly. Her upthrow can be DI'd into by heavies at low %s so they can hit you out of it, and it doesn't send them anywhere or lead to any follow ups unless they don't do the single correct DI for all of ZSS throws. What I'd want, is for her Dthrow to actually work as a tech chase throw, and for her upthrow to be a positional throw (by making it similar to marth upthrow.)

Finally, no, I have not been underutilized her because of not having DC blaster. I have been in the lab for 3.5 ZSS constantly, trying to figure out everything she can do? A few weeks after 3.5, I gave up on that ever coming back.

I would post all of her major weakneeses, but I've already done that and it's a really really long post that I don't want to write again.

But but but
Muh throws don't auto combo like the rest of my moveset!
Muh blaster now only forces a defensive mix-up instead of requiring straight avoidance!
Muh longest reaching move can be CC'd if I don't space it well!
Muh multi hits can be SDI'd out of if I don't use them in the right scenario!
Muh recovery is predictable if my opponent reads me!
-ZSS players 2015
*My throws don't function as intended
*My blaster isn't fun to use anymore
*My frame 30 move can be CC'd on the sweetspot at basically every %, and the middle hit still rarely connects to the sweetspot (like it's supposed to) regardless of cc.
*My multihits can be escaped without even using SDI
*My recovery has a 50 frame animation with 30 frames of endlag when somebody holds ledge and does nothing else.

So tired of this crap. Why am I not allowed to have an nonpositive opinion on my character without mocked and strawmanned to death. There has been maybe 4-5 times where someone has actually addressed a point I made, and the other 99% has just been inventing new opinions to attack.

Here's the complaints I have about ZSS.

-3.5 made her playstyle much less fun.
- Her dthrow is supposed to be a tech chase throw, but it's not unless they are fast fallers, or low% semi fast fallers, or 0% semi floaties.
-All her other throws send them away. Just far enough for them not to combo, but not enough to be good positional throws.
- Her upsmash and fair, while working better than 3.02, still don't work. Even without SDI, people regularly just fall out of them. Also, up-bs hitbox seems to not work sometimes for some reason.
- The vast majority of her kit loses to holding down (even downsmash).
- Most of the time, edgeguarding her recvoery is brainless.
- She relies too much on spaced bair.
- Her nair's forward range

Now, none of these have anything to do with vaibility, it's just about how the character works. I also hold the opinion that she is on the bottom half of the tier list, but that may change. I thought she was upper mid for a while until I started playing people who exploited her recovery fairly well, and CC'd all my friggin moves lol. Her best option to beat cc is grab, but that's a weaker conversion than jab.

She has a lot more weaknesses than what I listed above, but, believe it or not, I'm completely fine with her having weaknesses. She should have poor damage values, she should have mediocre at best throws, she should have really slow and laggy long ranged moves, she should struggle to kill and etc.

What I would like to see changed on ZSS:

- Make upsmash connect better, and stop up-b from going directly through people sometimes.
- Up-b tether reworks. I think the way they work right now it kinda dumb, and I doubt many people disagree. Ztethers were a big problem, but up-b tethers weren't so much. Getting an extra tether cling only helps zss, but only on walled stages. I am not sure there will be a medium between "really hard to punish" and "unbelievably easy" with tehc urrent mechanic, but if there was someway to put a hitbox on ledge when they grapple it, that could lead to good up-b tether mechanics.
- Increase nair range, revert damage to 10 from 12.
- Upthrow made kinda like marth upthrow or m2 upthrow or something. Just sends them up high, but doesn't combo ever. (Not a kill throw until like 230%)
- Dthrow Made more like kirby or d3 dthrow, so it actually tech chases, but it doesn't have direct follow ups unless they are floaty and DI in or something.
- Fthrow and bthrow, maybe more kbg or slightly lower angle, but probably not needed
- Down-b No longer refreshes after being hit. Getting all these buffs without taking something away would make her a little too good, and this is a dumb thing I wouldn't mind leaving. It lets her constantly jump out of juggles and makes her impossible to gimp from far off stage.
 
Last edited:

PMS | LEVEL 100 MAGIKARP

Hologram Summer Again
Joined
Jan 16, 2013
Messages
3,303
Location
Tri Hermes Black Land
Luigi is too polarizing of a character. I wouldn't say he's top-tier, but the way he dominates some matchups is just unfair. Also his recovery is way too good for 3.5.

I'd like to see him reworked a bit to even up his matchup spread and get rid of some of the aspects of his kit that make him absolutely infuriating to play against.
thank you based pmbr and your separate inputs thing now I can map my dpad to special and get effortless full distance rising tornados

also luigi is not that much changed from melee lmao
but the pm air physics give luigi a fantastic buff in that you can now air dodge out of iasa frames, ie effortless wavelands. luigi might be able to do some stupid stuff like sh double back air waveland. I know he can full hop uair to bair to waveland on yoshi's story lower platforms

that being said of all the characters that you can take issue to, luigi is not really one of the ones you should be worrying about
 

Myst007_teh_newb

Smash Journeyman
Joined
Aug 11, 2005
Messages
260
Location
Southern California
No one ever said zss doesn't have strengths, the argument is that, while she has some really good strengths, her weaknesses outweigh them. Anyway, some corrections: Yes she has insane movement, yes uptilt is pretty good (though it is risky because it loses hard to CC and shield. Her upair doesn't quite semispike (She doesn't have a tipman), it has the same backwards hitbox as falcon. Yeah, she can recoveeer from the bottom of FoD, and so can a lot of characters including luigi. Her frame 40 blaster fully charged blaster can travel all of PS2, but fully charged blaster is pretty bad (Link's fully charged arrow can go farther, but it's bad). Uncharged is decent, but it's kind of lame to use.

She DID have the option to recover high in 3.02, there was just no real reason to. However, since her up-b's ledge detection is huge, you have to be really close to ledge vertically, or far from it horizontally. Because of that, it's can lose to a lot of characters' ledgehop biar on reaction to the up-b lag frames. Can you tether drop down-b? if so, that would actually change things... Either way, her recovery has 50-50s on stages with walls, but if you aren't close to stage, it has none on stages without walls. I'd rather have her recovery (and other up-b tethers) be redesigned a bit. ZSS didn't get hit as hard, but ivy and oli are so free to edgeguard it hurts.

As for her throws, upair can put people on platfroms at specific %s, but literally every character in the game can do that with their throws, and almost all of them can do it better than zss. The main problem I have with the throws isn't that they are bad, it's that they don't work properly. Her upthrow can be DI'd into by heavies at low %s so they can hit you out of it, and it doesn't send them anywhere or lead to any follow ups unless they don't do the single correct DI for all of ZSS throws. What I'd want, is for her Dthrow to actually work as a tech chase throw, and for her upthrow to be a positional throw (by making it similar to marth upthrow.)

Finally, no, I have not been underutilized her because of not having DC blaster. I have been in the lab for 3.5 ZSS constantly, trying to figure out everything she can do? A few weeks after 3.5, I gave up on that ever coming back.

I would post all of her major weakneeses, but I've already done that and it's a really really long post that I don't want to write again.



*My throws don't function as intended
*My blaster isn't fun to use anymore
*My frame 30 move can be CC'd on the sweetspot at basically every %, and the middle hit still rarely connects to the sweetspot (like it's supposed to) regardless of cc.
*My multihits can be escaped without even using SDI
*My recovery has a 50 frame animation with 30 frames of endlag when somebody holds ledge and does nothing else.

So tired of this crap. Why am I not allowed to have an nonpositive opinion on my character without mocked and strawmanned to death. There has been maybe 4-5 times where someone has actually addressed a point I made, and the other 99% has just been inventing new opinions to attack.

Here's the complaints I have about ZSS.

-3.5 made her playstyle much less fun.
- Her dthrow is supposed to be a tech chase throw, but it's not unless they are fast fallers, or low% semi fast fallers, or 0% semi floaties.
-All her other throws send them away. Just far enough for them not to combo, but not enough to be good positional throws.
- Her upsmash and fair, while working better than 3.02, still don't work. Even without SDI, people regularly just fall out of them. Also, up-bs hitbox seems to not work sometimes for some reason.
- The vast majority of her kit loses to holding down (even downsmash).
- Most of the time, edgeguarding her recvoery is brainless.
- She relies too much on spaced bair.
- Her nair's forward range

Now, none of these have anything to do with vaibility, it's just about how the character works. I also hold the opinion that she is on the bottom half of the tier list, but that may change. I thought she was upper mid for a while until I started playing people who exploited her recovery fairly well, and CC'd all my friggin moves lol. Her best option to beat cc is grab, but that's a weaker conversion than jab.

She has a lot more weaknesses than what I listed above, but, believe it or not, I'm completely fine with her having weaknesses. She should have poor damage values, she should have mediocre at best throws, she should have really slow and laggy long ranged moves, she should struggle to kill and etc.

What I would like to see changed on ZSS:

- Make upsmash connect better, and stop up-b from going directly through people sometimes.
- Up-b tether reworks. I think the way they work right now it kinda dumb, and I doubt many people disagree. Ztethers were a big problem, but up-b tethers weren't so much. Getting an extra tether cling only helps zss, but only on walled stages. I am not sure there will be a medium between "really hard to punish" and "unbelievably easy" with tehc urrent mechanic, but if there was someway to put a hitbox on ledge when they grapple it, that could lead to good up-b tether mechanics.
- Increase nair range, revert damage to 10 from 12.
- Upthrow made kinda like marth upthrow or m2 upthrow or something. Just sends them up high, but doesn't combo ever. (Not a kill throw until like 230%)
- Dthrow Made more like kirby or d3 dthrow, so it actually tech chases, but it doesn't have direct follow ups unless they are floaty and DI in or something.
- Fthrow and bthrow, maybe more kbg or slightly lower angle, but probably not needed
- Down-b No longer refreshes after being hit. Getting all these buffs without taking something away would make her a little too good, and this is a dumb thing I wouldn't mind leaving. It lets her constantly jump out of juggles and makes her impossible to gimp from far off stage.
I personally don't agree that all of your negatives justify ZSS being low on the tier list. Her combos are just too good, her hit confirms are just too easy, and her on-stage neutral game is just too overwhelming to not be high tier. Her throws are worse than the throws of the rest of the cast, sure. But why does that matter? Even if her recovery was bad (Which I very much disagree with you on), that doesn't matter that much. Because ZSS dominates neutral. Her dash dance is so deadly. She can run away full stage and charge a blaster that WILL force your opponent into unfavorable stage positions. Her vertical mobility with crispy wavelands and down-b is nearly unmatched by the rest of the cast. Nair and uair combo hitboxes complement each other so well that any solid hit confirm will turn 0% -> 40% and 40% -> 90%. Dair is, like, the safest shield pressure in the game and baits out OoS options, creating an incredibly interesting vertical shield pressure mixup situation. Which just adds another dimension to her huge wealth of frame traps and positional mixups on a shielding opponent. There are honestly so many intricate, interesting things about ZSS that all have huge applications.

But you think she's lower-mid because, what, you can't get followups on throws? Because the tippy-top hitboxes of usmash don't keep them sucked in? Like I said before, who cares? Characters are gonna have weaknesses. And these weaknesses aren't even that big of a deal. ZSS's toolkit is such that she literally doesn't even need to grab in order to win, anyways. Just use throws to punish people who are too shield-happy. Don't base too much of your game around something that you perceive is a weakness. She has such a sick bait and punish game-- such an INCREDIBLY SICK PUNISH GAME.

You don't even mention what I think are her actual weaknesses-- weaknesses that ACTUALLY affect how she plays the neutral and can put her down a couple of pegs on the tier. Like the fact that she has no lingering hitbox on any of her moves, so she loses to fast, strong hitboxes like Fox nair unless you have godlike reflexes. Or that she can't convert a forward-facing combo into a kill unless you get the sick tip of fair and the best she can get in most situations is forcing an edge guard situation. These are weaknesses that affect the fundamentals of the character. These are the weaknesses that have the strongest arguments for her tier placement, not specific things about specific moves. (Heavy characters can DI in uthrow and punish your endlag at 0%? Hey, just don't uthrow them. It's silly and should be removed, sure, but this fact has honestly no value in a metagame discussion.)

I'm sorry that you don't find 3.5 ZSS fun, but all of the movement that made her so good in 3.02 is all still there coupled with a down-b that has a more flexible jump arc. And all of the neutral game strengths and weaknesses are the same for her in 3.5 minus the oppressively silly intangible DC blaster. All she lost really was nair nair nair nair nair as a combo, her high-risk, high-reward grab, and DC blaster. I honestly play ZSS in 3.5 incredibly similar to how I played her in 3.02, just with combos that are more dynamic. She's such a neutral-focused character, and those are exactly the kinds of characters that you see rise to the top of tier lists.

On another note, her recovery is busted good. But even if it were terribad and I had to force reel-in onstage every time, the punish is almost always gonna put me back onstage. I take the ledge jump knee, DI into the stage, tech, and get back to neutral. The punish is guaranteed, but it's nothing but a little slap on the wrist for reasonable %s.
 
Last edited:

PMS | LEVEL 100 MAGIKARP

Hologram Summer Again
Joined
Jan 16, 2013
Messages
3,303
Location
Tri Hermes Black Land
Luigi shield pressure is sooooo sick though, the only character who can break shields faster than Luigi is Bowser.
shhhhhhh that's a secret

but yeah dair>dair>jab>jab>dair>nair>any ground move, probably utilt is pretty decent at breaking shields
if they drop their shield after either dair you can use any aerial on them. if they buffer a roll, you can waveland away pretty much on reaction and launch them with a downsmash, which usually leads into a fair or dair which leads into death or an edgeguard situation
if they spotdodge your shield pressure lmao you can just grab the endlag and you have guaranteed followups
 

Frost | Odds

Puddings: 1 /// Odds: 0
Joined
Nov 12, 2013
Messages
2,328
Location
Calgary, Alberta
Luigi shield pressure is sooooo sick though, the only character who can break shields faster than Luigi is Bowser.
False. Bowser has no shield pressure of any kind, and his only moves that do significant shield damage are so slow and have so much lag that your shield will recharge between them anyway.

I got lucky against Alphicans once because he didn't know bowser could jab1 chain, but it's very simple for anyone to get out of that stuff.
 

Binary Clone

Easy Money since 1994
Joined
Jul 11, 2014
Messages
1,275
Location
Evanston, IL
if were including projectiles as disjoints the only three characters ic an think of are cfalcon, wario and booser.
And Sonic (unless you count his spring as a valid projectile, which... no), Ganon (unless you count fair), DK (?). And then if you discount the projectiles that aren't actually useful the list is probably a little bigger.

Regardless, not everybody can just "throw out a fking disjoint"
 

PandaPanda Senketsu

Smash Journeyman
Joined
Apr 30, 2014
Messages
416
Location
Antellope Valley
3DS FC
5241-2412-1689
False. Bowser has no shield pressure of any kind, and his only moves that do significant shield damage are so slow and have so much lag that your shield will recharge between them anyway.

I got lucky against Alphicans once because he didn't know bowser could jab1 chain, but it's very simple for anyone to get out of that stuff.
I didn't say Bowser has shield pressure, I just said he broke shields the fastest. Just from what I've seen he seems to break shield often.
 

Frost | Odds

Puddings: 1 /// Odds: 0
Joined
Nov 12, 2013
Messages
2,328
Location
Calgary, Alberta
In smash 4, maybe. If it happens in PM, you've done something really horribly wrong - he just can't string moves with high shield damage together at all.
 

Shokio

Netplay 4 Days
Joined
Jul 31, 2013
Messages
570
Location
Dallas/College Station, TX
NNID
Shokio
This is pretty much any character vs Squirtle.
Lol, yeah he's a weird character to deal with lots of chars, but with ZSS especially, it can be really hard to hit that short, slippery ******* if he's sliding around the place. She can combo him really well once you pop him up, but it can be both hard and risky to land that first hit.

Regarding the ZSS talk I've read in this thread......

I have to both disagree and agree with both sides. People this week have been saying she's either bad or really, really good. I don't think she's either. Like I said in the top player thread I think she's mid-tier.

Now, the parts I agree with are @ Foo Foo 's weaknesses he pointed out, as well as @ Myst007_teh_newb Myst007_teh_newb 's strengths. But that's exactly why I feel that she is mid-tier........her weaknesses mitigate her strengths, and vice-versa.....for the most part. That is what you call a balanced character.

I still believe her endlag on Up and Down throw should be reduced and that Up-Throw should be changed to a 90 degree or more angle so that people can't DI so easily out of actually getting thrown up onto a platform. And I'm still salty about the Nair range nerf. But those 3 things are my only complaints. She's still "good".

Vix and Oro say she's bad, Jason says she's "OP". I don't agree with either extreme.
 

Foo

Smash Lord
Joined
Apr 14, 2014
Messages
1,207
Location
Commentatorland
I personally don't agree that all of your negatives justify ZSS being low on the tier list. Her combos are just too good, her hit confirms are just too easy, and her on-stage neutral game is just too overwhelming to not be high tier. Her throws are worse than the throws of the rest of the cast, sure. But why does that matter? Even if her recovery was bad (Which I very much disagree with you on), that doesn't matter that much. Because ZSS dominates neutral. Her dash dance is so deadly. She can run away full stage and charge a blaster that WILL force your opponent into unfavorable stage positions. Her vertical mobility with crispy wavelands and down-b is nearly unmatched by the rest of the cast. Nair and uair combo hitboxes complement each other so well that any solid hit confirm will turn 0% -> 40% and 40% -> 90%. Dair is, like, the safest shield pressure in the game and baits out OoS options, creating an incredibly interesting vertical shield pressure mixup situation. Which just adds another dimension to her huge wealth of frame traps and positional mixups on a shielding opponent. There are honestly so many intricate, interesting things about ZSS that all have huge applications.

But you think she's lower-mid because, what, you can't get followups on throws? Because the tippy-top hitboxes of usmash don't keep them sucked in? Like I said before, who cares? Characters are gonna have weaknesses. And these weaknesses aren't even that big of a deal. ZSS's toolkit is such that she literally doesn't even need to grab in order to win, anyways. Just use throws to punish people who are too shield-happy. Don't base too much of your game around something that you perceive is a weakness. She has such a sick bait and punish game-- such an INCREDIBLY SICK PUNISH GAME.

You don't even mention what I think are her actual weaknesses-- weaknesses that ACTUALLY affect how she plays the neutral and can put her down a couple of pegs on the tier. Like the fact that she has no lingering hitbox on any of her moves, so she loses to fast, strong hitboxes like Fox nair unless you have godlike reflexes. Or that she can't convert a forward-facing combo into a kill unless you get the sick tip of fair and the best she can get in most situations is forcing an edge guard situation. These are weaknesses that affect the fundamentals of the character. These are the weaknesses that have the strongest arguments for her tier placement, not specific things about specific moves. (Heavy characters can DI in uthrow and punish your endlag at 0%? Hey, just don't uthrow them. It's silly and should be removed, sure, but this fact has honestly no value in a metagame discussion.)

I'm sorry that you don't find 3.5 ZSS fun, but all of the movement that made her so good in 3.02 is all still there coupled with a down-b that has a more flexible jump arc. And all of the neutral game strengths and weaknesses are the same for her in 3.5 minus the oppressively silly intangible DC blaster. All she lost really was nair nair nair nair nair as a combo, her high-risk, high-reward grab, and DC blaster. I honestly play ZSS in 3.5 incredibly similar to how I played her in 3.02, just with combos that are more dynamic. She's such a neutral-focused character, and those are exactly the kinds of characters that you see rise to the top of tier lists.

On another note, her recovery is busted good. But even if it were terribad and I had to force reel-in onstage every time, the punish is almost always gonna put me back onstage. I take the ledge jump knee, DI into the stage, tech, and get back to neutral. The punish is guaranteed, but it's nothing but a little slap on the wrist for reasonable %s.
I didn't list all of her weaknesses in that post, I just listed things that I have a problem with. For instance, upsmash being incredibly easy to SDI out of, and people falling out of it with only regular DI on anything but the inner middle part isn't really that important to her gameplay, but it's dumb. This is a problem I have, people always confuse my design complaints for balance complaints (same goes for upthrow and stuff) I'll just try to not talk about pure design things. And yes, I understand and LIKE that she has weaknesses and all characters should and do, but that's not the point. It's not that I think she shouldn't have weaknesses, it's that I think her weaknesses outweigh her strengths when compared the rest of the cast. Now, 3.5 is pretty balanced overall. Being on the bottom half of the tier list is still completely viable. Just clarifying that. I don't think she's a bad character, I just think she's below average in 3.5.

Do you really think fully charge blaster is that good? It's clanked really easily and is super easy to avoid. I mean, if your opponent just lets you charge it for 40 frames it kinda helps, I guess. If they clank or shield it, you can't really punish them for it and 40 frames is a big commitment. Her dash dance is great, and her mobility is top tier, for sure. The thing is, I don't see how her moveset gives her a phenomenal neutral. It really seems like her neutral's strength is derived from movement alone. Don't get me wrong, that's enough to have a good neutral, but I wouldn't call it great. Her options are not very good offensively, and getting grabs off DD will get you nowhere near as far as characters like falcon, marth, pit etc. Anyway, here's the post where I go in depth about her weaknesses. Not 100% consistent with my current opinions, but close enough
http://smashboards.com/threads/tier-list-speculation.331666/page-600#post-18298796

Main thing I disagree with in your post is about her punish game. It's good when you land it, but it's hard to get those conversions started. Smart opponents at 0% (and up until like 60%) will hold down when you are about to punish them, and suddenly you get a tech chase instead of a 40 damage combo. That's all fine and good, but it makes her punish game a lot worse.

And I do think 3.5 ZSS is really fun. It's the only reason I play her. I play her because she feels fits me like a glove and there's so many wacky options they can do. There's still tons of tech I'm trying to figure out how to use. (i.e. Instant wall jump out of down b off ledge into fair to edgeguard, or invincible ledgecancled dive kick off ledge and etc. ) I also think her combo game is MUCH better from a design standpoint. In 3.02, it was just nair>nair>Nair>nair>nair>? but now it's a lot more dynamic and interesting and rewards character knowledge. That's the change from 3.5 that I really really like. I said I didn't like nairs kb change at first, but once I adapted I realized it was a great change.

If the problems I have with ZSS were fixed (her throws working, her upsmash working, slightly better nair range, up-b tether having better mechanics) I would be happy even if it moved her DOWN on the tier list. Believe me, I WANT her to be good, and I've been working and studying really hard to make her that way, but I'm starting to lose faith in it. I used to think her recovery was amazing, and that she was a really good character, but people adapting to the matchup have made it hard to keep thinking that. I don't really care that much, mind you. If she's a lower tier character, I'll come here and express my opinion on the matter, but I wouldn't be complaining. I complain about things I see as bad design, but I don't feel zss "deserves" to be average or above average. I'll play her regardless of where she is on the tier list. (unless she was like 5 tier below bottom or something lol)

@ Shokio Shokio I agree with most of Jason's points about her strengths as well, just generally not to the degree (seems like he's exaggerating a lot of it.) I'm in the same boat, but I think she's JUST below middle. A week ago, I thought she was upper mid, so that could change when I get really good at amsah teching and down-b wall jumps off of tether hop, so we'll see.

EDIT: With so many ZSS players complaining about 3.5 zss being boring, I am shocked no one came up with the pun.

"The changed her from zss to zzz...ss
 
Last edited:
Top Bottom