Thane of Blue Flames
Fire is catching.
Yes that was the character Mang0 was playing when Sethlon took two Bo5 sets off himFox
I'm actually joking this time around
FFS what happened
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Yes that was the character Mang0 was playing when Sethlon took two Bo5 sets off himFox
I'm actually joking this time around
Definitely not Sethlons best play, or anywhere near it. Everyone here could tell he was super off.Okay I'm just watching the IaB 43 videos
How in the hell did Lucky piledrive through Sethlon like that? Sethlon has taken two Bo5 sets off of MANGO. WTF?
*cough*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
As much as it galls me to join the neverending train of Mango johns, I'm pretty sure he consistently sandbags in PM - just doesn't put any effort into learning the MUs or anything. Lucky obviously did at least a tiny bit of homework, and played a few friendlies before the tourney.Okay I'm just watching the IaB 43 videos
How in the hell did Lucky piledrive through Sethlon like that? Sethlon has taken two Bo5 sets off of MANGO. WTF?
Or that.Definitely not Sethlons best play, or anywhere near it. Everyone here could tell he was super off.
Play as ZSS vs. a Squirtle. It's one of the most awkward-feeling MU's in the entire game lol.
RekdThis is pretty much any character vs Squirtle.
I didn't respond because that goes against all of the testing I have done both in and out of game. It just simply does not lead to those things guaranteed, period. If you read the post I made, you'd know I suggested making it more like kirby or D3 dthrows that do pretty much tech chase at all %s. Also, I am not talking about 0%. This is why I am so ****ing sick of replying to you. You do nothing but respond to points I don't make and invent opinions for me to hold. You have preformed such a strong impression of me, that you don't actually consider anything I say and immediately feed it through your bias filter. (By my testing, basically this is how it works. If you are a certain fall speed and weight, you get tech chase pretty much every time until around 70. If you aren't you don't really get anything past 0%. If you are a weird weight and have slow aerial options, your interpretation is accurate, but the only character I've found like that is ike. An example of the opposite, marth can dj fair you out of downthrow from 0% A lot of characters can also autocancel an aerial out of it. Basically, you can't really set up for a tech chase because you never know when it's going to be a tech chase, unless they are one of those characters.)On mobile so I can't address everything but I can address this. @ Foo ZSS can guaranteed tech chase, regrab, or aerial follow-up (depending on DI) every character in the game (except heavy floaties) to moderately high percents using her dthrow. Please actually go back and read the post I made regarding that, I thoroughly tested it and you are just kind of ignoring it in favor of *****ing more. It definitely works as intended, unless you think it should be guaranteed tech char every time in which case there are very few throws that do that, like fox/zard's dthrow and generally those have higher endlag and aren't as good outside of platforms.
Also you can't CC side-b unless you are already crouching. Lol if you are testing for CC with a crouching character you should know that you can crouch cancel almost any move in the game like that at 0
You DI UP and away to get out of Zss dthrow. And now you are confirmed for fraud. There is no way you can get regrab on peach consistently, as she can float above your grab range at 0% and can nair you out of a regrab attempt anyway. Best I've gotten off of dthrow was dash attack and upair trades in tourney against peach. And that was against someone who had never played the matchup before.Foo all your methods are really bad, then. I test very thoroughly, I probably spent an hour using multiple running and grabbing timings for multiple characters each at 0, and various percents until I could find the extent of regrabs/tech chases for each DI. She can regrab peach on DI away until ~70.
Any character that's not floaty and not fast falling can get into a tech chase if they DI away, or get regrabbed if they don't. Any character that's FFing gets tech chased until high percents unless they DI in, which usually means you can regrab them. And like I said, heavy floaties can DI away and jump out.
Your testing for CCing on side-b is just as bad. Typically when something is "CC'd" the CCing character wasn't actually crouching, they were instead holding down during another animation. That will get you only downward ASDI. Go back to the lab and try CCing side-b with only the CSTICK held down to replicate the effect, then report back.
I love you DF, but you can't be doing that c'mon.She can regrab peach on DI away until ~70.
like lunchable's tierlist is the most "accepted" one but no not reallyis there a community tier list yet?
Yo, Mewtwo can djc fair ZSS before regrab by DIing up and away at 0%. Mewtwo's fair comes out frame 5 and Peach's nair comes out on frame 3. There is straight up no way you can get a regrab off of optimal DI, even at 0%. Let alone until 70%. I'll be the first to admit that ZSS's throws aren't absolute garbage, but let's not get ahead of ourselves, lol.I tested her dthrow in frame advance, if you guys are just feeling it out you're doing it wrong and probably being too slow in practice lol
When I get home I'll try and get video of it somehow
can i unlike this?^That's until everyone sees my tier list:
Top Tier: Fox, Falco, Wolf, Shiek
High Tier: Falcon, Roy
Bottom Tier:............why play anyone else?
Accurate, list is accurate.
I did a huge post about this in the ZSS discussion threads and talked a little about it in the top player thread as well.There is no reason to rely on CPU DI at all with frame advance, you can just use two controllers.
1. ZSS gains more height on her down-b than she did in 3.02. This makes it easier to recover over opponents and recover high. In 3.02, she was essentially shot out sideways, which made her extra hard to combo. But this new trajectory gives her more options on recovery.Okay:
1. How is ZSS' recovery better for vertical compared to 3.02?
2. How does ZSS have OMGWTFBBQ punishes?
3. How does ZSS get the laser out without getting punished by almost any Nair in the game without giving up a ton of space for almost no reward? (SH retreating Nair or Bair beats this no prob if ZSS is approaching with it).
4. More random stuff but I'm too busy playing Dota.
My b on down-b, then. I guess since ZSS was never really forced to mix-up high in 3.02 I never used that as an option. Whatevz.1. Did you even play ZSS in 3.02? I'm fairly certain the only thing they did was reduce horizontal momentum (if the changelogs are to be trusted:
View attachment 40670
2. D-Tilt is super weak, unless you're playing vs. floaties or at least like, 50% then it's not going to work. If they're CC'ing or ASDI'ing down then forget it. The other combos are sure whatever, she pretty much only has jump ins to start combos though, which hurts her a lot. Earthquake hitbox from Down-B can be blocked by angling shield, any good player knows that. It's the same as all the other similar aerials (Falcon's Down B confirmed broke). Dair strings shouldn't work with DI. WD or shield at any point the wavebounce Side-B is useless, it also has a big startup so you won't really get caught by surprise.
3. Why would they be DD'ing from far away lol, it's useless to DD that far away if you can't punish. You have DD'ing SO you can punish, not to practice super left-right bros. She isn't stationary but she has to give up a bunch of stage control to use it and that's only IF she doesn't get punished (people are juggled all the time). She has aerial mobility but no options to escape besides that. Her FF isn't that much faster than her regular fall.
4. First hit confirm: Hard read off of tech chase from grab, Up-Air, Nair, Dair, D-Tilt at much later percents, possibly Side-B but hitting that is eh, blaster hit eh, Up-Tilt.
I didn't watch entire video, but did you cover the two away mini-angle directions as well? The one below horizontal and above diagonal-down on paper sounds like it would possibly be goodThis deserves a double post
@ Foo @ Shokio
https://www.youtube.com/watch?v=373ANom4M-c&feature=youtu.be
One should write AI that tests percentages on its own. I always want to do it because I love the micro-metagame, but it can be so boring :/can you autism out sheiks entire CG range for me vs the entire cast?
because lazy
They aren't in the video, but I just tested both DI down+ away plus an approx half angle between away and down+away, both required that you dash for exactly 14 frame and JC grab to get the regrab, but technically it was still guaranteed because DJ, float, and nair all couldn't get her out of the grab reach.I didn't watch entire video, but did you cover the two away mini-angle directions as well? The one below horizontal and above diagonal-down on paper sounds like it would possibly be good