I've found some useful tactics recently in my matches that I haven't really seen other ZSS mains use, so I thought I'd make a post about it.
1) Tap Forward + Down C-stick: On your gamecube controller, if you tap forward on your directional stick and then Down C-stick you go into your typical running kick animation. But I noticed most people only do it once and stop... Probably because most people use Run + A button for this? That's how I used to do it myself, but this actually limits the number of run-kicks you can do in succession because she stops dead after the run. I found that if you instead use the tap forward + down C-stick combination in succession, ZSS can pull off secondary running kicks in immediate succession. If you time it right, you can continuously run-kick opponents all the way across the stage, and then lead into other combos at the edge. You can even run back and forth in place doing these run-kicks, it's very nice.
2) Run off stage: Basically, when an opponent chases you to the ledge, you jump away from the stage and use tether recovery directly into a ledge attack. At low damage ratios ZSS can recover very quickly and lead directly into her ledge attack, which can surprise opponents. If opponents try to grab the ledge when you run off to prevent the tether, you should still have enough room to jump back onto the stage (using down+b if necessary). At that point the positions of the match are reversed, which can be to ZSS's advantage. Some might argue that being off the stage ends can lead to some disadvantage positions, but in my experience I think ZSS is probably the most comfortable character for fighting off the stage.
3) Ledge guarding with Up C-stick: I saw this used on a random YouTube video and picked up on the strategy, and have been using it since. If opponents grabbing the ledge try to jump up from the ledge, I find it useful to be standing at a decent distance away from the ledge and then just run in and use the Up C-stick. Since ZSS is fast she can get into position beneath her opponents pretty easily, and the punishment is practically guaranteed, since the jump from the ledge can't be initially airdodged. And of course, an Up C-stick can be led directly into combo's, which is ZSS's bread and butter. This limits your opponents recovery to roll-ins and attack-ins, which means you have a little more predictability from your opponent, which is a good thing. And since you're already standing and waiting a decent distance away, you're at a good position to not be attacked from an attack-in and to be waiting where your opponent appears if they roll-in. Not a bad strategy for ledge control methinks.
I think number 1's pretty important and pretty unused, and I hope some people find it useful. There are some other things if I really think about it, but these are the ones that come to mind. If anybody knows of other underused tactics to post here that would be cool, I think there's still a lot left to be learnt for ZSS strategy.
1) Tap Forward + Down C-stick: On your gamecube controller, if you tap forward on your directional stick and then Down C-stick you go into your typical running kick animation. But I noticed most people only do it once and stop... Probably because most people use Run + A button for this? That's how I used to do it myself, but this actually limits the number of run-kicks you can do in succession because she stops dead after the run. I found that if you instead use the tap forward + down C-stick combination in succession, ZSS can pull off secondary running kicks in immediate succession. If you time it right, you can continuously run-kick opponents all the way across the stage, and then lead into other combos at the edge. You can even run back and forth in place doing these run-kicks, it's very nice.
2) Run off stage: Basically, when an opponent chases you to the ledge, you jump away from the stage and use tether recovery directly into a ledge attack. At low damage ratios ZSS can recover very quickly and lead directly into her ledge attack, which can surprise opponents. If opponents try to grab the ledge when you run off to prevent the tether, you should still have enough room to jump back onto the stage (using down+b if necessary). At that point the positions of the match are reversed, which can be to ZSS's advantage. Some might argue that being off the stage ends can lead to some disadvantage positions, but in my experience I think ZSS is probably the most comfortable character for fighting off the stage.
3) Ledge guarding with Up C-stick: I saw this used on a random YouTube video and picked up on the strategy, and have been using it since. If opponents grabbing the ledge try to jump up from the ledge, I find it useful to be standing at a decent distance away from the ledge and then just run in and use the Up C-stick. Since ZSS is fast she can get into position beneath her opponents pretty easily, and the punishment is practically guaranteed, since the jump from the ledge can't be initially airdodged. And of course, an Up C-stick can be led directly into combo's, which is ZSS's bread and butter. This limits your opponents recovery to roll-ins and attack-ins, which means you have a little more predictability from your opponent, which is a good thing. And since you're already standing and waiting a decent distance away, you're at a good position to not be attacked from an attack-in and to be waiting where your opponent appears if they roll-in. Not a bad strategy for ledge control methinks.
I think number 1's pretty important and pretty unused, and I hope some people find it useful. There are some other things if I really think about it, but these are the ones that come to mind. If anybody knows of other underused tactics to post here that would be cool, I think there's still a lot left to be learnt for ZSS strategy.