http://www.youtube.com/watch?v=1Q7uaePHSa0 <--- Winner Final vs. Zamus (also a former brawler)
Alright, I only watched the first match of this set. This is actually a MU I have some experience in, because one of our best players here on Long Island mains ZSS, and ZSS:Zard is a MU I've come to hate. Kudos to you for fighting through it!
Here's my breakdown:
0:04 - I can't question your first decision to go to the top platform, since so many variables are at work here, but I personally don't like going for those platforms because they are the perfect height for ZSS' upB shenanigans, and once she hits or pokes with one, hell can ensue. Even at low %'s and with a full shield, that move can cause major problems.
0:18 - Good try. You almost caught him slippin'!
0:21 - Wooaaah there! Way too much rolling and spot-dodging for anyone's taste!
The first one was acceptable because you were trying to avoid punishment after you got grabbed. After that, you probably should have just shielded and/or nair'ed OoS.
0:36 - I think a RAR Nair would have been more appropriate here. It would have hit her earlier and knocked her away from the stage instead of letting her get over you and knocking her onto the stage. RAR Nair edgeguards also option-select, because if she chose to hang back instead of going over you and getting hit, she would still have to contend with the second go-around of the tail.
0:39 - I respect the chase, but after the first whiffed uair, I would have gone for something that offers a bit broader coverage, namely nair, to keep ZSS off-balance. It's really important to keep ZSS off of the neutral game, because she straight-up wins that due to her dominating stage-control.
0:43 - This is a bad rolling habit. Against ZSS, if you're scared or don't know what to do, it's always safer to just stick in shield than to roll or spot-dodge, because ZSS has one of best panic-button punishers in the game - dsmash - and you got hit with it there as a prime example. Even if ZSS grabs you, there really isn't much she can do against good (S)DI. Her aerials outside of sweetspotted bair are not too strong, so she'll never really kill you. Of course, excessive shielding is also a bad thing, but it's better to hold shield for too long then to roll/spot-dodge into a dsmash and then be forced to take a big punish. Luckily for you, she mistimed her uair combo starter.
0:49 - RAR SHFFL nair gives the opponent two consecutive hitboxes to worry about and is just as fast.
0:51 - RAR nair works as a plat poke in this situation, I guess, but usmash is probably a better choice. It's faster, it pokes better, and you avoid the risk of running into a dsmash, especially now that you should know that this ZSS is comfortable with firing those off at any time. You can't really follow up off of a nair any better than a usmash, too.
0:57 - Speak. of. the. Devil! (O_O) I actually didn't see this coming, since I'm putting these in as I go through the match for the first time, but this illustrates what I was saying just above.
1:26 - One too many ftilts, especially with that spacing.
1:42 - I know you wanted to avoid that blaster, but really, you are running right into all of that ZSS' dsmash roll traps.
1:48 - I can forgive the back roll, since it allowed you to avoid the grab, but why the subsequent spot-dodge?
2:30 - Very good grab, throw, TC, and usmash follow-up, but you didn't need to charge that Fly for a full combo. I surmise that you wanted to use the momentum to carry you to other aerials without having to DJ, but as a result, that wasn't really a true combo, and on top of that, you actually ended up dropping the rest of the combo. In that situation, I generally like to go for something like: jump uair > DJ dair (maybe after another uair) for a resetting TC. I know John12346 tends to go for: jump uair > soft uair (to carry opponent down to the ground/plat) > usmash/uair > follow-up.
2:35 - Against ZSS specifically, wait for the stomp because you can punish it OoS.
2:40 -
Even after ZSS indicates that she's charging a dsmash, you glided into it. You could have just glided over her instead of falling down to ledge level and received a free punish.
3:00 - You're Charizard. You can go
much deeper for those gimps.
3:11 - After the bair, I personally think it would have been wiser to go for a nair instead of fair, but hey, you secured your kill.
3:17 - Gotta react faster to those and WD OoS. You definitely could have capitalized on that for a free approach. Instead you rolled back.
3:24 - I understand what you were going for here, and I'm also surprised that you didn't land that grab, but it would have been wiser to go for a full combo with jab instead of a grab to reset the situation. If you were Mario or DK, then sure, I'd tell you to go for the re-grab all day, since with those chars, grab = full combo, but that's not so with Zard. With him, a grab only means you get a TC (which is not guaranteed like a combo is), an offstage opponent (which is hard to capitalize on at such low %'s), or a combo with bad DI. Jab was guaranteed here and would have led into more.
3:30 - Stomp is daunting, but I'm almost certain that it isn't safe. Punish that s**t!
3:32 - You are kind of flailing around and letting ZSS style on your shield.
3:54 - You are dropping combos with these charged Flies. :/
4:06 - You are jumping around way too much, which is what let ZSS catch you with that dsmash. ZSS' aerial and plat mobility is too good for you to be chasing her around like that. It's better to just remain grounded and catch her on the side plats with usmash if you can.
4:38 - You don't need to charge the Fly...
5:05 - You can't allow ZSS to fall back down so easily, especially after she'd expended both her DJ and her special flip. You could have easily just remained under to challenge her descent with something instead of DDing at a distance where she could comfortably just fall to the ledge (and tag you with a sideB).
A few additional notes:
- Overall, in this MU, I would say to learn how to PS her blaster out of a dash, and subsequently WD OoS, more consistently. PS messes up ZSS a lot more than most and this tactic lets you approach more viably.
- You don't really need to charge fly unless you want to chase and harass someone who is near the top of the screen or is recovering from really high up, IMO. You dropped a lot of stuff with that.
- I don't think you should have struck to such a huge stage for the first match. IIRC, ZSS is somewhat of a FFer, so she can DI everything sorta upwards and live for a very long time. In addition, a larger stage with such far apart platforms gives ZSS plenty of room to run around and abuse her superior mobility on the ground, in the air, and on plats. I think you would have been better off on a smaller stage where you could have killed her faster and could have kept her off-balance and juggled and TC'd more easily with each hit. On DL64, it was a struggle just to catch her.
- Usmash more to cover plats. Nair is a good all-purpose tool, but usmash is better in covering plats safely.
- When ZSS if flying all over the place, try to remain grounded. ZSS may rule the plats, but you rule the ground and, by extension, the lower plats as long as you are on the ground.
Tough luck on the match, but good stuff, overall, though. This is a tough match-up!