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yeah joshu, get crackin.I expect an essay from a certain SBRer. >:[
that means you joshu
Well, jab canceling is still in.It's good, quick (1 frame as mentioned earlier), but only works as another, less damaging "get away from me" option.
Her third jab is pretty awful though, a bunch of characters can take the first two jabs and still attack her out of the third =\
edit: Cort said she was the 2nd funnest character to play as
The only input I can provide is how hard she is to play against in teams. If I am busy fighting someone else, she can jump in from a pretty decent distance and side B me. Because she is so far away I don't even really pay attention and next thing I know I get sauced by it. She is also obviously harder to edgeguard in doubles, so she performs even better because of that.
I'll be making a lengthy post sometime tomorrow as well.EDIT: When this thread gets moved to the ZSS board, I'm guessing Snakeee will probably make a lengthy post as well, so to make a request, could you post something about 2v2? I don't like playing as her in doubles very much <_<
Not even.I think ZSS is terrible in teams. you can just choose to ignore her and her attacks are too weak to keep you from doing a 2 vs 1 on her teammate. Once her teammate is gone, ZSS can't fight 2 people by herself and dies at 80%.
She is okay in teams especially if it's a GaW, as her down smash fills the bucket if you can get two seconds of free time.I think ZSS is terrible in teams. you can just choose to ignore her and her attacks are too weak to keep you from doing a 2 vs 1 on her teammate. Once her teammate is gone, ZSS can't fight 2 people by herself and dies at 80%.
Which definitely helps in battles.She has a nice rack!
ZSS has a great aerial approach. While Plasma Whip may be predictable, it forces your opponent around it at your discretion and keeps you at a safe but still operable distance. Not to mention that timed right, the hitbox lasts longer than most airdodges. Combination U-airs, F-airs, and B-airs allow you to mix up your approach. U-air has a very large, sweeping hitbox that covers about 4/7 of a circle, so you can hit with it from many angles of approach. It is also extremely fast, and when chasing a falling opponent you have potentially 3-4 attempts to nail them with one and keep them up. Her Stun shot also gives her aerial approach variability, and when used on a falling opponent can allow you to fall past them and get under them while they're stunned, allowing you to finish with an U-air; or you can stun and approach in general with a F-air. Obviously this all is just a small example of the possibilities.ZSS is a character with a horrible and predictable aerial approach,
Can't disagree with this. But her throws in general are decent.a horrible grab,
This is something still being debated on. OOS option for ZSS are: limited yet variably effective. As in, OOS options on aerial opponents are good, while OOS options on grounded opponents are poor. As said before, U-air OOS is great on falling/stalling opponents; whereas on a grounded opponent, your options are severely limited. High short hops make using aerial attacks OOS clumsy and impractical. U-tilt OOS is effective in some situations, as it comes out instantly and has decent range; the downside to that is the lag animation afterwards makes following up with anything almost impossible. Jab OOS is alright; it has a 1 frame startup, but following through with an actual jab combo is ineffective and will be countered back at you. D-tilt and F-tilt OOS can work to your advantage, but aside from these two moves there isn't much to mix it up with.and very poor OOS options.
I like to think we're the most civilized and organized board, hence, we think the most.Despite this, ZSS does very well when she has her opponent in a poor position; ZSS takes a lot of thinking to play, but if you can get your opponent where you want them it all pays off.
This made me rage. Plasma Whip is the most common SPACING move. It just happens to have decent damage and knockback. Using it to KO is good when you're in a difficult position against your opponent and can't risk getting close. Other than that, you'll always want to KO with a B-air, U-air, F-air, or Flip Jump.Her most common kill move, her over-b, is also one of her safer and most commonly used attacking moves. This is bad, as it continually is diminished. The good news is that this attack often puts your opponent in a poor position! If you can capitalize on this, theoretically the over-b should never go stale.
To quote Snakeee, "A good ZSS does NOT get gimped!" Most of this was already gone over before; ZSS has enough tricks that she can mix it up and almost never get gimped. Someone said before (it might have been Dazwa in his lengthy post, I can't remember) that using Flip Jump's kick as a "suicide" move on ledge-hoggers can be used as a last resort. This is never a good idea, since you can (much easier) just use a special footstool out of Flip Jump on the ledge-hogger. Which is another thing that I was disappointed wasn't mentioned: Flip Jump's amazing footstool properties. It's difficult to get down, but being able to footstool Metaknight's Whorenado is great.It's also important to note that ZSS recovery, while tether-based, isn't that bad. She can be gimped incredibly easy if her player doesn't know what they are doing, but in the hands of a ZSS veteran she has enough options to continually be one step ahead of the opposition.
Personally I steer away from her jab combo now, as I've been all too often shield-grabbed out of the second hit. One jab is plenty. Two is too many. Three is right out. It is, however, great out of a dash attack onto an aerial opponent.Her jab also comes out ridiculously fast. This makes it the best "OMG OMG OMG OMG GO AWAY" move in the world. When in doubt, jab once or twice then run away.
Honestly, I prefer to use Plasma Whip to regenerate my real KO moves.And as far as side-B killing, the stale move list is what? 10 moves long? If you land a couple u-airs or jabs when they are around 100% and grab -> pummel -> throw, you have a fresh (or very close to fresh) side-B. And sometimes you might just find that you haven't been needing to use it for a little while (like on Battlefield when you've been juggling them through the platforms) and it's fresh when they are in KO range. And one hit from a side-B a little ways offstage is pretty much certain death even when heavily decayed.