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Maybe a few...lot... less on CPUs?
A lesson in spacing.
Watch in HD!
Questions and comments welcome
From that video, I gather that we must not:
A lesson in spacing.
Watch in HD!
Questions and comments welcome
Yeah it does and it is much much more powerful. You hav the to hit with the end of the kick.From that video, I gather that we must not:
-camp
-cover our recovery
-get up early
-combo break
-hoo hah
-weegie
-taunt
-wall cling
-reflect
-roll
-edgeguard
...
Mmmm...
I know why! It's because when we're up against ZSS, we're all in check, right?
Where is my cookie?
...
Ok, more seriously, I thought only ZSS' down-b could spike; I didn't know the followup kick also did. Nice to know, and nice spacing there.
Hey man Can I add you for some games? Saw both these videos yesterday. When you posted them in someones thread who was looking for Nair use tips. Great spikes!May I direct you to the original
But seriously, I didn't have internet for most of filming so that's why there are CPU clips. I'm all good now, so they'll be kept to a minimum in the next ZSS Playbook
Sure, just added you. If anyone else wants to play just PM me!Hey man Can I add you for some games? Saw both these videos yesterday. When you posted them in someones thread who was looking for Nair use tips. Great spikes!
For b throw it can be DIed. Nair to flip kick I think might be able to DI but I think Bair to flip kick is guaranteed and of course you could do the choco and run off reverse flip kick and hit there ledge grab like the video above. With b throw if they DI it you might be able to bait an air dodge or something to hit anyway.I've been meaning to ask something about flip kick; are there any guaranteed setups for it offstage? I remember at APEX Choco was smashing my face in on several stocks by hitting me off stage then immediately down bing after me. If I didn't get hit by the spike, I would get hit by the strong hit and just die off the side/be too far to make it back. Im assuming it happened so much because I was DIng wrong and didn't know the proper DI angle to avoid it. I want to utilize it in my ZSS game though if there is any sort of setup like that that's guaranteed.
Is down and away the only safe DI angle for an opponent?
I've looked into nair to flip kick a bit, but lack of able opponents... or the ability to force online opponents into position at various percents... makes it difficult to say for sure. But in my limited experience, landing nair at 60~90% is a good bet for getting those two moves to string together. Whether or not that means you can get it to spike in the hitstun time that nair grants you? I have no idea.I've been meaning to ask something about flip kick; are there any guaranteed setups for it offstage? I remember at APEX Choco was smashing my face in on several stocks by hitting me off stage then immediately down bing after me. If I didn't get hit by the spike, I would get hit by the strong hit and just die off the side/be too far to make it back. Im assuming it happened so much because I was DIng wrong and didn't know the proper DI angle to avoid it. I want to utilize it in my ZSS game though if there is any sort of setup like that that's guaranteed.
Is down and away the only safe DI angle for an opponent?
Damn, that read beats anything in my video lol. Also digging the foxtrots throughout the set, need to make more use of that (and Nairo's foxtrot to perfect pivot SH FF n-air, for that matter).Figure this could go here too. I learned this from Choco. Run off stage, reverse flip kick, hold toward the edge. You do a sort of in-place flip, and her feet dip below the edge. The result, looks like kick seen here vs Dr. Mario. Hype kick!
I've been meaning to ask something about flip kick; are there any guaranteed setups for it offstage? I remember at APEX Choco was smashing my face in on several stocks by hitting me off stage then immediately down bing after me. If I didn't get hit by the spike, I would get hit by the strong hit and just die off the side/be too far to make it back. Im assuming it happened so much because I was DIng wrong and didn't know the proper DI angle to avoid it. I want to utilize it in my ZSS game though if there is any sort of setup like that that's guaranteed.
Is down and away the only safe DI angle for an opponent?
Yep, b-air to down B is guaranteed:For b throw it can be DIed. Nair to flip kick I think might be able to DI but I think Bair to flip kick is guaranteed and of course you could do the choco and run off reverse flip kick and hit there ledge grab like the video above. With b throw if they DI it you might be able to bait an air dodge or something to hit anyway.
Thanks for the tips! If you get some time, I also have a video of me getting completely wrecked by Diddy in the video analysis thread. That one needs more tips than this one, heh.Damn, that read beats anything in my video lol. Also digging the foxtrots throughout the set, need to make more use of that (and Nairo's foxtrot to perfect pivot SH FF n-air, for that matter).
Yes they need to di down and away from zss because it causes her to take longer to get to the kick point enabling you to airdodge it. Surprised I never saw anyone actually say yeah.I've been meaning to ask something about flip kick; are there any guaranteed setups for it offstage? I remember at APEX Choco was smashing my face in on several stocks by hitting me off stage then immediately down bing after me. If I didn't get hit by the spike, I would get hit by the strong hit and just die off the side/be too far to make it back. Im assuming it happened so much because I was DIng wrong and didn't know the proper DI angle to avoid it. I want to utilize it in my ZSS game though if there is any sort of setup like that that's guaranteed.
Is down and away the only safe DI angle for an opponent?
To spike with the kick, you must hit with the flames coming out of ZSS's shoe.I've been practicing this trick since I posted my question; I can get the weak spike to hit pretty much 100% of the time (When you down b after them and don't actually kick but bounce off their head). I'm guessing to get the actual kick to connect you need to hit them when they are essentially parallel with where you started your jump? This is for the combo version, not a read/downsmash followup like that Nairo vid.
I actually didn't know that so that's a huge help to me.To spike with the kick, you must hit with the flames coming out of ZSS's shoe.