Foo
Smash Lord
Lately, I've been doing a lot reading and testing for Zero Suit, and I thought I'd compile a list of the many obscure mechanics she has. Hope you guys find this helpful! I'll start with the most well known, and lead into the most obscure.
1. Her down B can be cancelled by jump. For the first 15 frames, you cannot input any actions. On the 15th frame, you have 3 options: A. Divekick B. Flipstool (press b as you collide with a player) or C. Jump. That means you CANNOT up b out of down b until frame 55 unless you have your jump. Because of this and the fact you get down b back after being hit, ALWAYS down B first while recovering. If you down B and try to up B out of it, you will wind up lower than if you had just up B'd.
2. Her up B is unclankable. It cannot clank, and will go through any move in the game. This, combined with incredible priority make it beat out pretty much any move in the game if they are above you.
(this is where things start to get interesting)
3. Many of Zero Suit's moves have secondary hitboxes that can be used for DI mixups. These moves include : Nair, Bair, Upair, FSmash and up B. Zero suits nair goes slightly behind her. If you are going up to nair an opponent, you can go past them and nair with them behind you to send them the opposite direction,or forward if you connect it in the right spot. If you hit the sour spot of bair, you can bait them into DIing towards you to survive, and combo it into a sweetspot bair to kill. If you hit them with bair when they are in your body, but slightly on the wrong side it will hit them other way. If you hit Upair on the first hitbox (forward) it will hit them fairly far forward, if you hit them with the very top hitbox, it will hit them almost straight up and if you hit them with the last hitbox (as her flip completes) it will hit them down and back. This can be useful for gimping. As for Fsmash, if they are behind you, it will hit them almost straight up. It has relatively low knockback scaling, so it can be useful for comboing on faster falling characters at high percents (backwards fmash won't kill till 300%+). Finally, there's up B. It has a low, middle and top hitbox. If you hit the top one, it pulls your opponent down. If you hit the middle, it knocks them up and if you hit the low one, it hits them into the top one, which pulls them down.
4. Zero Suit's Nair is an "electric attack." That means it has similar properties to shine, giving it 1.5x freeze frames for the taget on hit, but no additional freeze frames for you. It is also an article, which just means the game generates it when you attack. It isn't like attacking with a sword or your foot. Before you nair, no whip, when you nair, whip. That gives it some funny properties. For one, there is no hurtbox in the whip, and it doesn't extend your hurtbox either. That means it will beat out almost any other aerial attack. It also used to be able to clank with ground moves, but they took that out in 3.0. Against grounded targets, it has similar properties to most aerials, but it cannot hit projectiles. It is still useful when combating grounded moves, because they have to hit through your nair into your body. This makes nair still beat out most ground moves.
5. For whatever reason, when you jump and use up B at the same time, it boosts you upwards significantly. I wish I had a video to demonstrate it, but I can't find one. Try it yourself, it's REALLY noticeable. When you single jump and up B (must be done very quickly), it looks like you double jumped, but you still have your double jump. If you do it with your double jump, it sends you just as high. If you do this on both jumps and down B at the peak, you can jump completely off the screen on FD.
6. If you shffl her forward air, and only hit the weak hit, it combos perfectly into down tilt. The weak hit as zero knockback scaling, so this can be done at literally any percent. You combo down tilt-dash attack-dash-short hop-fair-fastfall-L cancel-down tilt-nair etc. The main problem with this is that it is easy to shield or crouch cancel. If you hit it into shield, there is virtually no shield stun. If they don't see it coming, you can even land a forward or down smash off of it at higher percents if they don't use a quick aerial. The only consistent use I can see is hitting a free downtilt on an opponent who missed a tech after you nair or up B them.
7. When a character is holding ledge and Zero Suit is dangling beneath on her tether, when she tries to move up to ledge (or is forced to from waiting too long) she will helplessly jump up to stage, leaving her easy to punish. HOWEVER, though you can't preform any actions, you still have full movement control over your character. So, if you hold back on the control stick, you will fall right back onto ledge and grab it. If your opponent predicted this and didn't let go of ledge, you are not screwed. If you had double jump before you tethered ledge, you can either down b then double jump onto stage or double jump into nairing/upairing him off ledge before up Bing stage. If you don't, you can just tether ledge again and start over (you can tether ledge 2 times without touching the ground before it fails) or you can down B. If you down b at the right moment, you can flip stool him while he's on ledge, potentially gimping him and placing you safely on stage. If he sees that coming, you can still drift back and up B ledge and safely get onto stage. I have tested all of this and it works, but can be very hard to time.
8. (EDIT: Found this out as of 9/21) So, I'll admit I only noticed this from watching Oro play, but if you crawl backwards on ledge, it won't send you off stage (duh). However, if you just let go of the control stick, you will almost instantly grab ledge. This is an easier, safer and faster way of wavedashing onto ledge.
On a similar vein, if you dash attack and collide with the ledge, you won't be carried off stage (duh). However, if you hold the analog stick backwards, you'll quickly fall onto ledge. It's hard to find a consistent use for this trick, but I'm sure it has a time and place. It's also worth noting that this works on a few other characters.(Credit to Dr.Big72)
9. (Here is a tech I found out about a while ago, but forgot to add here.) ZSS down-b can be wall jump cancelled at any frame. This means that, off ledge, you can almost instantly wall jump off stage and do an invincible fair to edgeguard. Not only that, but you can do so while preserving your double jump.
10. If ZSS drops through a platform and does an upair within the first few frames of the drop, she will land back on the platform if she hits something. This seems to be particularly useful as an out of shield option on platforms since shield drop upair would come out faster than shield grab and would have much better punish potential. It could also be used as a good combo tool on platforms as well. I haven't played around with this tech much, so it might not be incredibly useful, but it certainly has potential.
EDIT: Updated for two new techs.
1. Her down B can be cancelled by jump. For the first 15 frames, you cannot input any actions. On the 15th frame, you have 3 options: A. Divekick B. Flipstool (press b as you collide with a player) or C. Jump. That means you CANNOT up b out of down b until frame 55 unless you have your jump. Because of this and the fact you get down b back after being hit, ALWAYS down B first while recovering. If you down B and try to up B out of it, you will wind up lower than if you had just up B'd.
2. Her up B is unclankable. It cannot clank, and will go through any move in the game. This, combined with incredible priority make it beat out pretty much any move in the game if they are above you.
(this is where things start to get interesting)
3. Many of Zero Suit's moves have secondary hitboxes that can be used for DI mixups. These moves include : Nair, Bair, Upair, FSmash and up B. Zero suits nair goes slightly behind her. If you are going up to nair an opponent, you can go past them and nair with them behind you to send them the opposite direction,or forward if you connect it in the right spot. If you hit the sour spot of bair, you can bait them into DIing towards you to survive, and combo it into a sweetspot bair to kill. If you hit them with bair when they are in your body, but slightly on the wrong side it will hit them other way. If you hit Upair on the first hitbox (forward) it will hit them fairly far forward, if you hit them with the very top hitbox, it will hit them almost straight up and if you hit them with the last hitbox (as her flip completes) it will hit them down and back. This can be useful for gimping. As for Fsmash, if they are behind you, it will hit them almost straight up. It has relatively low knockback scaling, so it can be useful for comboing on faster falling characters at high percents (backwards fmash won't kill till 300%+). Finally, there's up B. It has a low, middle and top hitbox. If you hit the top one, it pulls your opponent down. If you hit the middle, it knocks them up and if you hit the low one, it hits them into the top one, which pulls them down.
4. Zero Suit's Nair is an "electric attack." That means it has similar properties to shine, giving it 1.5x freeze frames for the taget on hit, but no additional freeze frames for you. It is also an article, which just means the game generates it when you attack. It isn't like attacking with a sword or your foot. Before you nair, no whip, when you nair, whip. That gives it some funny properties. For one, there is no hurtbox in the whip, and it doesn't extend your hurtbox either. That means it will beat out almost any other aerial attack. It also used to be able to clank with ground moves, but they took that out in 3.0. Against grounded targets, it has similar properties to most aerials, but it cannot hit projectiles. It is still useful when combating grounded moves, because they have to hit through your nair into your body. This makes nair still beat out most ground moves.
5. For whatever reason, when you jump and use up B at the same time, it boosts you upwards significantly. I wish I had a video to demonstrate it, but I can't find one. Try it yourself, it's REALLY noticeable. When you single jump and up B (must be done very quickly), it looks like you double jumped, but you still have your double jump. If you do it with your double jump, it sends you just as high. If you do this on both jumps and down B at the peak, you can jump completely off the screen on FD.
6. If you shffl her forward air, and only hit the weak hit, it combos perfectly into down tilt. The weak hit as zero knockback scaling, so this can be done at literally any percent. You combo down tilt-dash attack-dash-short hop-fair-fastfall-L cancel-down tilt-nair etc. The main problem with this is that it is easy to shield or crouch cancel. If you hit it into shield, there is virtually no shield stun. If they don't see it coming, you can even land a forward or down smash off of it at higher percents if they don't use a quick aerial. The only consistent use I can see is hitting a free downtilt on an opponent who missed a tech after you nair or up B them.
7. When a character is holding ledge and Zero Suit is dangling beneath on her tether, when she tries to move up to ledge (or is forced to from waiting too long) she will helplessly jump up to stage, leaving her easy to punish. HOWEVER, though you can't preform any actions, you still have full movement control over your character. So, if you hold back on the control stick, you will fall right back onto ledge and grab it. If your opponent predicted this and didn't let go of ledge, you are not screwed. If you had double jump before you tethered ledge, you can either down b then double jump onto stage or double jump into nairing/upairing him off ledge before up Bing stage. If you don't, you can just tether ledge again and start over (you can tether ledge 2 times without touching the ground before it fails) or you can down B. If you down b at the right moment, you can flip stool him while he's on ledge, potentially gimping him and placing you safely on stage. If he sees that coming, you can still drift back and up B ledge and safely get onto stage. I have tested all of this and it works, but can be very hard to time.
8. (EDIT: Found this out as of 9/21) So, I'll admit I only noticed this from watching Oro play, but if you crawl backwards on ledge, it won't send you off stage (duh). However, if you just let go of the control stick, you will almost instantly grab ledge. This is an easier, safer and faster way of wavedashing onto ledge.
On a similar vein, if you dash attack and collide with the ledge, you won't be carried off stage (duh). However, if you hold the analog stick backwards, you'll quickly fall onto ledge. It's hard to find a consistent use for this trick, but I'm sure it has a time and place. It's also worth noting that this works on a few other characters.(Credit to Dr.Big72)
9. (Here is a tech I found out about a while ago, but forgot to add here.) ZSS down-b can be wall jump cancelled at any frame. This means that, off ledge, you can almost instantly wall jump off stage and do an invincible fair to edgeguard. Not only that, but you can do so while preserving your double jump.
10. If ZSS drops through a platform and does an upair within the first few frames of the drop, she will land back on the platform if she hits something. This seems to be particularly useful as an out of shield option on platforms since shield drop upair would come out faster than shield grab and would have much better punish potential. It could also be used as a good combo tool on platforms as well. I haven't played around with this tech much, so it might not be incredibly useful, but it certainly has potential.
EDIT: Updated for two new techs.
Last edited: