I've just started training my ZSS and these are a few issues I've run into:
-I cannot cancel Dair. No matter what I do I go down the entire distance until the move itself is fully finished. I thought there was a way to cancel it within, what, 30 frames or so?
-I cannot cancel DownB. I use the move, want to jump/attack out of it and instead end up doing the kick. I've seen players use it, then break out of it by using another move, how is this done?
-I heard Nair can combo grounded opponents. So far the landing lag has been so bad that I cannot follow up, how are you supposed to use the move to get it to combo into other things?
-When I jump, and want to fastfall, it doesn't work until I've reached the highest point of my jump. Aren't you supposed to be able to SHFF? How are you supposed to fastfall before the highest point of the jump? I use a chuck+wiimote, and tap down repeatedly, but nothing happens. It might be because of the controller I guess.
-Does DownB really start at frame 1? If so, can't you escape lots and lots of combos by just jumping out of them?
-ZSS' first jump has been bugging me. When I try to SH an aerial, she jumps so high, even with a short hop, that my Fair just goes right over their heads, the only thing I can manage is a SH Uair with very strict timing. Am I supposed to wait with the aerial until I've reached the highest point of the jump?
-How do I follow up a successful double Dsmash? I've been trying to SH Fair, but the Fair just goes right over their heads.
-d-air yeah you got to do it REALLY REALLY HIGH.
-down B we head tap press up when over or ontop of an moving item(nade/turnip/thrown pikmen), or person to jump off of them then you can cancel this.
-do n-air really close to the ground and hit the center box and its quite easy to follow up with u-air around 20-40%ish.
-thats how fastfalling works bro, you can't fastfall earlier, you can shorthop then fastfall that might be what your seeing.
-Yes down B starts on frame 1, and yeah we can the problem is if they predict us we are now off the edge without one of our best recovery moves, plus if you read here alot we do use it to escape alot of combos lol hit 2-3 of marths dancing blade hahaha.
-Yeah she has a p. high shorthop, just learn to shorthop fast fall u-air/b-air/n-air, f-air is terrible against grounded oppenents but p. great against oppenents in the air.
-God **** it do I have to pull out my flowchart again
d-smash->d-smash->f-air(damage)/u-air(setup)/b-air(killing)/grab(only at higher percents)/over B(only at higher percents)
..............->down B,spike, off the edge IK
..............->jabx2,crouch cancel, sh.fastfall,n-air(close),j. u-air(weak),u-air *yes this true combos
..............->dashattack xN (char dependent
..............->(wait till the pop up, d-smash on landing) xN (char dependent bascially only super fast fallers).
..............->jabx2,crouch cancel, over B(killing)
For the f-air do the f-air earlier and it should work, not the jump the move f-air as soon as you jump.
Also my flowchart was more flowcharty and more detailed before but I don't feel like doing it again and I can't find it.