Sesshomuronay
Smash Lord
I have a question. How do I beat diddy?
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not using search function ftlWhat is her side-b's killing percent fresh?
What to do against People, who hangs up the edge?
Just try to kill them with Special Move up?
I nearly never get them.
Thanks for answer!
you mean people who edgeguard? well, if their invincibility frames are gone, you can side b them (a lot of times this stagespikes) or you could up b them from underneath (this will pull them down, and you might be able to recover after). If they still have invincibilty frames, there's nothing much you can do offensively...but you could down b>footstool and get back on the stage and resume like you normally play or you could just recover as usual (if you have all your recovery moves left still). I suggest going to snakee's recovery thread here
Guys I have a question also. I've played dk, pika, IC, PT, and fox over the the past month, and I don't roll much with these characters. However, every time I play ZSS, I'm rolling around a lot. Like rolling can be good, but I try to avoid rolling in most circumstances. I don't get why I can play those other characters without rolling as much, but when it comes to ZSS, I roll a lot? any suggestions on why I do this, and what to do about it?
thx
I'm guessing it's because characters like ICs, Pit, Fox, DK, and Pika, all have really good shield grabs. Some of them also have other great out-of-shield options, like Fox U-smash or Pika QAC, etc. Since ZSS doesn't have a good shield grab, OR a very good out-of-shield option (pretty much just u-tilt), you might find yourself rolling out of shield pressure. If you are approaching with rolls, then I have no idea why you're doing that. lol.any suggestions on why I do this, and what to do about it?
Edgeguarding is part of the game...You'll just have to face it. People who don't are noobs.Thanks for answer!
My problem is: I love it to edgeguard. Often, i jump to my enemey, don't hit him (air dodge) and he's hanging on the edge - DEATH - a shourt death with 20-50%. I hate this. I find it lame. Against "pros", I've enough problems, ZSS isn't my main, and when I've 30 % less than my enemy -> stupid edgeguard - > death.
Terrible :/
With your problem, i don't know an answer. I think it's normal, with some charakters you changer your tactic.
When you play actively, you'll change it maybe.
ya that's why i guess...that's what I hate about zss...HER SHIELD GRAB SUCKS!!!! and no, I'm not approaching with rolls lol...I don't suck THAT much!I'm guessing it's because characters like ICs, Pit, Fox, DK, and Pika, all have really good shield grabs. Some of them also have other great out-of-shield options, like Fox U-smash or Pika QAC, etc. Since ZSS doesn't have a good shield grab, OR a very good out-of-shield option (pretty much just u-tilt), you might find yourself rolling out of shield pressure. If you are approaching with rolls, then I have no idea why you're doing that. lol.
Yep. Makes for a really baller suit pieces only strat on BTT 3.I read somewhere that Zamus can Down-B footstool over projectiles. Is this true? and with what projectiles (Snake's? / Samus'?)
You're doing it right. The thing is, in general, when someone shields the jab, they punish, like you said. So when you jab once/twice and then their shield comes out, they'll tend to see that the combo is over, and then drop the shield to punish (usually with a grab). If you cancel the jab into a d-tilt, you'll frequently find yourself hitting them out of their punish move. By no means is this flawless, but it's definitely a better alternative than going to the 3rd jab, since the 3rd jab has less combo potential (if it hits) and greater lag (I believe).However, I'm a bit confused on this - it looks to me like switching into a tilt is no faster than simply going through with the third jab, which means that it would theoretically have the same problem. Am I just confused, or doing it wrong, or something?
(I haven't yet played against anyone who's figured out a good way to punish me for the jab combo, so sorry for the ignorance and continuing questions.)You're doing it right. The thing is, in general, when someone shields the jab, they punish, like you said. So when you jab once/twice and then their shield comes out, they'll tend to see that the combo is over, and then drop the shield to punish (usually with a grab). If you cancel the jab into a d-tilt, you'll frequently find yourself hitting them out of their punish move. By no means is this flawless, but it's definitely a better alternative than going to the 3rd jab, since the 3rd jab has less combo potential (if it hits) and greater lag (I believe).
Not before, it's usually directly after the third jab. The thing is, they don't just shield the third jab, they -perfect- shield it. Which means no shield lag, etc. Perfect shielding is a great indicator for when you can punish.So their shield will come up between the second and third hit of the jab combo? And then you're saying that they notice their shield coming up and counterattack, usually with a shieldgrab, before the third hit comes out? And that a down-tilt will generally be more successful than the third jab in such a case?
First/Second Jab -> Third Jab connects
In this situation, you got lucky and he didn't shield your third jab, you did 3 damage with it, and in no way can you follow it up.
First/Second Jab -> Third Jab shielded
In this scenario, you got your jab perfect shielded, and will now get ***** by a shieldgrab with most characters, and various out-of-shield options with other chars, (marth's up-b, boozer's dsmash, etc.)
First/Second Jab -> D-Tilt connects
Now, to pull off a d-tilt you cancel the third jab with a crouch. They've been hit twice by your jabs, so they're probably trying to shield or spotdodge. By the time their shield is out, you should be crouched ready to d-tilt. That's usually enough time for them to realize you're done, and that they should do something. This is when you d-tilt to try to hit them out of whatever they choose to do out of their shield. Now you've connected with a solid hit that can be stringed into short hopped aerials.
First/Second Jab -> D-Tilt shielded
Same thing as above, except you mistimed the d-tilt or they kept their shield up and waited for you. If they are in range to shieldgrab, you'll still get hit by that, however, most other out of shield options will be less viable. Anything that involves completely dropping your shield to perform a move is out of the question, since you'll be able to d-tilt/jab right away to punish them dropping their shield, (which leads to basically the same chain of events).
thanks for the tips james.what do you think about grabbing after a dsmash though?I've started doing lots of things after a few jabs. Grab is definitely a good one as long as it's not predictable (you will be punished violently). I also like to jab jab dash away dash back dash attack or jab jab up tilt or dtilt.
yes i do put a lot of weight on my grab game...I thinking of every single way to land a grab without being punished. but at high percents i usually follow with an aerial like you said...thanks againI usually only do that if I get a dsmash on someone at a low percent where the stun wouldn't last long enough to get another dsmash + bair/uair. I guess it's a preference thing. It seems like you place a lot of weight on your grab and throw game. That being the case, I could see you having a good case for grabbing after a dsmash at high percent. If you think that you can capitalize more on a grab than a different move, then that's your best bet.
mix it up with side b kills and find out what you can follow up with downsmashs. she really only has a few KO moves, and you have to just learn how to use them unpredictably. side b, all the aerials (except dair), down b, up b spike...I guess that's a lot of KO moves! lolI find myself repeating the same combos over and over again, mainly the 2Xdsmash to Bair combo. Is there any other way to kill your opponent than relying on dsmash? i feel im being to predictable. Any tips?
The problem I find with using grab after jabs 1 or 2 is that you have about 16 (?) frames until the grab comes out, that's a really long time. If you can consistently land grabs that way, then more power to you. Just remember, if your opponent catches on, you might have to abandon it all together, since it is entirely punishable.Question #1
well i was wondering if anyone has found it useful to grab after a 1 or 2 jabs. cause I've recently been thinking of better ways to land grabs without getting punished, and everytime I jab, the opponent shields then I grab them...I've never missed a grab this way. Useful or not?
It depends on the match-up and the percent.Question #2
also, another question: all the vids I've watched of good zss's, I never see the zss grab after a down smash. why don't I see more of this? shouldn't grabbing after a dsmash lead to more combos??