She's not even with MK, she just does well (relatively) against him. It's a -1, and it's one of our hardest MUs.
Dash attack --> utilt does 18%, fair (both hits) does 17%. So at low percents, do dash attack --> utilt if you can get it out in time (I'm pretty sure you can). Or if you're uncomfortable with it, use fair.
Dsmash x2 --> dash attack --> utilt = 40%, assuming everything is as fresh as possible. Or it might be 39%, not sure.
Obviously, chain dsmashes if you can.
I memorize the timing, I would assume the other ZSSs do as well.
uthrow does the most damage (11%), but it has a ****TON of ending lag and you're lucky to get in any followups. At lower percents your opponent will probably be able to hit you while you're still in the cooldown.
Fthrow does 9%, and is good for followups. Follow up with dash attack, nB and running uair/fair. Or, if they're at high percents and the throw sends them far away, aerial sideB.
Dthrow does 7%, and imo is better for followups than fthrow. Mix up between uair, fair, running usmash and dsmash as followups.
Bthrow does like 5 or 6%, and is only really useful for getting the opponent offstage. If you do, follow up with nB, sideB or run-off upB. Or maybe even spike, though obviously this is dangerous.
I think it true combos into dash attack. If so, obviously dash attack --> utilt.
Only jab characters that the combo works on. It works on Marth (ie he can't powershield jab3 by simply holding the shield button) but he can upB out of it, which obviously makes it a risk to jab him.
Every character can SDI down and shield jab3 (or so I've heard), but nobody ever seems to do it. :\
For those that can powershield jab3 by simply holding the shield button, obviously don't do all 3 hits. Whenever I jab1, I always run away.
Don't jab1 Snake, you'll get ftilted, even if you try to run away.
Same goes for MK, except you get dsmashed.