So I was watching some nick riddle and salem videos and I have a few questions.
If you do a down wavebounce and land on your opponents head zero suit will fly away from the opponent, I was wondering is there any type of use for this? I feel like it can be used for something but it feels risky, seems like a good chance for your foe to up smash you to death. here's a video as an example if I have not made myself clear.
http://www.youtube.com/watch?v=9HGoFpR3ijs
Well, the safest and most practical use for her downB footstool is for when she's recovering. Characters with tether recoveries (eg Olimar, Ivysaur) tend to be susceptible to edgeguarding and edgehogging, but ZSS isn't, and it's mainly because of her downB.
The thing is, if somebody tries to edgehog you while you're recovering (edgehog = grab the edge so that you can't grab/tether to it), ZSS can simply downB over them, footstool off their heads and land safely on stage.
And when you add it to the fact that
you don't have to time the footstool (you can simply hold the X/Y button or hold up on the analog and it'll automatically footstool ASAP), the footstool itself has huge range, you can footstool people
even when they have the ledge invincibility and the frame data on her downB is pretty great...you have a pretty damn good recovering tool.
The frame data on her footstool is
For frames 1-12, she's completely invincible, and then you start being able to footstool from frame 19, that means that she's only really vulnerable from frames 13-18, 6 frames = 1/10th of a second.
So yeah, it's mainly for recovering. Onstage it can be pretty risky.
Second thing I noticed is, they were able to edge grab cancel and I have no idea how to do this. Basically once the edge is hooked with the plasma whip after you get knocked off the stage instead of the whip retracting so you get pulled up to the stage, it looks like they were able to jump immediately canceling out the retraction of the whip. I think this can be very helpful for edge guarders and such. Anyone know how to do this? I can find the video if you still don't understand what I mean.
To cancel the tether, simply press down on the analog stick.
To jump out of the tether, you have to cancel it first (press down) and then press jump. After you cancel your tether, you can do pretty much anything you would normally be able to do in the air.
Except, uh, all tether characters can only tether to the edge 3 times before hitting the ground. If they try to tether more than 3 times, the tether will simply not latch to the edge and you'll fall to your death. So be careful with that. If you've tethered 3 times already be sure to get on stage immediately.
Last question. What control set up am I supposed to use so I can wave bounce and glide toss in all directions? Everything is default except C stick is special. These are two very important things for a good ZSS player, so help anyone? :D
You don't need a different control set-up to wavebounce, b-reverse or turnaround-b. I do them all with nothing but the analog stick and the Y-button (I have Y set to special), but if the Y button works then the B-button should work as well.
Similarly, you don't need a different set-up to glidetoss in all directions; the default works just fine (ie C-stick set to smash. Setting it to attack also works). Why did you set the C-stick to special?