kobefox2485
Smash Apprentice
Have a hard time playing against Jigglypuff and some Kirby. They are hard to hit and Puff hits so damn hard for a little pink ball. I'm sure it's lack of playing those matchups, but are there any tips?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Depends on the player, but generally most Puffs are gonna float around you and try to bait you into a move that they will weave around and punish you for. When I play Puff, I crouch/crawl when they get close (and start mixing it up with short hops once they catch on) to make my hitbox closer to the ground so they have to work a bit harder with their timing. Utilt out of crouch is also great anti-air against them, but be aware because they'll punish hard if you miss. I also zone with zair and Nair to keep them at a safe distance. And the occassional running up smash to catch them in the air, but I'm very careful with that because it's such a committed move. Jiggs will die early vertically, so these moves will also KO once you catch her. I don't UpB too much, since Puff can get out before the final hit pretty easily, but UpB out of shield can seal a game nicely. I don't have much experience with Kirby, but from what I've seen I think their game is more ground-based. Get good at timing your Nairs to hit them when they're crouching on the ground (This goes for Jigglypuff as well), which will vastly improve your neutral game with them, and also use your superior range to keep them away. The anti-air stuff I mentioned for Puff will also work against Kirby.Have a hard time playing against Jigglypuff and some Kirby. They are hard to hit and Puff hits so damn hard for a little pink ball. I'm sure it's lack of playing those matchups, but are there any tips?
Less than just landing? Uh I don't think you ever can get less landing lag than that even auto cancels have that same lag. Zss's uair has 9 frames of landing lag tied for least in the game.Depends on the player, but generally most Puffs are gonna float around you and try to bait you into a move that they will weave around and punish you for. When I play Puff, I crouch/crawl when they get close (and start mixing it up with short hops once they catch on) to make my hitbox closer to the ground so they have to work a bit harder with their timing. Utilt out of crouch is also great anti-air against them, but be aware because they'll punish hard if you miss. I also zone with zair and Nair to keep them at a safe distance. And the occassional running up smash to catch them in the air, but I'm very careful with that because it's such a committed move. Jiggs will die early vertically, so these moves will also KO once you catch her. I don't UpB too much, since Puff can get out before the final hit pretty easily, but UpB out of shield can seal a game nicely. I don't have much experience with Kirby, but from what I've seen I think their game is more ground-based. Get good at timing your Nairs to hit them when they're crouching on the ground (This goes for Jigglypuff as well), which will vastly improve your neutral game with them, and also use your superior range to keep them away. The anti-air stuff I mentioned for Puff will also work against Kirby.
I also have a question for anyone who can answer it: I've heard that with some characters (Kirby was the example I was given), inputting a Uair right before you hit the ground can give you less landing lag than just a plain landing. Does this work with ZSS? I've been testing it but I want to make sure it's not a placebo or something before I really spend a bunch of time with it.
I'm thinking he said this because Side B can be used both ways, whereas zair can only be thrown forward; allowing for various things, like recovering during an edgeguard or simply running towards the ledge and using the tether to grab it instantly.Side b have more range then zair? @ David Viran
Input a jump.How do you double flip jump off ledge?
Nah I know that part just curious because you never know nintendo....I'm thinking he said this because Side B can be used both ways, whereas zair can only be thrown forward; allowing for various things, like recovering during an edgeguard or simply running towards the ledge and using the tether to grab it instantly.
The one the ZSS player doesn't expect.what's the proper DI on the Zero Suit up special?
On a fast fallen shield executed perfectly it was -3 untippered and -7 tippered.wasnt marths fair like -4 on shield tho lol
From some crap I did in training mode with the 1/4 speed stop mode after hitting sheild with uair the time the opponent could move after sheild drop was the same time you could act after uair. Same goes for Bair.On a fast fallen shield executed perfectly it was -3 untippered and -7 tippered.
Our solution to that conundrum, thanks to Mikeneko was just being more reactive and opting for going for the auto cancel window.
As I said, there's still the fact that getting in the air and doing an auto cancelled or fast fallen fair required well over 20 frames start up. People apt in the match up looked for this to succeed, just as they're doing so with ZSS using dsmash or paralyzer too close or jumping for zair/fast fall nair.
ZSS fast fallen up air is probably similar safety to marth's fair in Brawl but is harder to hit with and is still in the "needs to be fast fallen".
Sh air dodge into up air comes out though which is really really good for dealing with people who are trying to read the jump to an immediate punish. You can't overly abuse this though.
She cannot attack while rising in a jump, and her grab is VERY slow.I have little experience and lots of trouble against zss with all my characters; rather than reverse match-up advice (though i'd take it, i play sheik and ness), could I have some input on what ZSS' weaknesses are, when she's vulnerable and what should be respected etc? I basically have no idea, and upB and downB are killing me in every sense of the word.
W8, what do you mean by she cannot attack while rising in a jump?She cannot attack while rising in a jump, and her grab is VERY slow.
Abuse those two things.
Never denied she's more restrictive.Yeah okay but such a fair is not entirely reactable - marth can mix it up and fair halfway through the setup. Zss has to deal with reactable startup lag lol
Obviously. Her air vs air is basically unmatched, that wouldn't be the problem and most characters don't want to let it be their problem.W8, what do you mean by she cannot attack while rising in a jump?
I do that all the time with bAir. Or do you mean a hitbox low enough to hit grounded opponents while rising?
Was just commenting on the comparison, but yeah we gucci.Never denied she's more restrictive.
Up b isn't that bad. You can use down b and the intangibleilty frames overlap with the invincibility frames from the ledge and tether works from pretty far under the ledge.How do you recover from low with ZSS ?? up b is insanely bad for that
unhelpful, lol. I know you can DI out of the multi hit, but if you get hit by the final kick...The one the ZSS player doesn't expect.
Actually that is spot on for falling out of it and you want to hold down on the final hit from center stage and down and in if closer to the ledge.unhelpful, lol. I know you can DI out of the multi hit, but if you get hit by the final kick...
Sorry to break it to you but it's the only correct answer. You can't DI out of it if the ZSS player reacts fast enough. It's a mind game.unhelpful, lol. I know you can DI out of the multi hit, but if you get hit by the final kick...
So you can influence the Boost Kick once you're already hitting?Sorry to break it to you but it's the only correct answer. You can't DI out of it if the ZSS player reacts fast enough. It's a mind game.
Pretty much. Test it in training mode without hitting someone. uSpecial and press left, uSpecial and press right. You will see the difference pretty clearly.So you can influence the Boost Kick once you're already hitting?
How should one go about this? Match their DI?
You aren't understanding what i'm asking.Pretty much. Test it in training mode without hitting someone. uSpecial and press left, uSpecial and press right. You will see the difference pretty clearly.
I already told you hold down if from the center and down and in if hit near the ledge.You aren't understanding what i'm asking.
You get hit by the full attack. What's the optimal DI to avoid going off the top of the screen with the final kick. That's what I'm asking. With the best DI it hits more horizontally than vertically.
Oh weird. I didn't get a notification telling me you had quoted my post. Only the guy after you.I already told you hold down if from the center and down and in if hit near the ledge.