Kesno
Smash Cadet
- Joined
- May 27, 2014
- Messages
- 57
You can up air her out of her down b and she can't kick or stomp until about the apex of her arc so don't worry about that. I'm guessing you are a ZS Samus main so I'll do a quick punish thing for the 5 you mentioned.I don't see an faq in the op and I'd rather not read 15 pages of questions so my apologies if this has already been asked but what is the best way to counter a ZSS using her down b towards you? Every time I try to counter it I usually either get sent into the ground or meteored if I try to deal with it in the air. Shielding doesn't seem to help since she kicks it and bounces away. For specific character punishes, anything these 5 can do would be great: . The answer is probably super easy and obvious (like I can imagine MK can just shield and then chase with nado or Ike can just land a well timed utilt or usmash) but the only time I ever run into ZSS players is on For Glory, usually doubles, which has lag :/.
D3 is big and you have better movement than him so the jumping shenanigans (D3's love to fake you out by using many jumps before they return to the ground) shouldn't really work. D3's love their smashes like our local D3 pro uses dsmash as a trap tool but if you see it coming just hit him out of it or after it. You can really catch D3's before they do a lot of their moves so just hit them before they do it.
Watch what moves the Ike uses and punish him for the unsafe ones that really is the MU here.. If they like to fast fall they're moves shield then hit them on the ground since his moves have a lot of landing lag. Again the start up is slow so just attack before he can and beat him out.
Kirby is a short f*cker so punish them when they want to hold down. Dsmash is good here high start up but low end lag so can be hard to punish. Watch how Kirby approaches i.e. fairs, dtilt, bair and watch what they do afterwards and look for when he is slow and punish that. It's how the MU goes it's hard to approach him if he doesn't move first. You still have better movement than him in the air so abuse that.
Metaknight is basically a not short kirby with some range and heavier. So in my mind you just adapt the Kirby MU to him but just mind the up air and specials on him. He is looking to kinda do the same things really. Dtilt approach, maybe some fairs in there which aren't safe to my knowledge. Just kinda a lot of the same to me.
Rob is the harder MU since you are forced to commit in a lot of tough positions. He can do a lagless nair on your shield that looks unsafe but actually is so watch out for that. You have to really make the Rob move to be able to punish him right by making him run or get him to be agro. What I like to do is stand right in his face and get him to make some option that doesn't involve him camping like dash attack. You have to look for those little moments to open him up and punish him for it. If he shields a lot of your aerials on your approach be very careful a lot of her aerials are safe on Rob's shield.