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Nope, as far as my experience goes.Is there any point in learning the roll cancel grab with ZSS? Does she actually gain noticeable distance or range for her grab?
I figured, thanks. It's annoying to do it consistently anyway.Nope, as far as my experience goes.
I think a lot of that is character, rage, and positioning dependent unfortunately.Regarding her kill moves, does anyone know some general guidelines for kill percents? For example, Down+B, Up+b, Fair? I wanna say for Uair, it's about 140% or so.
No you're not.but a lot of times I flip away from the stage even when I'm holding the stick towards the stage
Damn. Hope you get lucky in the near future.pro. can't find gc adapters anywhere.
dont quote me on it but im pretty sure once the first hit connects you cant get out of itCan anyone tell me if there is a sure way to get out of zss upB?
Sometimes I get above or behind her before the hits connect but it seems kinda random.
Like do I have to DI a certain direction before the first hits connects or something?
You have to DI in the opposite direction as ZSSamus tilts her up b.Can anyone tell me if there is a sure way to get out of zss upB?
Sometimes I get above or behind her before the hits connect but it seems kinda random.
Like do I have to DI a certain direction before the first hits connects or something?
Ok that makes sense, Ike is pretty heavy.
I haven't seen any unfortunately.Is there any framedata available anywhere?
There is only this unfortunately: http://smashboards.com/threads/beginnings-of-frame-data.378840/Is there any general framedata for this game at all? How quick airdodges are, how much vulnerability getsups from the ledge have, etc etc?
how exactly the buffer works?
so much technical info i want to know about this game that i cant find anywhere
Sure, once I get a Wii U we can start playing online! Or we can play offline at the next tourney we meet. I don't think I can come to BEAST however, unfortunately, because I have an exam Monday morning after BEAST so its schedule interferes with my life.Good **** SK. More people like you are needed in this game so far.
Look forward to playing you, shame you weren't at beauty.
Only being able to buffer 1 thing at a time is something I've noticed. From what I've heard this was not the case in Brawl though, right?
Also, how fast is letting go of shield? And is there any difference if you perfect shield?
And how fast are ZSS's grabs?
link pleaseAccording to Japanese guy's frame data up b seems to be frame 4. And it seems to have 0 invincibility frames according to all 1/4 the speed tests I've done in training mode unfortunately. But the first hit is a bit disjointed. And it hits hard so it's a good tradeoff.
I meant from this link http://smashboards.com/threads/beginnings-of-frame-data.378840/link please
Gotcha - so just like a standard B-reversal, but you hold down the side direction for a tiny bit longer so that plasma whip is registered instead of paralyzer. Thanks. I expect its uses will be limited mainly to mix-ups so that reversed paralyzers don't become too predictable.Side Special Left, > - Special Reversal, Plasma Whip zones to the right with momentum shifting in opposite direction of drift
Side Special Right, < - Special Reversal, Plasma whip zones to the left with moment shifting in opposite direction of drift.
Functionally the side special reversal acts like a wave bounce, since you establish the direction you're facing intuitively based on the nature of inputting side special, followed by reversing the control stick and direction after the special input. So the initial direction faced doesn't matter, just the reversing part. However, side special seems limited in comparison to paralyzer based on how much "bounce" / momentum preservation one receives for inputting it.
I think side special in general is a bad move so good luck with using it and let me know what you get!
That day was ripped from Dantarion's work though. Haven't heard teh japanese player thing before, so I was curious on that part the most!I meant from this link http://smashboards.com/threads/beginnings-of-frame-data.378840/
@ 0x236. That data is very likely from Boost Kick, which from my training mode slowdowns seems very likely to be frame 4. And it says it deals 5% damage, which is also the damage this moves actually deals. This is not 100% certainty, but if it's not frame 4 then it should be either that or frame 5. But it seems more like frame 4 to me it from the 1/4 speed tests feel like it's the same speed as Robin's jab, which is confirmed to be frame 4. It's a tiny bit slower than the frame 3 Utilt I can confirm and faster than Ftilt, which is frame 6.
This data from that thread was taken from some Japanese player originally I meant, but I forgot that link for the rest of the characters.
Paralyzer is beaten by shieldGotcha - so just like a standard B-reversal, but you hold down the side direction for a tiny bit longer so that plasma whip is registered instead of paralyzer. Thanks. I expect its uses will be limited mainly to mix-ups so that reversed paralyzers don't become too predictable.
I think ZSS has the Marth syndrome for this game where she gives a bunch of characters the business, but slightly loses to quite a few characters. Fast characters and characters with good OOS games are hard.What are Zero suits horrible mu's? I have a bit of trouble with projectile characters but It might just be my lack of experience fighting them.
Adding to this, Pikachu/Kirby/other short characters can be a pain because a decent amount of ZSS' moves (like Jab1, Ftilt [not angled down]) go straight over them...I think ZSS has the Marth syndrome for this game where she gives a bunch of characters the business, but slightly loses to quite a few characters. Fast characters and characters with good OOS games are hard.
Tough MU's being - Diddy, Sheik, Pika for sure imo. There are quite a few hard even MU's that I'm not sure to label them as tough as well, but I'm more going to attribute it to my shortcomings as a player rather than the MU.
Yeah I've encountered this and its safe to say its very annoying haha. I'm newer at this character so I'm glad to see some of these are universal problems and that I'm not just horrible.Adding to this, Pikachu/Kirby/other short characters can be a pain because a decent amount of ZSS' moves (like Jab1, Ftilt [not angled down]) go straight over them...
It could be we are all horrible thoughYeah I've encountered this and its safe to say its very annoying haha. I'm newer at this character so I'm glad to see some of these are universal problems and that I'm not just horrible.
Both are solid suggestions. That said, Shiek kinda feels like Pikachu where I'm more replacing ZSS than I am complimenting her. Its like having a pocket Sagat for when your Ryu gets blown up.What about like shulk or shiek?
Shulk is somewhat versitile with his different modes, while shiek has that 0-60 agression coupled with the ability to almost always be up in your opponents grill is something certain people will have difficulties dealing with.
Ike might too, and he's considered better than Bowser post-patch. I'm actually probably going to be dropping Shulk for Ike, mostly because Shulk is very commitment-heavy in all of his moves, while Ike has some things that are actually safe.Both are solid suggestions. That said, Shiek kinda feels like Pikachu where I'm more replacing ZSS than I am complimenting her. Its like having a pocket Sagat for when your Ryu gets blown up.
Shulk is an excellent choice and hits the points I need. He has large hitboxes, hits hard and isn't slow as hell but has one glaring (and kinda stupid) problem. My "rival" is a Shulk specialist so I want to stay away from him...matchup diversity and all that.
Bowser might fill the same niche as Shulk though.