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Definitely aim for where she's going and not where she's atHOW THE HELL DO YOU PUNISH HER TETHER RECOVERY?
They were garbage in Brawl but they give ZSS SO MUCH FREEDOM in recovering in this game.
I am aware she isn't invincible but she has free reign over when to reel herself in and get to the ledge, and the tether changes her trajectory as well, making punishes almost impossible because you have ot choose between where she is if she doesn't reel in and where she will be if she does.
Honestly without that tether ZSS's recovery would be much more predictable and punishable....
HOW?
Roll or getup attack. I literally don't think I've ever seen anything else, and I don't think I see many mixups on this particular action, either. (Though if I were more proficient at reading and punishing this I probably would.)I've been trying to look into what common options players who are always buffering ledge options from fear of the edge trump set ups, so I can better decide how to predict and designate a selected option to punish their choices with.
I've noticed a majority of the time players will try to roll out from it to avoid it.
Is this somewhat the same for at least some of you guys spanning across the mid , high and top levels ?
Well yeah I've been seeing a lot of that as well.Roll or getup attack. I literally don't think I've ever seen anything else, and I don't think I see many mixups on this particular action, either. (Though if I were more proficient at reading and punishing this I probably would.)
In my opinion (limited to small sample size since I can think of maybe half a dozen players I regularly encounter who do either one of these) there are two types of players who consciously deal with the trump. There are those who deal with it by always buffering their recovery, and that's more often a roll in my experience. And there are those who deal with it by timing their getup attack invuln frames.Well yeah I've been seeing a lot of that as well.
so now I've been looking at just doing fake tether trumps ->tether cancel -> flip jump kick off back off stage, I've caught a number of players with that it's a decent option especially since the hit box lingers for a bit.
Mmm fair enough.In my opinion (limited to small sample size since I can think of maybe half a dozen players I regularly encounter who do either one of these) there are two types of players who consciously deal with the trump. There are those who deal with it by always buffering their recovery, and that's more often a roll in my experience. And there are those who deal with it by timing their getup attack invuln frames.
I would say gather data from all ledge situations - not just your trumps - and categorize players accordingly. May be worth a correct read or two, but can't vouch for the yomi layers past that, heh.
I'm thinking that pinning the recovering party between you and the stage as you fire the paralyzer may be best. It prevents the scenario where you get stage spiked, so that's nice. I'm super curious to see if paralyzer to flip kick is true. Maybe if I get a few minutes later I'll give that a go. It'd be nice if the paralyzer hit can go straight into flip kick... so that we have our double jump saved in case we miss!Mmm fair enough.
Well now that we got that out of the way I have been letting my brain put in some work or rather attempting to lol.
People always recover low vs zss in a majority of the cases and timing the ledge snap people's ability to mix up the timing,
So I was curious if we could not re-innovate NickRiddle 's downsmash footstool from brawl and change it to offstage paralyzers.
I got the idea when I was trying for a Yolo paralyzer to up b on someone in a friendly their words after was the follow.
" I was like if I air dodge this I'm dead " , which was because I had gone low enough with a charged paralyzer.
So my line of thinking is this depending on the character if we go infront of them with a wave bounced paralyzer or behind them with a breverse after full hopping off the stage
1.worst case scenario they hit me with a move I tech it and just recover or I get spike/stage spike like a scrub.
2. They air dodge but die because they are to low anyways.
3. They destroy it and possibly have the same thing happen.
4. I hit them , DJ and foot stool them so they die.
5 I hit them and decide to DJ and flip jump kick spike because Its last stock anyways.
Now aside from the obvious characters this won't work on (reflectors, absorbstion and maybe counters?), how viable is this line of thinking ? Something like this would require a lot of precision. However after awhile vs the same characters should become second nature like alot of our general gameplay.
There probably is a way to either set this up
A wave bounce or jumping off and b reversing back so your behind them aiming for their recovery path.
I am going to wait till I have a moment to test this hopefully with a real person and see what's good.
at certain ranges it is I did it in balanced dubs today because if they are at that right distance you can catch them when they are flung back in the air.I'm thinking that pinning the recovering party between you and the stage as you fire the paralyzer may be best. It prevents the scenario where you get stage spiked, so that's nice. I'm super curious to see if paralyzer to flip kick is true. Maybe if I get a few minutes later I'll give that a go. It'd be nice if the paralyzer hit can go straight into flip kick... so that we have our double jump saved in case we miss!
I uh. Hmm. I was going to do a quick frame data analysis on this sequence, but I ran into a hitch. I have no idea how stun works in this game. I know it keeps you locked for way longer than hit lag, but I have no other specific knowledge on it. This may require frame counting somewhere.at certain ranges it is I did it in balanced dubs today because if they are at that right distance you can catch them when they are flung back in the air.
That's ok I also forgot to mention something that I was trying to account for regarding the threat of a stage spike.I uh. Hmm. I was going to do a quick frame data analysis on this sequence, but I ran into a hitch. I have no idea how stun works in this game. I know it keeps you locked for way longer than hit lag, but I have no other specific knowledge on it. This may require frame counting somewhere.
Which I will not do. Not yet. Too busy >.>
Yep! But you don't have time to angle your flip kick perfectly afterwards, so the key is to space your nair at those percents such that the immediate flip kick afterwards gets the spike hitbox.https://www.youtube.com/watch?v=iaYtBBESBdo
Remzi
7:21 - Is this a true combo at roughly that percent?
Practice perfect shielding (once you get the hang of it it's really not that hard) and short hop over projectiles or crawling under them. Most campy characters lose a lot of their options once we get close. ZSS bodies Link and multiple other projectile spammers pretty hard.So I'm going to apologize in advance if this has already been answered at some point, but figured I'd throw it out there.
I have a lot of trouble dealing with projectile-spamming, campy characters (Link is a big one). What is the best way to approach when your opponents keep throwing out projectiles from the edge?
Plasma Whip is very very situational. Spacing it is difficult (at least for me) even in the best of circumstances.I can't seem to figure out the proper distance to hit with ZSS' Plasma Whip to get the big knockback push, rather than the multi-hit into the flaming tip. I much prefer the big knockback because you can edge-guard or totally disrupt an opponent's momentum, and in midair it's the best. What's the right distance to do that?
For that matter, how does Bengal do the controlled fast fall into neutral air so fast? Short hop fast fall NAir that quickly, I've been trying to do it and can't really come close. Do you think he uses "tap up to jump?" I usually don't, but if you're supposed to hit up to jump then down again real quick to fast fall into an air attack, I'm willing to learn it.
One of the most helpful things for me when I was learning the character was watching VaBengal on YouTube. Give that a shotI've been picking up ZSS as of late, is there anything really specific i should know to get started and anything i should be aware of?
If your characetr has a strong up B, run off the stager, then up B and hold down. You can catch the ZSS reeling herself in, and holding down will allow you to move past the ledge and get the full hitbox. Or just run off and Bair. Throwing a projectile down at the edge. is also very powerful due to the predictable recovery trajectoryHOW THE HELL DO YOU PUNISH HER TETHER RECOVERY?
They were garbage in Brawl but they give ZSS SO MUCH FREEDOM in recovering in this game.
I am aware she isn't invincible but she has free reign over when to reel herself in and get to the ledge, and the tether changes her trajectory as well, making punishes almost impossible because you have ot choose between where she is if she doesn't reel in and where she will be if she does.
Honestly without that tether ZSS's recovery would be much more predictable and punishable....
HOW?
Yes except the mechanics are wonky at times based on when you last tethered /get hit in cases where you want to try and tether after words you need to wait a certain amount of time before attempting to tether again.How does the tether recovery work? Is it like Brawl wgere you can use it 3 times before it stops working? And is there a pic that shows the range?
IMO ROB's best stages in the matchup are Duck Hunt and FD, for similar reasons (camping, large blastzones, lack of platforms to assist uair strings to upb). Duck Hunt is probably better because the ducks can mess with ZSS's uair strings and flip kick. After that I'd say Smashville or Lylat depending on the ROB player's preference.Yes except the mechanics are wonky at times based on when you last tethered /get hit in cases where you want to try and tether after words you need to wait a certain amount of time before attempting to tether again.
You will get used to it really fast after a bit of salty sds because samus just side bs normally or nairs (if you try to zair tether).
Ok so guys I have a question I ended up losing 2 sets to a rob yesterday, I have better things to do then John so I'll just ask if I made an error with my line of thinking.
I lost winners finals the won set 1 of grands,
When I won game 3 of set 2 I banned fd and dreamland. My line of thinking was this " a majority of my deaths were things like up air , up smash (one of which was the gyro set up) and a few downsmashes"
So I wanted to avoid the obvious camp from fd while also being unable to recover under the stage if things go south.
For dreamland I just felt like the kill potential of the down throw up air from ron wasn't worth the trade off.
Mistakes were made but I did get all sorts of kill set ups like up air to up b strings, I am trying to put serious effort into getting significantly better at this game now so any discussion would be appreciated.
To be honest I always ban Lylat and I personally hate Castle Siege so I ban that too.Yes except the mechanics are wonky at times based on when you last tethered /get hit in cases where you want to try and tether after words you need to wait a certain amount of time before attempting to tether again.
You will get used to it really fast after a bit of salty sds because samus just side bs normally or nairs (if you try to zair tether).
Ok so guys I have a question I ended up losing 2 sets to a rob yesterday, I have better things to do then John so I'll just ask if I made an error with my line of thinking.
I lost winners finals the won set 1 of grands,
When I won game 3 of set 2 I banned fd and dreamland. My line of thinking was this " a majority of my deaths were things like up air , up smash (one of which was the gyro set up) and a few downsmashes"
So I wanted to avoid the obvious camp from fd while also being unable to recover under the stage if things go south.
For dreamland I just felt like the kill potential of the down throw up air from ron wasn't worth the trade off.
Mistakes were made but I did get all sorts of kill set ups like up air to up b strings, I am trying to put serious effort into getting significantly better at this game now so any discussion would be appreciated.
If spacing is key in this MU, why not just go on a flat stage and limit his options even more? No point in giving him diagonal movement options.To be honest I always ban Lylat and I personally hate Castle Siege so I ban that too.
ROB shouldn't be killing you with dthrow to upair unless he makes a really good read. Once we get above 70 to 80% we can Flip Kick away. DON'T TRY TO AIR DODGE! ROB will wait to see if you do and then kill you. It is far safer to simply get out of the situation.
I find Delfino and Battlefield to be the best CPs (if the ROB doesn't ban them) followed by T and C, Smashville, and Dreamland.
Spacing is extremely key in the MU becuase we have so much that is safe against ROB.
Well being perfectly honest I didn't want to state any of this because I felt like it'd be johns...IMO ROB's best stages in the matchup are Duck Hunt and FD, for similar reasons (camping, large blastzones, lack of platforms to assist uair strings to upb). Duck Hunt is probably better because the ducks can mess with ZSS's uair strings and flip kick. After that I'd say Smashville or Lylat depending on the ROB player's preference.
ZSS gets much more out Dreamland than ROB does. Platforms don't usually assist dthrow->uair, but they can often help ZSS confirm a kill at even lower %s than she normally does. ZSS just gets more from platforms in general.
Do you mind telling me who the ROB player is or link the bracket? It's not every day a ROB beats a decent ZSS. This matchup is honestly pretty heavily in ZSS's favour (just ask NickRiddle !), so I'm sure you'll be able to win with experience. I'd give a protip for avoiding ROB's gyro ledge set-ups, but the local ZSS browses this thread and I'd like to use that set-up to confirm kills as long as I can. There's a thread on the ROB boards about this set-up and how to avoid it, if you wish to look further. =P
Point well takenIf spacing is key in this MU, why not just go on a flat stage and limit his options even more? No point in giving him diagonal movement options.
Also reminder to not ban stages just because you don't like them. Git gud on them instead.
You can always get more or less easy crossups with SHAD or FJAD if you get cornered.I was considering that as well but what was nagging me was the hard fact (or so I convinced my self) I will need to either edge cancel flip jumps or " gtfo of dodge" Tarzan under the stage to the other side when things go south.
I'll do that in situations where either I don't think the up B is going to fully connect or if the up B won't combo. If either of those scenarios is happening, and I feel like my opponent is scared enough to try and airdodge a possible up B attempt- then I'll down B after the uair and kick them as they come out of the airdodge.Remzi I've seen you utilize the mixup of (dthrow + upairs + down b) during some of your sets a xanadu. What is your thought process behind using this? What options does this cover? And why do this versus using the (dthrow + upairs + upB)? I tried to find a video example to clarify my question but i couldn't find the one i was looking for.