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Very data and execution heavy, very training intensive. If you don't play a bunch you should play her as your only main.So at one of my last tournaments, a friend of mine was up against one of our PR members who plays ZSS just after I lost a set on stream. My buddy's a relatively good Sonic player and the best one in my region, and he lost to said PR player pretty badly, and yet he made the character look so fun and so stylish and I surprised he won so easily. On Anther Ladder about a few days ago, I went up against a Platinum ZSS and got completely destroyed the first game but adapted a bit in the next, I still lost but my opponent still amazed me with some smooth moves. I was wondering your experiences learning ZSS and how difficult it is on a scale of 1-10, as I am considering to try her out if doesn't work out for me (or at least play her for fun). I'd love opinions from at least 2 people before I make my decision, and thanks in advance for any honest answers.
do you know how to B reverse? that can help maximize the use of paralyzer. Learn how to B reverse the paralyze if you don't know howI have been playing ZSS for about a month now and have been working on her around 4 hours a week but I cant seem to get better even though I've watched tons of videos what should I do? To make matters worse I have a friend who picked up Ike at the same time and can beat me?
As well as I need to use th paralyzer more what are some good ways to do that?
From what I heard it was only 5-10% later, but I haven't tested it. Also I think DI Down is more effective.Can anyone tell me the impact of the boost kick nerf? How much later does it kill now?
Trifroze made a whole video on this right here. My question is just how much of this applies after the patch.Is it better to DI or SDI ZSS's up special? Also, which way is the best to DI the up special in general?
I don't get to practice this MU very often.
Thank you for this, don't know how I never found this.Trifroze made a whole video on this right here. My question is just how much of this applies after the patch.
Smash:My question is what do you guys prefer for the C-Stick? Setting it to Smash or to Attack? I kan't quite make up my mind... What would you say the pros and cons are?
1. Unlike Brawl, the spike no longer has anything to do with timing, and is completely location based. Make sure you are high enough above the opponent or far enough away that only the tip of the foot connects with the opponent. And believe me, the tip of the foot is really far. After a D-Smash at the ledge, if the opponent is around 50%, you generally have to get to short-hop height before performing the Flip Jump in order to get the spike (with no DI).Alright guys, I've been having a couple issues as of late:
1. How to guarantee the dsmash to flip jump spike punish.
2. Punishing and recognizing getup options.
3. Punishing Dark Pit's roll.
works at many percents, just work on getting the rar fast enoughI've been struggling with Nair > Bair which is obviously a good kill option. Is there a certain percent range for this combo, or am I just not getting the RAR Bair out fast enough? I feel like its a golden percent kind of thing, but I could just need more practice.
Thanks so much man, especially on the flip jump spike part. As for Dark Pit, I ended up giving up on zss for that mu and was able to take out the guy who played him with a reset in grands with Sheik after losing to him 3-1 in winners finals with zss, the main problem was me being unaware of how safe his dsmash is and making bad reads/attempting to punish dark pit things that really weren't punishable with zss (her grab/u-tilt lag too much, Sheik doesn't have this problem.) Sucks I still need my zss for his rosa, when I can beat both of his char easily with sheik I can avoid the counterpick char war.Smash:
Attack:
- Cleaner F-Smash/D-Smash punishes
- Cleaner N-Air > D-Smash combos
- Quicker U-Smash anti-airs
Personally, I run Attack because I think U-Tilt OOS is one of ZSS's most important defensive options.
- Perfect pivot F-Tilts/U-Tilts
- Cleaner U-Tilt punishes
- Better control on aerials
1. Unlike Brawl, the spike no longer has anything to do with timing, and is completely location based. Make sure you are high enough above the opponent or far enough away that only the tip of the foot connects with the opponent. And believe me, the tip of the foot is really far. After a D-Smash at the ledge, if the opponent is around 50%, you generally have to get to short-hop height before performing the Flip Jump in order to get the spike (with no DI).
2. Honestly, I've given up on punishing ledge options because ZSS's coverage is so bad. I highly recommend just going for trumps every time. Our trump is by far the fastest and has the most coverage in the game. Run off ledge > Side-B back into stage > roll control stick up to grab ledge for the trump. From here, two options: 1. Drop off > B-Air (if you think they're not ready) or 2. Down drop > Double Jump U-Air (to cover buffered jumps) > Landing U-Air (to cover buffered rolls).
3. Drop shield U-Tilt is probably going to be your best option here, much faster than F-Tilt, meaning less reaction necessary. It also covers both sides, meaning less fuss about the exact ending position.
With rage just make sheiks percent lower to make it work lolDo you guys know if zss can down throw up air up air up b kill sheik at all? I was testing with zss at 100% rage and sheik 30%, 125% 30%, and 80% 40% and couldnt get zss to kill with the combo at all with rage but can it kill with lower rage even with perfect DI? Anyone know the percents?
It auto cancels?I need help with autocancelling dair
yeah, I can do it but only very occasionally. It's a great mind game and mix up tool, and can also combo. The ground hitbox doesnt appear if you autocancel itIt auto cancels?
I'd love to see this or learn details. Sounds interesting.yeah, I can do it but only very occasionally. It's a great mind game and mix up tool, and can also combo. The ground hitbox doesnt appear if you autocancel it
Yes. The spike hitbox is on the foot and everything past it. It just so happens that the hitbox extends way past her foot.Dumb question I should know already, but is the spike hitbox on Flip Jump Kick a disjoint? Or why is it that I do not trade with aerial hitboxes when I get the spike hitbox?
At low percents, opponents can easily airdodge out of your second uair.Is it true that ZSS' up air is negative on hit now? Or is it just at low percent?
Pick up Bayonetta pleaseI'm starting to think that the best way to nerf a character is for me to pick it up. This is the third or fourth time I've decided to pick up a character and it gets nerfed less than a month later.