Some questions regarding ZSS's recovery and Up-B.
1. How powerful and useful is the Up-B as a spike? Is it a true spike, or is it meteor cancelable? It seems pretty dumb to try and spike opponents coming back from below the plane of the stage, but I hope it has utility in punishing those coming in from above - any reports on using this unique spike effectively?
2. On ZSS's recovery, suppose she's being edgehogged. Can she dislodge her foe with a Side-B (or just B, maybe) and then tether with Up-B in time? Or if the foe edgegrab-invincibilitys through the Side-B, can her Up-B hit and spike them off the edge while she's falling to her doom?
The Up-B is a METEOR SMASH/ATTACK, so you can cancel it. It can set up for some nice ground combos, but it's hard to apply in the air as a potential finisher.
About your recovery... ZSS has yet another jump with her Down-B, so use it wisely if you still have it [can only use it once in the air until you land again].
The invincibility frames may linger through the Side-B, but even so, you may or may not scare your opponent back onto the ledge. The attack comes out moderately fast and lasts a bit, so it's possible to knock your foe off the edge/force them to roll onto the stage, then you can Up-B and tether recovery.
As for the normal B, I haven't tried it yet, but I have tried her Up-air...it usually hits the opponent since it comes out really fast, and you can still tether recovery afterwards, just make sure that you DI AWAY from the stage right after you attack so you don't end up under it when you press Up-B. Most of the people I play against usually roll onto the stage right after the Up-air, but there could be a way to prevent ZSS from recovering...
~L1F3