FadedImage
Smash Journeyman
After looking around at all the ZSS posts, I've noticed a large topic going completely undiscussed, which is the the damage degeneration issue. (if you don't know what I'm talking about, read more here: http://smashboards.com/showthread.php?t=141977 ) So something we all need to keep in mind is how we can use degenerating.
First off, some things to stay away from:
In some of the videos I've seen, people throw out the KO-whip (side-b) as if ZSS is a Dominatrix or something. That toy is best meant for later. To be more literal: I always save my whip for >100% situations, you never want to reduce the knockback on your main KO move. This goes with the bair too, it's horrible for combos, so save it for the KOs!!
Now, onto the dos:
Alright, so ZSS's game is highly dependant on her ability to juggle, I think we can all agree on that. The insane amount of combinations between the uair, up-b, usmash, and utilt create a plethora of pillar-y, juggle-y goodness. But how can we exploit this? SPAM HARDER. I know, this sounds like the worst tactical discussion ever, but think about it. For every uair you do, you significantly lower the distance of which you will knockback a target, up to 8 hits. And if the knockback is reduced, that's less range for DI. Less DI means more hits, and more hits means more degeneration... and so on and so on.
Seriously, try it out. Instead of breaking the juggle with a bair or fair that won't KO, opt for the uair again, even if you know you won't get in another uair after it. You'll force them to come down on you, which is heavenly for ZSS's arsenal of u-attacks, and you'll lower the knockback on your best juggling move.
In short, keep in mind the two types of attacks you'll be using: The KOs and the Combos. Save the KOs for over 100%, and purposely degenerate those combo attacks for delicious juggling goodness.
Questions/Comments/Flames welcome.
First off, some things to stay away from:
In some of the videos I've seen, people throw out the KO-whip (side-b) as if ZSS is a Dominatrix or something. That toy is best meant for later. To be more literal: I always save my whip for >100% situations, you never want to reduce the knockback on your main KO move. This goes with the bair too, it's horrible for combos, so save it for the KOs!!
Now, onto the dos:
Alright, so ZSS's game is highly dependant on her ability to juggle, I think we can all agree on that. The insane amount of combinations between the uair, up-b, usmash, and utilt create a plethora of pillar-y, juggle-y goodness. But how can we exploit this? SPAM HARDER. I know, this sounds like the worst tactical discussion ever, but think about it. For every uair you do, you significantly lower the distance of which you will knockback a target, up to 8 hits. And if the knockback is reduced, that's less range for DI. Less DI means more hits, and more hits means more degeneration... and so on and so on.
Seriously, try it out. Instead of breaking the juggle with a bair or fair that won't KO, opt for the uair again, even if you know you won't get in another uair after it. You'll force them to come down on you, which is heavenly for ZSS's arsenal of u-attacks, and you'll lower the knockback on your best juggling move.
In short, keep in mind the two types of attacks you'll be using: The KOs and the Combos. Save the KOs for over 100%, and purposely degenerate those combo attacks for delicious juggling goodness.
Questions/Comments/Flames welcome.