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Susa is talking about using side-b for spacing and damage racking. People are constantly suprised buts its range and get hit by it wayyy too often.Fixed.
Also, Susa said that "pros are figuring out the side b is not as good as people thought."
I'm sorry, but is this really anything new? I mean, I've always been using fair and bair to kill, sideb has to much start up.
thats what happen when we live in Samus shadow... but I prefer it this way... the only way to practice against ZSS is to fight someone who uses her... not even the cpu can't use it, so all this brings a lack of knowledge in her matchup... which is better for usZSS is one of those silent killer characters. She's good, but no one pays attention to her. That just shows how little they know.
Fail. There's always a reason to test things, it's how advances are made even if they don't seem useful on the surface.There's no reason to make fun of me for pointing out something that was clearly obvious. There's no reason to even test the teather stall if there's a better one.
No, I didn't know. But I'm glad it is useful.Did you guys seriously not know about this, it has some p. hilarious uses for edge hogging certain characters, and just for being a ****, and you should know it but it is fairly dangerous.
f-smashes are teh ownage.darkwater is the guy who praises f smash right???
It can jab lock, and it's a more damaging and safer GTFO move than her neutral A.So, could somebody please tell me where a ftilt is better than... anything else? I STILL never use that move.
I agree other than the occasion match specific situation specific use like some characters like jiggs approaching from the low air, I can't find much a use for it.So, could somebody please tell me where a ftilt is better than... anything else? I STILL never use that move.
I said semi-spike. That's where you get sent downwards slightly, but mostly horizontally. It screws over characters that have bad horizontal recoveries.Zelda's dsmash spikes? o.o
Nevertheless, tether the edge before they can hug it manually. Your tether has magnificent range and is quick to come out. Or as shlike says, recover however you choose, as long as you do recover. YOU MUST RECOVER !
zelda d-smash has a lighting death spike sweet spot, its probably the 3rd/2nd best knockback after ganon and maybe ness in power, imagine the lighting kick but down thats what it is.Zelda's dsmash spikes? o.o
Nevertheless, tether the edge before they can hug it manually. Your tether has magnificent range and is quick to come out. Or as shlike says, recover however you choose, as long as you do recover. YOU MUST RECOVER !
D-smash =/= Dair.zelda d-smash has a lighting death spike sweet spot, its probably the 3rd/2nd best knockback after ganon and maybe ness in power, imagine the lighting kick but down thats what it is.
Wut?A question about ZSS' recovery. Let's suppose that she gets hits by a semi-spike (for the sake of illustration, Zelda's DSmash for example). The question is, should you DI or not? If you DI upwards, that means that if you survive, then a boost jump and Flip Jimp should hopefully reach the stage, but by DIing upwards less force is needed to KO you. If you don't DI, you have less distance to travel, making surviving the initial impact easier, however you must resort to your tether, making you easy to edgehog. So what should you do in these circumstances?
This. Listen to this man.Wut?
If you DI it upwards there is MORE force necessary to KO you, as the stage has a rectangular shape. Thus you have to travel more distance to be KO'd.
This as well. The only part I don't understand is why you have less distance to travel if you don't DI. That doesn't make sense to me.If you don't DI it's also harder to recover, because (while you have to travel less distance back to the stage) you're more vulnerable for being knocked back, and you can't use your aerial movement to return to the stage, as you almost instantly have to move upwards again leaving less time to just float to the stage.
Ohhh, that makes sense. I assumed we were talking about a 0 degree trajectory, not a -20 or whatever one.okay sassy what he meant is, say you're going at a -20degree angle.. and you DI up, that potentially puts you at a 0degree angle, which means you're making straight for the wall.
However, the "semi-spike" things can be DI'd to usually reflect their trajectory angle. for instance, if it sends you at -20degree angle, then you'll probably be sent at 20degrees if you hold north north east.
It's ALWAYS better to DI, cuz like the other guy said, if you're at a high enough percent that DI'ing up puts you at a higher risk for death, than there is no chance you'll be able to recover without DI... your opponent just has to hold the edge since you have no way to threaten them off of it.