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ZSS General Discussion

Sovereign

Game Reaper
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Nov 10, 2008
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Sovereign90
So, Norfair is so much fun with ZSS.
Go to the edge of any of the platforms, and down-b kick to the next one.
Instant edge-cancel.
It allows for some fun stuff on the middle platform.

Down-b edge-cancel > turn-around up-b (weird edge grab thing) > cancel tether > jump bair.
It looks so cool~
I'll have to try that.
 

Sovereign

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Why is the dsmash footstool more dangerous on norfair?
The hit box on Dsmash goes through platforms and the main center platform isn't that thick, especially on the edges. If someone doesn't snap to the ledge, after using their double jump, catch'em with a Dsmash and footstool. Using this when your opponent is trying to escape lava will result in some nasty combos.
 

Z1GMA

Smash Hero
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Sep 10, 2008
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I was practicing DI + Momentum Cancel with ZSS earlier today.
Well, surviving in general.

I was messing around with Boost Pivoting side+b to brake the non friendly momentum, to live longer when beeing sent away horizontinaly, but I guess it isn't that effective ;\
(It MIGHT get, though)

But, I found that in some situations, while beeing sent horizontinaly, Boost Pivoting side+b is effective.
You can get slightly closer to the stage than if you don't Boost Pivot side+b.
(Considering in both methods you don't DJ after the Uair)

I'm a little confused, though.
The proper timing for the side+b (not talking about Input-Timing) is very weird.

You guys should mess around with it and see if you can find something interesting.
 

culexus・wau

Purchased premium only to change name ><
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What do you mean by boost pivoting.

I'm on really really big create-a-stage with a metaknight and zero suit testing momentum canceling stuff.


Jump SideB seems to cancel some momentum. take note that I'm jumping towards the blast zone and B-reversaling it.

but it sends you HIGH vertically.

just sideB increases Momentum.

DownB can cancel some momentum.
 

culexus・wau

Purchased premium only to change name ><
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I thought that was called Boost Pivoting-- My bad.

I tested it without using my DJ.
You're saying we can brake the momentum further if we DJ before the whip?
yarrrr

it sends you REALLY HIGH VERTICALLY though

so if you're DIing towards the corner... eh..

No ZSS I'm doing like. I hit SideB towards the blaze zone, and then I reverse it.

wavebounce would mean I would be... actually I have no idea how momentum canceling with a wavebounce would work :>
 

NickRiddle

#negativeNick
Joined
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Running at MK and using fair scares him.
You would only be able to do the u-tilt one time.
After that, MK would just... glide weird, or land in front of you.
GG.
 

NickRiddle

#negativeNick
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Double post!
3-day break, so it should be okay.

So, you guys know how nair > d-smash was a "combo" for a bit?
I learned that nair > grab might be one.
Grab IS faster than d-smash...
And it beats the quickest otion which is sheild...
Thoughts?
 

Zero

Smash Hero
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Does it beat buffered spotdodge?

What percents?

btw I could never get nair > dsmash to work from a safe range. It's only a combo if you do it from an unsafe distance. :(
 

Z1GMA

Smash Hero
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Why do ppl fail so hard at teching our Up+b at higher %'s?
Even good players seem to fail half of the times O_o
 

NickRiddle

#negativeNick
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Why do ppl fail so hard at teching our Up+b at higher %'s?
Even good players seem to fail half of the times O_o
It happens.
Not everybody's tech-skill is at 100%, 100% of the time.


Also, I dunno when nair > grab works. I just did it a couple of times, so I posted it.
 

SuSa

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First you should test nair for a frame advantage, if its weight dependant, etc.

Then find your number of frames available to attack and work from there. If you can grab, I'm going to assume you can buffered dash attack, ftilt, and possibly dtilt (no crouch) if you can grab.

:nifty::leek:
 

Zero

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You definitely can dtilt and dash attack from nair at low-mid percents.

You can definitely grab at low percents. It often misses though, due to the inconsistent nature of the grab.

To actually follow up from a nair though, you need to connect with the nair at an unsafe range. Poor Samus, gets shieldgrabbed by everyone.
 

SuSa

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I thought nair had fixed knockback and would combo into aerials at any %.

O_o am I mistaken?

EDIT:

Wait.. I think that's the weak hitbox or the back hitbox... <_< grr.. I did this fixed knockback thing like 2 years ago =\... forgive me

:nifty::leek:
 

Nefarious B

Smash Champion
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Frisco you know
nah nair doesn't have fixed kb at all, it has fixed damage because it can't stale.

the backside of nair that you're thinking of is when you have forward momentum and are crossing over an opponent to hit with the backside. I believe because the whip is an article, it retains momentum so that it's like you hit with the frontside. It still has the same knockback as the frontside, but since the opponent passes through you due to the trajectory, it puts them closer to you making it easier to combo from.

You can see how it works in this video: http://www.youtube.com/watch?v=xQYEI206RNY

I never thought about this, but after watching that I believe that nair also retains our vertical momentum, as in, if we're fastfalling it they are thrown at a sharper horizontal angle than if we do a normal nair. You can definitely see it in that video. It could just be my spacing though.
 
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