noradseven
Smash Lord
If you are new to smash in general, or if you haven't really played outside of your small group of friends watch these tutorials they start out pretty simple but they teach you pretty much everything you need to know to get started. http://www.sirlin.net/blog/2008/11/9/smash-bros-brawl-tutorial-videos.html
Since we don't have a ZSS guide anywhere near in date for new players, or just people who want to pick her up I thought I would start one.
Okay first of all, so you want to try to learn Zero Suit Samus, either because you like a tactical character that has lots of options, a difficult character that not many people play *puts on shades, a or maybe her sexy hotness with that whip just turns you on I don't know.
But here is a forewarning, ZSS isn't a character that you can just win with even if you are extremely good and no she isn't a secret top tier in disguise, mid tier probably, high ehhh kinda iffy.
Now before you start reading my opinions which is what they are, many of her moves are weird and take some getting used to how they hit.
But before we get into that you should understand her basic recovery methods, because if you don't die you will win.
Surviving:
ZSS is actually a great survivalist, this is one of the most common misconceptions people have about her.
When getting knocked back mash u-air, on the c-stick and DI towards the stage, even with your light weight ZSS shouldn't start dying until around 100%, and it is very possible to survive to 200% and higher if you carefully avoid killing blows.
You can boost jump the up B giving you a second jump comparable to ness's or lucas's in height, you boost jump by pressing both jump and up B at the same time.
Go on your wii now and press jump and up B at the same time, see great for recovering.
*tip All tethers in Brawl only grab the edge 3 times until you need to stand on a platform again before it will work again.
*tip2 up B comes out fast enough you can survive pretty much every spike in the game with a reaction upB, until around 120%, except ganon's which you can survive until ~50%
You can also grab the edge of over B, but it has a different angle that it allows you to grab with, so its useful in its own way.
Down B is your ace in the hole recovery move, it grants a small amount of invulnerability about start to when you reach the peak of your jump, and best of all it has a special head tap go down to the topic on Down B to read more about it. This move is mostly used for beating the opponents edge guard by either going though there attack or head tapping their edge guard.
Another thing you can do with down B is grab an edge press away from it down B towards it and grab it again, its very fast and extremely safe, a great way to edge stall for a moment.
Also forward roll rules use it.
ZSS Defense:
Shield: Her shield is bad Im not going to lie, and their isn't much you can do to get out of shield pressure, her jab, and d-tilt, sometimes u-tilt are her best pokes out of it, but normally you want to wait to be able to shorthop dodge away.
Backroll: It's bad a slow back roll that doesn't have many inviblity frames and doesn't go far, just add this too the banned moves list its terrible. See front roll if you want to effectively backroll
Frontroll: It's fast very fast, and one of the best rolls in the game, if you are facing away from your opponent it is a good option to take, rolling behind the opponent however is risky as always, but with ZSS's speed it can be p. amazing.
*tip : If you want to effectively backroll dash backwards then after a short moment front roll the way you are running, you shouldn't really see a run just a long f-roll. Its faster has more invincibility frames and goes farther than backroll.
like this http://www.youtube.com/watch?v=RmC8qOwtf8c , its crappy quality sorry, but I show both the normal back roll and the pivot f-roll just so you can see the difference.
Sidestep: Pretty standard sidestep quick short too the point.
Air-dodge: ZSS has a fairly quick air dodge, which in my opinion is mostly a plus.
*tip try not to be ever in a position where you need to block something and get good at PS strong hits because your shield will be poked pretty easily.
*tip 2 down B is sometimes a good option to escape shield pressure due to its invulnerable startup.
The Sexy/Holy Four: f-air, back-air, u-air, over-B, these are the 4 moves that you will be using the most, that's not to say some other moves aren't extremely good, useful or necessary such as down B, but we will get to that later.
F-Air(FINISHING MOVE): This move is amazing it hits twice has a pretty solid hit box, if you land both hits it does great damage, comes out fast, and is safe, this move and the other holy four are your best pokes for fishing for a hit. This move is useful in many situations, when the opponent is approaching you, running away, standing there, jumping, looking at you funny, dying, I really don't know why you shouldn't be doing this move.
Watch out though because f-air lasts for a decent bit of time and a lot of characters can out prioritize it if they see it, but most characters can do very little when they are in the air
*tip1 to connect both hits do the move while moving forward
*tip2 you can use this move castlevania style aka jump forward f-air, while moving backwards, its an amazing anti jump poke.
Back-Air: (FINISHING MOVE) Not to
but this move rocks, alot more than most people give it credit for
This is your longest range air attack outside of over B, comes out fast, one of your primary killing tools, good damage safe on block (usually), high priority beats the tornado, my personal favorite move for anti-ground pressure.
tip1: Use this move while fastfalling I mean it, c-sticking makes it easier too.
tip2: When hit close to the body the move gets reversed aka hits the opposite direction for slightly more knock back, can often be useful for killing at the end of a d-smash.
U-Air: (FINISHING MOVE) This is a pretty straight forward move, its fast very fast and has good range, I don't know what else to say , just think of it like another marth u-air but faster, or like a MK u-air but with better range.
Its also the move you spam to slow yourself down.
Over-B: (FINISHING MOVE) Most ZSS players I see starting out with her over use this move, this move can be good in the right hands but because of its gaping deadzone, and its somewhat slow speed it isn't as abusable as many would think.
That being said, how to use Over-B (far hit only)
When the opponent is on the stage in neutral position, do not jump and through out an over B while moving forward its just bad.
Preferable do over B while moving backwards, its amazingly safe and, has a good chance of smacking anyone who tries to chase to much.
Once you get good at spacing it, try to aim right in front of or on the very front portion of their shield, so that it is barely nicked this of course is for safety.
Over-B is also amazing at chasing people off the edge, with most characters and because of ZSS's great recovery, you are often free to fish for hits with over B before, they start making their way back to the stage.
How to use Over-B (close), aka the one,two,punch
The close hit is right in front of the blaster itself, and its a decent size.
This is where over-B gets tricky the first hit of over-B is alot risker but it has many advantages.
1) Its faster
1a) Its deceptive (aka its hard to see coming till its too late).
2) Can be used to clash with a projectile/or hit(hard), and finish with an over B far when they are still in the projectile animation.
3) It's Amazing Wavebounced
4) More damage ha (like 2-3%)
5) Amazing shield pressure, if properly spaced at the very edge of its hit box you can force the opponent to shield both the first and second hit on the vast majority of the cast, making it safe in case the mixup fails.
The close version should be reserved for a mixup in most cases catch your opponent with it when you are under pressure to reverse momentum. Such as you are running away from the opponent they whiff a move wham wave bounce this sucker into their face.
The other amazing use is clashing with projectiles this may seem somewhat easy but it can be difficult, and if you master it you can make projectile camping alot more difficult for some characters, though it will not work on blasters, or needles.
*tip don't forget this move can be used as a tether recovery.
Standard moves:
jab AA......A: I am personally not a huge fan of this move but it does have its plus's, the main issue with this move is that the third hit of the move is auto power shielded(so if the opponent is getting hit and is holding guard he will PS the last hit ) and even if it isn't powershield'd it is a slight disadvantage on block.
There is a ~solution to this which is to slightly delay the third hit the gambol is that the opponent might predict this and strike back, but they will not get a PS, if they keep guarding so yay.
Also the first hit comes out in 1 frame, yeah 1 frame blam, its good in a few circumstances for this alone jab, jab, run away, good at beating some other speedy moves.
Each move is its own move in the degrasion stack see later, so just 1 or 2 reps of this and most of your moves are fresh again, that is the main reason why I use it.
*tip: you know snakes f-tilt, it jabs out between the first and second on regular block.
Dash Kick: Interesting move it comes out very fast for a dashing attack, and sudo combos into u-tilt, giving it some points right there, however normally unsafe on block.
However on characters that have difficulty fighting people behind them you can dash past the person using this attack and land behind them, experiment a bit, if they twitch u-tilt it works more than it should, or you can forward roll, which is an amazing move.
U-Tilt: 2 hits, 3 frame start up, hits on both sides, launches, decent damage, what is not to like, often a good move to use when your back is to the opponent at close range and they think you are ripe for the pickings. NOT SAFE ON BLOCK, its p. much a light shoryuken for all purposes really fast nice priority, good hitbox very unsafe if it doesn't connect. Has nice follow up stuff too.
*tip: Use this on scrubs who like to stand on top of you on wakeup.
D-Tilt: Solid poke, safe on block, fast, good hit stun, launches, use alot.
*tip: When standing or connecting from an air move only slightly move the d-stick down then press it so you will instantly go into a d-tilt, instead of the 3frame crouch animation then d-tilt, this gives you an extra 1/20th of a second which will help stuff a lot of out of block moves.
D-smash: Also way over used for beginners, this move is good granted, but its certainly punishable and its not extremely hard to evade. Great to throw out to fish for a hit when people are about to grab the edge for a quick down B spike.
This move should mostly be used for fear, to stop an opponent from doing something but if you do get a hit.
d-smash->jabx2->crouch cancel->jabx2->f-air (descale combo)
_______->down B (spike, also scream out ARE YOU OKAYYY, BUSTA WUULF)
_______->d-smash->grab->d-toss
_____________________->f-toss
________________->f-air
________________->b-air(normally reversed, aka hitting backwards)
________________->over B(first hit,into second hit)
________________->fastfall n-air(specific req for this one)
I will talk about this more, when I get to strategy.
D-Air: The D in D-air stands for Don't use often. It has high priority again beats tornado, but its slow very unsafe, and will suicide if off the edge unless you are crazy high in which case it will cancel, it is sometimes useful for getting to the ground fast against someone who chased to too high.
It can be auto canceled at extremely low highs as well, used in the Rob infinite.
Neutral-Air: This move is very complex and confusing and I suggest you look at the n-air Nega thread for more details.
The gist of this move is high priority, weird angle, has alot of active frames/Meaty/will hit for a long time, and great hit stun, did I mention it doesn't degrade(also not added to stack which kinda sucks but ohh well)
One problem it has a slow startup and its range is not good but the weird angle makes up for that, because of its high hitstun you can often land hits like jab, f-tilt, and f-air after, it, and in some situations you can hit even d-smash.
My favorite usage of this move is for tossing out as an anti-jump pressure move to keep people away.
Up-B:It has this great loop that goes between up B and d-smash for a long time<--no it doesn't trust me it doesn't work not even a little bit your wrong.
This moves main purpose is still recovering. Primarily boost jumping
This move can be used for dodge baiting, because of its great reach most people will dodge this move, and you can often predict this and punish the dodge.
If it connects you can always try to connect an u-air or b-air but 90% of the time the opponent will be falling to fast or will be able to dodge in some way shape or form but sometimes they don't so hurray. It will readily connect into u-tilt though.
Neutral B: I don't use this move much, due to the fact that over B is often better but it has its use in a few matches, and on certain levels, mostly while in a very defensive position playing another defensive character. Slow, short range unless charged, often punishable on Powershield, but if it hits you get pretty much a free running A into a u-tilt, or jab
Common tactic is to hug the edge full jump 1/2 charge B and fire and grab the edge again.
edit: after talking to some other players they seem to use the short charge one similarly to the over B as in short hop back, neutral B, to fish for hits which makes more sense, and it can also be used to bait shields for a quick grab.
Down B: (FINISHING MOVE) This move is amazing, I debated putting it in the holy 4 because of how great it is but alas its not really spam able.
It is a amazing recovery tool, and has a special head tap, a decent bit of invulnerability on startup and the second hit does great knock back/ spikes, can be used to grab edge.
Its often combined with a off the edge d-smash for a spike finish.
Special head tap what, go to battle field have someone stand on a platform down B with your body touching them at least a bit and hit up, special tap jump even better you can do it in different directions just tap up at a diagonal.
*tip can be done off items, including armor pieces, grenades, turnips, bombs, and over b thrown pikmen.
*tip2 you can also wall tap this move in which case the move just starts over again, but jumping off the wall.
*tip3 its invulnerability allows it to be used for countering slower recoverying moves and as an escape mix up.
Warning can only be used once until you touch the stage again, it doesn't refresh.
Grab: its a whip grab, kinda slow, huge dead zone, but then again you have some chessy combos with it, and being a whip grab it has good range, normally after connecting jab a few times then either d-toss or f-toss, depending upon preference, both are good, and very stage/character/player dependent.
Its normally better to do her running grab it makes the effective range a good deal longer.
The Forbidden Ones:
Don't get in the habit of using these they have very few if any practical purpose.
f-tilt: I used to think it was great, but alas time has shown, me it just doesn't have any purpose when I could be doing either jab or d-tilt instead.
The down version of the move has better hitstun and a lower trip chance.
*This move has a p. good trip chance and at very low damages a trip connects into a d-smash, so make what you will.
Its only real use is when someone just rolled behind you and are out of your range, for a u-tilt, and a over B will be too slow.
The up version is your second best, on the ground anti-air, but with u-smash as #1, and all your good anti air, air moves, not much of a point of this either.
Sometimes usable for punishing roll, the down version preferably
f-smash: Just no I have heard many reasons on why you should use this move, but most of the time, you could of used something else instead that was just as good or better. The main advantages of this move are great hit box, lasts forever, always fresh haha.
The problem, very slow, and punishable on anything sometimes even hit.
Can be used as a killing blow on a d-smash not recommended,
Also can be used as an easy way to hit someone during the landing vulnerability due to how long it lasts.
Also a great move to mess with people and be a jerk in casuals.
Since we don't have a ZSS guide anywhere near in date for new players, or just people who want to pick her up I thought I would start one.
Okay first of all, so you want to try to learn Zero Suit Samus, either because you like a tactical character that has lots of options, a difficult character that not many people play *puts on shades, a or maybe her sexy hotness with that whip just turns you on I don't know.
But here is a forewarning, ZSS isn't a character that you can just win with even if you are extremely good and no she isn't a secret top tier in disguise, mid tier probably, high ehhh kinda iffy.
Now before you start reading my opinions which is what they are, many of her moves are weird and take some getting used to how they hit.
But before we get into that you should understand her basic recovery methods, because if you don't die you will win.
Surviving:
ZSS is actually a great survivalist, this is one of the most common misconceptions people have about her.
When getting knocked back mash u-air, on the c-stick and DI towards the stage, even with your light weight ZSS shouldn't start dying until around 100%, and it is very possible to survive to 200% and higher if you carefully avoid killing blows.
You can boost jump the up B giving you a second jump comparable to ness's or lucas's in height, you boost jump by pressing both jump and up B at the same time.
Go on your wii now and press jump and up B at the same time, see great for recovering.
*tip All tethers in Brawl only grab the edge 3 times until you need to stand on a platform again before it will work again.
*tip2 up B comes out fast enough you can survive pretty much every spike in the game with a reaction upB, until around 120%, except ganon's which you can survive until ~50%
You can also grab the edge of over B, but it has a different angle that it allows you to grab with, so its useful in its own way.
Down B is your ace in the hole recovery move, it grants a small amount of invulnerability about start to when you reach the peak of your jump, and best of all it has a special head tap go down to the topic on Down B to read more about it. This move is mostly used for beating the opponents edge guard by either going though there attack or head tapping their edge guard.
Another thing you can do with down B is grab an edge press away from it down B towards it and grab it again, its very fast and extremely safe, a great way to edge stall for a moment.
Also forward roll rules use it.
ZSS Defense:
Shield: Her shield is bad Im not going to lie, and their isn't much you can do to get out of shield pressure, her jab, and d-tilt, sometimes u-tilt are her best pokes out of it, but normally you want to wait to be able to shorthop dodge away.
Backroll: It's bad a slow back roll that doesn't have many inviblity frames and doesn't go far, just add this too the banned moves list its terrible. See front roll if you want to effectively backroll
Frontroll: It's fast very fast, and one of the best rolls in the game, if you are facing away from your opponent it is a good option to take, rolling behind the opponent however is risky as always, but with ZSS's speed it can be p. amazing.
*tip : If you want to effectively backroll dash backwards then after a short moment front roll the way you are running, you shouldn't really see a run just a long f-roll. Its faster has more invincibility frames and goes farther than backroll.
like this http://www.youtube.com/watch?v=RmC8qOwtf8c , its crappy quality sorry, but I show both the normal back roll and the pivot f-roll just so you can see the difference.
Sidestep: Pretty standard sidestep quick short too the point.
Air-dodge: ZSS has a fairly quick air dodge, which in my opinion is mostly a plus.
*tip try not to be ever in a position where you need to block something and get good at PS strong hits because your shield will be poked pretty easily.
*tip 2 down B is sometimes a good option to escape shield pressure due to its invulnerable startup.
The Sexy/Holy Four: f-air, back-air, u-air, over-B, these are the 4 moves that you will be using the most, that's not to say some other moves aren't extremely good, useful or necessary such as down B, but we will get to that later.
F-Air(FINISHING MOVE): This move is amazing it hits twice has a pretty solid hit box, if you land both hits it does great damage, comes out fast, and is safe, this move and the other holy four are your best pokes for fishing for a hit. This move is useful in many situations, when the opponent is approaching you, running away, standing there, jumping, looking at you funny, dying, I really don't know why you shouldn't be doing this move.
Watch out though because f-air lasts for a decent bit of time and a lot of characters can out prioritize it if they see it, but most characters can do very little when they are in the air
*tip1 to connect both hits do the move while moving forward
*tip2 you can use this move castlevania style aka jump forward f-air, while moving backwards, its an amazing anti jump poke.
Back-Air: (FINISHING MOVE) Not to
but this move rocks, alot more than most people give it credit for
This is your longest range air attack outside of over B, comes out fast, one of your primary killing tools, good damage safe on block (usually), high priority beats the tornado, my personal favorite move for anti-ground pressure.
tip1: Use this move while fastfalling I mean it, c-sticking makes it easier too.
tip2: When hit close to the body the move gets reversed aka hits the opposite direction for slightly more knock back, can often be useful for killing at the end of a d-smash.
U-Air: (FINISHING MOVE) This is a pretty straight forward move, its fast very fast and has good range, I don't know what else to say , just think of it like another marth u-air but faster, or like a MK u-air but with better range.
Its also the move you spam to slow yourself down.
Over-B: (FINISHING MOVE) Most ZSS players I see starting out with her over use this move, this move can be good in the right hands but because of its gaping deadzone, and its somewhat slow speed it isn't as abusable as many would think.
That being said, how to use Over-B (far hit only)
When the opponent is on the stage in neutral position, do not jump and through out an over B while moving forward its just bad.
Preferable do over B while moving backwards, its amazingly safe and, has a good chance of smacking anyone who tries to chase to much.
Once you get good at spacing it, try to aim right in front of or on the very front portion of their shield, so that it is barely nicked this of course is for safety.
Over-B is also amazing at chasing people off the edge, with most characters and because of ZSS's great recovery, you are often free to fish for hits with over B before, they start making their way back to the stage.
How to use Over-B (close), aka the one,two,punch
The close hit is right in front of the blaster itself, and its a decent size.
This is where over-B gets tricky the first hit of over-B is alot risker but it has many advantages.
1) Its faster
1a) Its deceptive (aka its hard to see coming till its too late).
2) Can be used to clash with a projectile/or hit(hard), and finish with an over B far when they are still in the projectile animation.
3) It's Amazing Wavebounced
4) More damage ha (like 2-3%)
5) Amazing shield pressure, if properly spaced at the very edge of its hit box you can force the opponent to shield both the first and second hit on the vast majority of the cast, making it safe in case the mixup fails.
The close version should be reserved for a mixup in most cases catch your opponent with it when you are under pressure to reverse momentum. Such as you are running away from the opponent they whiff a move wham wave bounce this sucker into their face.
The other amazing use is clashing with projectiles this may seem somewhat easy but it can be difficult, and if you master it you can make projectile camping alot more difficult for some characters, though it will not work on blasters, or needles.
*tip don't forget this move can be used as a tether recovery.
Standard moves:
jab AA......A: I am personally not a huge fan of this move but it does have its plus's, the main issue with this move is that the third hit of the move is auto power shielded(so if the opponent is getting hit and is holding guard he will PS the last hit ) and even if it isn't powershield'd it is a slight disadvantage on block.
There is a ~solution to this which is to slightly delay the third hit the gambol is that the opponent might predict this and strike back, but they will not get a PS, if they keep guarding so yay.
Also the first hit comes out in 1 frame, yeah 1 frame blam, its good in a few circumstances for this alone jab, jab, run away, good at beating some other speedy moves.
Each move is its own move in the degrasion stack see later, so just 1 or 2 reps of this and most of your moves are fresh again, that is the main reason why I use it.
*tip: you know snakes f-tilt, it jabs out between the first and second on regular block.
Dash Kick: Interesting move it comes out very fast for a dashing attack, and sudo combos into u-tilt, giving it some points right there, however normally unsafe on block.
However on characters that have difficulty fighting people behind them you can dash past the person using this attack and land behind them, experiment a bit, if they twitch u-tilt it works more than it should, or you can forward roll, which is an amazing move.
U-Tilt: 2 hits, 3 frame start up, hits on both sides, launches, decent damage, what is not to like, often a good move to use when your back is to the opponent at close range and they think you are ripe for the pickings. NOT SAFE ON BLOCK, its p. much a light shoryuken for all purposes really fast nice priority, good hitbox very unsafe if it doesn't connect. Has nice follow up stuff too.
*tip: Use this on scrubs who like to stand on top of you on wakeup.
D-Tilt: Solid poke, safe on block, fast, good hit stun, launches, use alot.
*tip: When standing or connecting from an air move only slightly move the d-stick down then press it so you will instantly go into a d-tilt, instead of the 3frame crouch animation then d-tilt, this gives you an extra 1/20th of a second which will help stuff a lot of out of block moves.
D-smash: Also way over used for beginners, this move is good granted, but its certainly punishable and its not extremely hard to evade. Great to throw out to fish for a hit when people are about to grab the edge for a quick down B spike.
This move should mostly be used for fear, to stop an opponent from doing something but if you do get a hit.
d-smash->jabx2->crouch cancel->jabx2->f-air (descale combo)
_______->down B (spike, also scream out ARE YOU OKAYYY, BUSTA WUULF)
_______->d-smash->grab->d-toss
_____________________->f-toss
________________->f-air
________________->b-air(normally reversed, aka hitting backwards)
________________->over B(first hit,into second hit)
________________->fastfall n-air(specific req for this one)
I will talk about this more, when I get to strategy.
D-Air: The D in D-air stands for Don't use often. It has high priority again beats tornado, but its slow very unsafe, and will suicide if off the edge unless you are crazy high in which case it will cancel, it is sometimes useful for getting to the ground fast against someone who chased to too high.
It can be auto canceled at extremely low highs as well, used in the Rob infinite.
Neutral-Air: This move is very complex and confusing and I suggest you look at the n-air Nega thread for more details.
The gist of this move is high priority, weird angle, has alot of active frames/Meaty/will hit for a long time, and great hit stun, did I mention it doesn't degrade(also not added to stack which kinda sucks but ohh well)
One problem it has a slow startup and its range is not good but the weird angle makes up for that, because of its high hitstun you can often land hits like jab, f-tilt, and f-air after, it, and in some situations you can hit even d-smash.
My favorite usage of this move is for tossing out as an anti-jump pressure move to keep people away.
Up-B:
This moves main purpose is still recovering. Primarily boost jumping
This move can be used for dodge baiting, because of its great reach most people will dodge this move, and you can often predict this and punish the dodge.
If it connects you can always try to connect an u-air or b-air but 90% of the time the opponent will be falling to fast or will be able to dodge in some way shape or form but sometimes they don't so hurray. It will readily connect into u-tilt though.
Neutral B: I don't use this move much, due to the fact that over B is often better but it has its use in a few matches, and on certain levels, mostly while in a very defensive position playing another defensive character. Slow, short range unless charged, often punishable on Powershield, but if it hits you get pretty much a free running A into a u-tilt, or jab
Common tactic is to hug the edge full jump 1/2 charge B and fire and grab the edge again.
edit: after talking to some other players they seem to use the short charge one similarly to the over B as in short hop back, neutral B, to fish for hits which makes more sense, and it can also be used to bait shields for a quick grab.
Down B: (FINISHING MOVE) This move is amazing, I debated putting it in the holy 4 because of how great it is but alas its not really spam able.
It is a amazing recovery tool, and has a special head tap, a decent bit of invulnerability on startup and the second hit does great knock back/ spikes, can be used to grab edge.
Its often combined with a off the edge d-smash for a spike finish.
Special head tap what, go to battle field have someone stand on a platform down B with your body touching them at least a bit and hit up, special tap jump even better you can do it in different directions just tap up at a diagonal.
*tip can be done off items, including armor pieces, grenades, turnips, bombs, and over b thrown pikmen.
*tip2 you can also wall tap this move in which case the move just starts over again, but jumping off the wall.
*tip3 its invulnerability allows it to be used for countering slower recoverying moves and as an escape mix up.
Warning can only be used once until you touch the stage again, it doesn't refresh.
Grab: its a whip grab, kinda slow, huge dead zone, but then again you have some chessy combos with it, and being a whip grab it has good range, normally after connecting jab a few times then either d-toss or f-toss, depending upon preference, both are good, and very stage/character/player dependent.
Its normally better to do her running grab it makes the effective range a good deal longer.
The Forbidden Ones:
Don't get in the habit of using these they have very few if any practical purpose.
f-tilt: I used to think it was great, but alas time has shown, me it just doesn't have any purpose when I could be doing either jab or d-tilt instead.
The down version of the move has better hitstun and a lower trip chance.
*This move has a p. good trip chance and at very low damages a trip connects into a d-smash, so make what you will.
Its only real use is when someone just rolled behind you and are out of your range, for a u-tilt, and a over B will be too slow.
The up version is your second best, on the ground anti-air, but with u-smash as #1, and all your good anti air, air moves, not much of a point of this either.
Sometimes usable for punishing roll, the down version preferably
f-smash: Just no I have heard many reasons on why you should use this move, but most of the time, you could of used something else instead that was just as good or better. The main advantages of this move are great hit box, lasts forever, always fresh haha.
The problem, very slow, and punishable on anything sometimes even hit.
Can be used as a killing blow on a d-smash not recommended,
Also can be used as an easy way to hit someone during the landing vulnerability due to how long it lasts.
Also a great move to mess with people and be a jerk in casuals.