Dakpo
Smash Lord
http://www.gfycat.com/EnragedFatHackee
Texas just finished its first invitation tournament during the 2nd day after the game's release in japan. The Dallas area has 5 Japanese DS which gave me ample time to explore Zss for the in invitational and allowed me to win pretty convincingly.
The tournament was recorded
https://www.youtube.com/watch?v=cC8gOZGkiPs&list=UUuBhMqosgW-ECZjJZ9pv0Dg
https://www.youtube.com/watch?v=PAs8cNdGevM&list=UUuBhMqosgW-ECZjJZ9pv0Dg
https://www.youtube.com/watch?v=Tdj-0viZ9-0&index=2&list=PLFXOgPi6_N5QGmgr2kUW3Uj2EDsfhvfhY
https://www.youtube.com/watch?v=0jB7rO0DBus&index=4&list=PLFXOgPi6_N5QGmgr2kUW3Uj2EDsfhvfhY
https://www.youtube.com/watch?v=DoUlOy7um6M&index=9&list=PLFXOgPi6_N5QGmgr2kUW3Uj2EDsfhvfhY
https://www.youtube.com/watch?v=SOb1hcgS6l4&index=13&list=PLFXOgPi6_N5QGmgr2kUW3Uj2EDsfhvfhY
https://www.youtube.com/watch?v=Id55uaLAMEQ&index=26&list=PLFXOgPi6_N5QGmgr2kUW3Uj2EDsfhvfhY
I ended up taking sets from Denti, awestin, oracle, disafter and areolink.
Now on to a deep analysis of the character! This will be a direct comparison to brawl Zss. Let me know in the comments if you feel like I leave anything out.
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TILTS AND JABS AND DASH ATTACK
Jab BUFFED - I'm not sure if jab is still one frame; however, it is extremely fast and............IT FINALLY CONNECTS!!! This brings our quick punish game to a whole new level. Great improvement from brawl.
Up tilt EQUAL- up tilt is very similar to brawl. I feel like it doesn't hit quite as low to the ground like its brawl counterpart but might have a slight buff in strength and kill potential and very similar frame data. Using this move after her shield drop to punish a opponent is very very very good.
Down tilt NERFED- I personally do not like the changes to this move. Its slower all around and hits up and away rather than just up. This is not to say the move is bad. It just isn't quite as great as it was in brawl.
Forward tilt BUFFED- this move is practically unchanged yet will be used more differently than any other tilt because of some cool mechanic changes in the new smash. I'll explain later
DASH ATTACK BUFFED- This is just about one of the craziest buffs I have seen from the transition from brawl to Smash 4. The move itself is a dash animation with her Knee sticking out. The move goes about half the distance of Battle Field. It knocks them perfectly into the air to chase people. It has an extremely high base knockback but little to no growth, which means you will send people playing at 0%. The move is fast and can be used to combo after Neutral Special. The move is super hard to punish and can punish other players from across the stage
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SMASHES
UP SMASH UNCHANGED- up smash is great! It continues to by favorite smash. It is the same speed with more kill power. You can't SDI very well so the move is even better than in brawl. The best thing about this move is that it is still one of her top options out of shield. It has a hit box that picks opponents off the ground and into the air. It is a fantastic anti air and catches opponents on platforms.
FORWARD SMASH BUFFED- this move got a total remake in this iteration of smash. It's actually really good and turned out to have many uses. It will most likely be the go to finisher after down smash along with Up B. It is a two hit move with a strong last hit. The animation can't be stopped once you start. It's one of her only 3 kills moves.
DOWN SMASH NERF- This move got nerfed hard :/. It does less damage, it has much less range, and holds opponents in stun for much less time. I don't think this will be used like it was in brawl. I also don't think that it is plus 1 on shield anymore
down smash combos- although I didn't get to explore to much with this, you have to make some choices when putting together her strings.
1. You cant down smash twice and combo
2. Your easiest kill options are up B or f smash (don't stale these earlier in the stock)
3. Your easiest damage is grab -> pummel -> down throw -> air attack follow up
4. Air attack follow ups are very difficult and unrewarding until further testing
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THROWS
UP THROW EQUAL- same thing as brawl
FORWARD THROW EQUAL- sets up for potential follow ups depending on your opponents DI.
BACK THROW EQUAL- same as brawl
DOWN THROW BUFF-! Move is relatively the same except you can combo with it since the mechanics changed to add more hit stun. You can link neutral special uncharged into grab. Combos depend on your opponents DI, %, and weight/floaty speed. Can lead into fair, bair, nair, uair, and up B.
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SPECIALS
UP B CHANGED- with the total remake, this move is used completely different than brawl. The move itself is a rising multi-hit kick that has a very strong ending hit box. It's possible to combo into it from the up air or down throw (if they have bad DI) . When using this move, be sure to start the move when the opponent is close to you, otherwise they will be knocked too far away by the rising hitboxes to complete the finishing blow on the move. The move its self is mediocre as a recovery. Its like the combination of marth and mario. You can lean forward and backward during the initial rise of the move; however, you lose a lot of mobility after the move is finished and you are put into special fall animation. I would say the move is buffed in terms of kill power (which is something that is extremely scarce in this game) but a nerf in terms of recovery range of her brawl Up B counter-part. This is one of her 3 Kill moves
DOWN SPECIAL BUFF- So this move changed a lot but has the same Idea as the brawl version. The move is a 3rd jump. You can footstool people out of it on the ground, ledge, and off stage. The move can also produce a kick which is really powerful. This is one of her only 3 kill moves. The move has a lot of trajectory ranges now. You can start the move and lean forward for maximum distance or lean in for a much shorter distance. So the move is 10X more flexible and can be changed to match the situation you desire. HERE IS THE KICKER THOUGH! I'm pretty sure this move has even more invincibility than it did in brawl. Brawl had 17 frames of invincibility which was enough to last the first half of the move, but I have seen Zss pass through attacks even later than that. The move also retains its Spike hitbox, but I didn't get enough time to explore it in this game. This move has the potential to be completely busted.
SIDE SPECIAL NERF- This move really kinda sucks now. It does not kill. To give you an idea of how little knockback this move has, I could Side B Rob at 200% on a small stage and he would live. The move will be a good zoning tool, but the real bread and butter will be with her other special. Its actually a great recovery option because it grabs the ledge from a fair distance away.
NEUTRAL SPECIAL- The move shoots an energy shot that will shortly stun a character. This move is unchanged from Brawl but is INCREDIBLE because of the difference in mechanics. Average follow-ups after an uncharged shot include Dash attack and grab. If you paralyze them at close range, you can forward smash or Up B.
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Zair
YES ZSS FINALLY HAS A ZAIR! I feel this move has a lot of potential that needs to be unlocked. It can be used to grab the ledge like other zairs and can be used to cancel air dodges. Zair does have lag in this game. It might be considerable to air dodge lag. Having a zair makes doing out of shield options a tad more difficult, but it will be worth it. Its about as long as Link's Zair.
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AERIALS
UP AIR CHANGED- The move is similar to brawl but has some subtle changes. The hitbox is a little bigger and has a little more cool down. Its great for chaining comboes into Up B or more Up airs. It will frame trap people trying to air dodge. Since the move is a little slower, it becomes a slightly weaker option out of shield.
FORWARD AIR CHANGED- the move is basically the same. It has slightly more reach but a lot less knock back. It can be chained at low percent after Down throw (opponent DI dependent).
DOWN AIR EQUAL?- The move is a kick that launches her down and releases a small shockwave when she touches ground. The move is the same, but can punish air dodges better, I suppose. If you get sent flying up due to being hit, you can jump and Down Air to stall momentum (same as in brawl)
NEUTRAL AIR CHANGED- The move is a very unique hitbox that hits in front of her and diagonally behind her. The move has more reach in front of her, which is a super plus. The most disappointing thing about this move is that they remove my favorite hitbox that she had in brawl. This would be the hit box directly behind her during the NAIR. The move will hit opponents away from you depending on which side they are on.
BACK AIR NERFED- The move is the same hitbox from Brawl except the kill potential was nerfed into the ground like SIDE SPECIAL. The move is still good and can follow up after DOWN THROW. I was sad to see our best kill move nerfed like this :/
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Special Tech
In this game, you can cancel your slide animation with a forward tilt or forward smash. So in theory, you can run away from an opponent, start the slide animation, then do an instant turn around F-tilt or F-smash.
Glide toss is confirmed
Down B can cancel its kick animation off ledges (like brawl)
thats all I found out within a day of playing her
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Potential Combos
Zair will probably connect into grabs at certain percents. I'm super stoked to see the potential of zair
I think landing with the first hit box of fair will be a combo starter in this game. I didn't get to experiment to much
Any upward hitting move into Up B
Down throw into anything (opponent DI dependent)
Down smash combos (explained above)
Back air from the ground might be able to chain at lower percents
TLDR: she's good, but has a heavy weakness to shields just like Brawl
Texas just finished its first invitation tournament during the 2nd day after the game's release in japan. The Dallas area has 5 Japanese DS which gave me ample time to explore Zss for the in invitational and allowed me to win pretty convincingly.
The tournament was recorded
https://www.youtube.com/watch?v=cC8gOZGkiPs&list=UUuBhMqosgW-ECZjJZ9pv0Dg
https://www.youtube.com/watch?v=PAs8cNdGevM&list=UUuBhMqosgW-ECZjJZ9pv0Dg
https://www.youtube.com/watch?v=Tdj-0viZ9-0&index=2&list=PLFXOgPi6_N5QGmgr2kUW3Uj2EDsfhvfhY
https://www.youtube.com/watch?v=0jB7rO0DBus&index=4&list=PLFXOgPi6_N5QGmgr2kUW3Uj2EDsfhvfhY
https://www.youtube.com/watch?v=DoUlOy7um6M&index=9&list=PLFXOgPi6_N5QGmgr2kUW3Uj2EDsfhvfhY
https://www.youtube.com/watch?v=SOb1hcgS6l4&index=13&list=PLFXOgPi6_N5QGmgr2kUW3Uj2EDsfhvfhY
https://www.youtube.com/watch?v=Id55uaLAMEQ&index=26&list=PLFXOgPi6_N5QGmgr2kUW3Uj2EDsfhvfhY
I ended up taking sets from Denti, awestin, oracle, disafter and areolink.
Now on to a deep analysis of the character! This will be a direct comparison to brawl Zss. Let me know in the comments if you feel like I leave anything out.
--------------------------------------------------------
TILTS AND JABS AND DASH ATTACK
Jab BUFFED - I'm not sure if jab is still one frame; however, it is extremely fast and............IT FINALLY CONNECTS!!! This brings our quick punish game to a whole new level. Great improvement from brawl.
Up tilt EQUAL- up tilt is very similar to brawl. I feel like it doesn't hit quite as low to the ground like its brawl counterpart but might have a slight buff in strength and kill potential and very similar frame data. Using this move after her shield drop to punish a opponent is very very very good.
Down tilt NERFED- I personally do not like the changes to this move. Its slower all around and hits up and away rather than just up. This is not to say the move is bad. It just isn't quite as great as it was in brawl.
Forward tilt BUFFED- this move is practically unchanged yet will be used more differently than any other tilt because of some cool mechanic changes in the new smash. I'll explain later
DASH ATTACK BUFFED- This is just about one of the craziest buffs I have seen from the transition from brawl to Smash 4. The move itself is a dash animation with her Knee sticking out. The move goes about half the distance of Battle Field. It knocks them perfectly into the air to chase people. It has an extremely high base knockback but little to no growth, which means you will send people playing at 0%. The move is fast and can be used to combo after Neutral Special. The move is super hard to punish and can punish other players from across the stage
--------------------------------------------------------
SMASHES
UP SMASH UNCHANGED- up smash is great! It continues to by favorite smash. It is the same speed with more kill power. You can't SDI very well so the move is even better than in brawl. The best thing about this move is that it is still one of her top options out of shield. It has a hit box that picks opponents off the ground and into the air. It is a fantastic anti air and catches opponents on platforms.
FORWARD SMASH BUFFED- this move got a total remake in this iteration of smash. It's actually really good and turned out to have many uses. It will most likely be the go to finisher after down smash along with Up B. It is a two hit move with a strong last hit. The animation can't be stopped once you start. It's one of her only 3 kills moves.
DOWN SMASH NERF- This move got nerfed hard :/. It does less damage, it has much less range, and holds opponents in stun for much less time. I don't think this will be used like it was in brawl. I also don't think that it is plus 1 on shield anymore
down smash combos- although I didn't get to explore to much with this, you have to make some choices when putting together her strings.
1. You cant down smash twice and combo
2. Your easiest kill options are up B or f smash (don't stale these earlier in the stock)
3. Your easiest damage is grab -> pummel -> down throw -> air attack follow up
4. Air attack follow ups are very difficult and unrewarding until further testing
--------------------------------------------------------
THROWS
UP THROW EQUAL- same thing as brawl
FORWARD THROW EQUAL- sets up for potential follow ups depending on your opponents DI.
BACK THROW EQUAL- same as brawl
DOWN THROW BUFF-! Move is relatively the same except you can combo with it since the mechanics changed to add more hit stun. You can link neutral special uncharged into grab. Combos depend on your opponents DI, %, and weight/floaty speed. Can lead into fair, bair, nair, uair, and up B.
--------------------------------------------------------------
SPECIALS
UP B CHANGED- with the total remake, this move is used completely different than brawl. The move itself is a rising multi-hit kick that has a very strong ending hit box. It's possible to combo into it from the up air or down throw (if they have bad DI) . When using this move, be sure to start the move when the opponent is close to you, otherwise they will be knocked too far away by the rising hitboxes to complete the finishing blow on the move. The move its self is mediocre as a recovery. Its like the combination of marth and mario. You can lean forward and backward during the initial rise of the move; however, you lose a lot of mobility after the move is finished and you are put into special fall animation. I would say the move is buffed in terms of kill power (which is something that is extremely scarce in this game) but a nerf in terms of recovery range of her brawl Up B counter-part. This is one of her 3 Kill moves
DOWN SPECIAL BUFF- So this move changed a lot but has the same Idea as the brawl version. The move is a 3rd jump. You can footstool people out of it on the ground, ledge, and off stage. The move can also produce a kick which is really powerful. This is one of her only 3 kill moves. The move has a lot of trajectory ranges now. You can start the move and lean forward for maximum distance or lean in for a much shorter distance. So the move is 10X more flexible and can be changed to match the situation you desire. HERE IS THE KICKER THOUGH! I'm pretty sure this move has even more invincibility than it did in brawl. Brawl had 17 frames of invincibility which was enough to last the first half of the move, but I have seen Zss pass through attacks even later than that. The move also retains its Spike hitbox, but I didn't get enough time to explore it in this game. This move has the potential to be completely busted.
SIDE SPECIAL NERF- This move really kinda sucks now. It does not kill. To give you an idea of how little knockback this move has, I could Side B Rob at 200% on a small stage and he would live. The move will be a good zoning tool, but the real bread and butter will be with her other special. Its actually a great recovery option because it grabs the ledge from a fair distance away.
NEUTRAL SPECIAL- The move shoots an energy shot that will shortly stun a character. This move is unchanged from Brawl but is INCREDIBLE because of the difference in mechanics. Average follow-ups after an uncharged shot include Dash attack and grab. If you paralyze them at close range, you can forward smash or Up B.
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Zair
YES ZSS FINALLY HAS A ZAIR! I feel this move has a lot of potential that needs to be unlocked. It can be used to grab the ledge like other zairs and can be used to cancel air dodges. Zair does have lag in this game. It might be considerable to air dodge lag. Having a zair makes doing out of shield options a tad more difficult, but it will be worth it. Its about as long as Link's Zair.
-------------------------------------------------------------------------------
AERIALS
UP AIR CHANGED- The move is similar to brawl but has some subtle changes. The hitbox is a little bigger and has a little more cool down. Its great for chaining comboes into Up B or more Up airs. It will frame trap people trying to air dodge. Since the move is a little slower, it becomes a slightly weaker option out of shield.
FORWARD AIR CHANGED- the move is basically the same. It has slightly more reach but a lot less knock back. It can be chained at low percent after Down throw (opponent DI dependent).
DOWN AIR EQUAL?- The move is a kick that launches her down and releases a small shockwave when she touches ground. The move is the same, but can punish air dodges better, I suppose. If you get sent flying up due to being hit, you can jump and Down Air to stall momentum (same as in brawl)
NEUTRAL AIR CHANGED- The move is a very unique hitbox that hits in front of her and diagonally behind her. The move has more reach in front of her, which is a super plus. The most disappointing thing about this move is that they remove my favorite hitbox that she had in brawl. This would be the hit box directly behind her during the NAIR. The move will hit opponents away from you depending on which side they are on.
BACK AIR NERFED- The move is the same hitbox from Brawl except the kill potential was nerfed into the ground like SIDE SPECIAL. The move is still good and can follow up after DOWN THROW. I was sad to see our best kill move nerfed like this :/
-------------------------------------------------------
Special Tech
In this game, you can cancel your slide animation with a forward tilt or forward smash. So in theory, you can run away from an opponent, start the slide animation, then do an instant turn around F-tilt or F-smash.
Glide toss is confirmed
Down B can cancel its kick animation off ledges (like brawl)
thats all I found out within a day of playing her
--------------------------------------------------------
Potential Combos
Zair will probably connect into grabs at certain percents. I'm super stoked to see the potential of zair
I think landing with the first hit box of fair will be a combo starter in this game. I didn't get to experiment to much
Any upward hitting move into Up B
Down throw into anything (opponent DI dependent)
Down smash combos (explained above)
Back air from the ground might be able to chain at lower percents
TLDR: she's good, but has a heavy weakness to shields just like Brawl
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