-Ran
Smash Master
ZSS can cancel the end lag of her Down B when using it at the edge of a platform. You'll pop off the edge due to the forward momentum you have from it. I'll get a frame count later today for the quickest action after the slide.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I'll get back to you with frame data on the shield drop through a platform. It's probably around the same frames as normal jumping out of shield. Down B's invincibility is frame 1-8, and 2 frames after initiating the B hop on an opponent.Something else that could be really useful: does anybody know how long a platfrorm drop takes? say you were on a platform in your shield being pressured, you could preform a platform drop while in shield and instantly down b for invincibility, then jump and nair/fair/uair/bair/dair or whatever else fits your taste. i cant imagine platform drops OOS taking more than a couple frames before u can do a move. also is down b's invincibility on frame 1?
I believe ZSS can use Down B after four frames of jumping out of shield. In a frame perfect world, we can break Falco's pillar shield pressure due to the gap of five frames in it. I can't remember what Fox's shield pressure is, but down B is pretty crazy for ZSS. It's even more crazy when you factor in what you can do with it when you have a platform above you to cancel it.Jumping out of shield and using downB would net the same effect, and shield drop would probably only save 5 frames give or take depending on ZSS jump speed.
I'll test the frames for Fox later tonight/tomorrow against shield.also, yeah she has 3 frames of jumpsquat, so technically on frame 4 she should be able to down b. i know that fox's nair, dair, and bair have 7,9, and 10 frames of landing lag respectively (when l cancelled, obviously). unfortunatly the melee fox page in SWF does not give shield stun or hitlag information, so its impossible to tell what the exact window is that you have to escape.
Thanks. My goal is to promote sharing, since I don't like when people horde information/techs so that they can 'be the best.' It's somewhat funny that people view ZSS as mid/low in the game currently. She's a sleeper. You can't give someone an 8 frame invincibility move with no commitment and be bad.Ran I'm loving all of this stuff.
Oh yeah, forgot to address this. The wave- acronym you're referring to isn't even from melee. LolWhy the **** did you call that a type 2 wavebounce
A better question is why are we calling these wavebounces? that's just a ****ty na,e thw brawl community fave them, despite the fact that they have nothing in common with the typical use of the wave- acronym in melee. Should just use BR and RBR, the acronyms for B-reverse and reverse b-reverses respectively.
As long as you're holding B before getting hit, you'll beat it. I tested multiple angles.what about if you are below sonic? if his homing attack collides with you will you still flip jump? or does positioning matter?
Not true, there is a frame window in which you cannot on start up. Off the top of my head it's around frame 12.no you can dive kick or jump at any point out of a down b. so yes that is very possible.
I can definitely see the comparisons. You can use parazlyer for 50/50 situations by either crossing up with nair or fading away with nair which is something I do a lot. It just sucks because there are a lot of really good characters that can deal with your pressure and setups, and ZSS does not have a good grab to tick throw or even that good of options out of her throws.Maybe it's just because I've been playing a lot of Guilty Gear lately but ZSS reminds a bit of how Millia plays in terms of creating mix-up situations. Her paralyzer shot's dash cancel makes it utility similar to Millia's pin in a neutral position on the stage and I found it nice for fishing out reactions and creating mix-up approaches. Her okizeme options on a knocked down opponent are rather nasty as well with Dsmash, Dtilt, and SH Dair off the top of my head. Overall I just found that given she is heavily reset based also makes her really good at mix-up situations imo and can be very oppressive on a knocked down opponent.
I may be wrong though, so take it as you will.
First hit of Fair can be used as a jab reset.fair - just use nair
Lol if only, that or tandem top/pretty maze, aka beastly okizeme on knockdown. :DI can definitely see the comparisons. You can use parazlyer for 50/50 situations by either crossing up with nair or fading away with nair which is something I do a lot. It just sucks because there are a lot of really good characters that can deal with your pressure and setups, and ZSS does not have a good grab to tick throw or even that good of options out of her throws.
If only ZSS had tk bad moon or 6k for overhead mixups. : P
I actually incorporated this into my ditto game a lot back in the brawl days. ZSS could backflip over her own lasers, which is what actually made the ditto about more than just shooting baby lasers.I can't do much research right now, since I don't have a controller for computer until I get my new converter. With that said, has anyone considered using retreating Back jump as a bait for shield grabs? To me, her backwards jumping animation looks suspiciously like her Up Air. During jump squat, press away from the direction you are facing, and then continue in the direction you're going. It significantly shifts her hurtbox as well, making her avoid most jabs, down tilts, and the like. By frame 15, ZSS is playing 'as stiff as a board,' which eludes most grabs in the game.