I have a question, and maybe this will move discussion a little, even though I admit I'm asking this directly related to my character (sorry for that):
What is a "good ground game?" ZSS' ground game is often considered to be pretty bad, even by me. Some ZSS players (Snakeee for instance) like barely even use her ground moves, and jump around a lot spacing with the sideways part of uair. NickRiddle's playstyle seems awfully ground-heavy by comparison, and I was talking to someone about this on AIM last night (maybe adumbrodeus) and neither of us really think her ground game is that bad anymore.
The reason for this is that Brawl is so heavily based on reads in the first place, and ZSS has a lot of very good punishes for ground-based reads, and many of them are quite fast. Also, her dsmash releases from a charge on frame 1, so when she launches someone into the air, charging dsmash becomes really dangerous (this works in a lot of other situations too). I think it's better to say ZSS has a poor shield game than a ground game. You can see in
http://www.youtube.com/watch?v=uENGdUqxq_8 that Nick uses her very good forward roll, first jab, dsmash, dtilt, and utilt to form a ground game that is actually scary when predicting approaches against characters that have to.
This isn't entirely about ZSS, I just think that we're a little wrong about what a good ground game is. Air games are a bit more linear, since you can always force and punish air dodges and stuff, that will likely always be about the same.