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!
When you release, re grab, and Z again for invincibilty frames, I forget what its called some times xDYou mean edgehugg it?
If you tether hog you wont get invinciblity frames...and will go down with her.
No bigge tho ^.^
Overall that was a good summary and showed that you have a good understanding of ZSS even if you don't main her. I fixed up any small errors I found and added some information that you were lacking.Stuff to watch out for:
The UpB spike is tricky. Usually used when your too high to use the Down B spike. If the tip of the UpB at it's highest point hits, you'll be pulled down and flung downwards to your doom. Expect UpB not only offstage but on stage as it strings to DownB combos and such.
up-B will spike as the whip is rising as well and it is stronger when the tip is rising. Up-B does not combo into downsmash because you can tech the hit but it does combo into jabs, tilts, or a dash attack. if you fail to tech however you will be punished by downsmash.
Dont underestimate ZSS recovery. ZSS has many options that keeps TLs guessing, She has her air jump, DownB jump (with inbuilt sex kick and wall jump) and the option of either recovering with plasma whip vertically or horizontally. Trying to gimp may prove fatal with the Down B jump spike.
ZSS can do this thing where she does a sorta footstool mid way through the DownB, apparently it adds something like 20% to the jump or plasma whip (I 4get which one)
The flipstool (down-B footstool) will send you further than a normal footstool (almost the entire length of FD) and you can footstool just about any physical object (swords, bombs, arrows). Down-B also is invincible for the first 12 frames.
Plasma wire (up-B) also have a special recovery property: it boosts the height of normal jumps, even footstool and flipstool jumps. By using it right after the jump button is pressed you can get a ~33% boost to her jump height.
Uair kills and Bair are killers. Fair can kill but has less knockback then Bair and usually used for damage as it hits 17% if both hits connect (quite alot for an aerial). Don't expect to see Dair ever, too much landing lagg and overall not worth it.
If you aren't careful, down-B and side-B will both kill as well. these are easier to avoid though unless we get you in a stun. Against a competent ZSS, a stun above 120% should be a guaranteed death.
ZSS ground game is very good. The Jab comes out in 1 frame and can be canceled to a Tilt usually Dtilt so as to get us in the air and follow up with Fair/Uair juggling. Tilts can lock and Dash attack is great, usually followed up with Dtilt/Utilt.
Dash attack will often be followed with a jab, especially at low percents. OOS utilt and SH uair are things to watch for as well.
Her SH is too high to hit us with any aerials. Yay!
She can hit you with a rising uair (comes out in 4 frames) or more likely you will be attacked with the tip of a SH falling bair which has good range, priority and kill potential
ZSS is lighter then TL (I think)
Yep
Not necessarily, ZSS would most likly glide-toss to grab, after the first piece hits your shield.Stand still at the start of the match and wait until she throws her body suit pieces at you and it will just hit your shield.
Thats usually the the first thing they do.
Thanx Adapt, yea it was a bit dodgy, typed it in a rushOverall that was a good summary and showed that you have a good understanding of ZSS even if you don't main her. I fixed up any small errors I found and added some information that you were lacking.
Me and Snakee played once in tourney and a few friendlies....other than that we both dont know what to do vs each other >.> but if you must know we both very defensive.I'll see if Snakeeee can come and help out...
Uhm, maybe not on-topic, but plataforms helps a LOT in this matchup, they help you to avoid Dsmash, Dsmash + UpB chains. Plus your bombs can dmg thru them. Uair helps a lot in this matchup I think, the more platforms, the better (Not horizontal plataforms works well too), Norfair and Lyat could be top choices IMO . You can handle rang in different directions, bombs too, and arrows kind of. But ZSS's NeutralB can only go horizontal ¿Am I right?.Has this match-up like...never been done before? This is a very empty discussion.
I guess all the ZSS players are enjoying their break THOROUGHLY. <__<
...Should the CP be Rainbow Cruise or Corneria? Anything else? I'm pretty sure ZSS and TL go even on FD.
55:45 is basically even...Honestly, I think Toon Link's zoning abilities, coupled with the telegraphed kill moves of ZSS, mean that this match-up should be reopened. In all my experience with ZSS, Toon Link is able to easily avoid her kill strikes, giving us the edge in survivability. Side B is incredibly devestating, but is also projected by the swing of her arm, allowing us to shield or otherwise dodge. Toon is a master of controlling the long and mid range areas, and our close game will stop ZSS's approaches and setups. The Uair kill is obvious as well. If you're over the stage, Dair. If you're off the stage, airdodge and Nair. I believe that Toon has the advantage in this match-up. 60-40 Toon, or 55-45. Not even, though.
I got pwnt^ Yeah.
And her jab is like 1-2 frames. FASTER than bair (since bair counts w/ 4 frames of jump too).