MU is either 55:45 or 60:40
Ugh...I really don't wanna start because of how much I posted in that other thread, but I guess I have to since it is "outdated"
Pikachu is one of the 2 characters that can effectively gimp ZSS. T-jolt controls space which forces her to either DJ or down-b, and then pikachu's nair can do the rest. THe long lasting hitbox that doesn't send ZSS anywhere is perfect because it won't send her far enough to restart the mindgames (Hitting us off the ledge, being able to land on the ledge) and we can grab the ledge before she tethers. The only other person who can effectively gimp her is MK, with the same style nair.
In this match I'm finding it harder and harder to approach. Pika can't approach her in the air for **** (Jump can be reacted to with uair...which starts combo and blah), and we get out-ranged on the ground by d-tilt and D-smash. I think the best way to approach is shoot a T-jolt and run with it. However, once the T-jolt hits shield it is a guessing game. She can either drop shield D-tilt to hit you out of a run, or she can OOS SH uair which beats all aerial mix-ups (like SH Dair). She can't really approach pikachu either, but her shield pressure/mix-up game is really good. D-smash on shield I think has people on an even frame advantage with calculating shield drop. So, if we try to drop shield anything to ZSS, she can jab us out of it (1 frame jab). Her forward roll is also beast, so she can d-tilt to roll behind and then keep the pressure on that way. If she predicts our roll away to relieve the pressure, she can run and dash attack lock, which, depending on %s, either hits us all the way across the stage (at around 30-40% she has a dash attack lock), or at low % it sets up for dash attack - u-tilt/d-tilt- uair - air chase.
Her damage output is ridiculous, all she needs is like...3 different D-smashes (so getting hit by one and then her doing another one for damage is still 1). D-smash D-smash Dash attack U-tilt is something like 35-40%. We will die probably around 130-140% consistently in this MU, either from bair or forward b (which can be comboed into with D-smash).
She can't really mess with our recovery too tough, but watch out with your skull bashing. If she predicts it, she can jump really high and either uair you off the top or forward B you...and you will die way earlier (prob around 85-100% considering you have to be hit near the corner) depending on how fair away from the stage you are.
Nick Riddle recently got a level-up in his play and I haven't matched it yet, so when I do I will tell you guys how to approach (which is my main problem now)