Supermodel From Paris
Smash Hero
Myth 1: Forward Smash is Weak
We are wrong. Forward smash is a perfectly good kill move, if you can land it.
Back air starts killing at about 110 on Mario when fresh. Fsmash actually hits harder than that if you don't charge it, if you hit with a certain hitbox. The hitbox is the one closest to ZSS that IS NOT attached to her. It's at about the range of ftilt. To get a better idea of where this hitbox is, we can look at:
In this picture, you can see the hitboxes attached to ZSS' bones. At the time, no one could figure out how to see the articles attached to articles. It might be possible now, but I'm not sure.
Just after this hitbox, however, there's another one. More specifically, this one:
In this, image, we see that a AOC box 3 on frame 9 does C in damage (12). 12, and has 100 KBG and 35 base KB. The size of the hitbox is 4, which while not amazing, is bigger than the largest hitboxes on utilt, slightly. This hitbox is active for frames 9, 10, and 11 of f-smash's action (so if we're counting the 11 frame subaction, frames 20-22; note that frame 12 is deleted).
For comparison, here is the data for the strongest hit on back air. I have chosen back air because it's a common kill move:
Back air has the same KBG at 100, but lower base KB at 33 (dec), which means that back air, a move we use for kiling all the time, actually has lower kill power than this hitbox of forward smash, which is produced at about ftilt range.
Fsmash also does in fact benefit from a charge on all hitboxes. The charged version does 17% or 18% damage, 5% or 6% more than if it were uncharged. This damage increase directly increases knockback, always. The damage increase is unfortunately not a lot, but there is an increase in knockback. Because fsmash never stales, it should always kill Mario at about 85%, assuming a full charge, and at about 105% assuming no charge with no DI.
Dsmash -> fully charged perfectly spaced fsmash is a good kill option, as long as we consider back air to be a good kill option anyway.
Myth 2: ZSS sucks on shield, and side-b can be dash grabbed if shielded on reaction
Time to put this garbage to rest forever!
Side-b ends on frame 44. The second hit ends on frame 33 (the hit we're worried about). Side-b calls a hitlag displacement flag, but let's assume it didn't, because it's even funnier if you do. The player has about 10 frames in which to drop shield and dash grab the opponent. Meta Knight's dash grab has 7 frames of start-up, so this is simply not possible.
If he power shields, he doesn't have to drop shield, so he has 3 frames to closer the distance necessary for his dash grab to connect before ZSS can down-b away. Not happening!
Of course, this is completely ignoring the fact that the move has less hitlag than normal for ZSS (like down smash) making all of this even more impossible.
Myth, as they say, busted!
Myth 3: this is not a myth
This one is less prevalent, but did you know that ZSS' dash attack has transcendent priority? Clash is set to 0, the same as down smash, grabs, Falco's lasers, and all of Meta Knight's sword attacks. That means if Meta Knight nados low, you should at least trade with it with dash attack and potentially beat it.
Myth 4: Forward Air is less powerful than back air and back air is ZSS' best kill move.
This is actually just plan wrong.
Here's back air again:
Back air, as stated above, has 100 KBG and 33 BKB, and deals 13 damage fresh.
Here's forward air's strongest hit (the beginning of the second attack)
Forward air has 105 KBG, and a whopping 40 base KB. It deals 11 points of damage, so 2 less than back air. As a result, fair is probably slightly better than bair, especially considering that bair is usually stale.
Your best kill options after a down smash are:
1. Sweet spot fully charged fsmash
2. Second hit fair sweetspot
3. Back air
Myth 5: Orion powershields my charged dsmash and hits me out of shield
A charged dsmash on shield has 0 frame advatage, meaning there is actually nothing any character can do out of shield to beat you except options with hitboxes on frame 1. The only way anyone is hitting you after a PS'd charged dsmash is if it's badly spaced and they pop a Dolphin Slash, Shuttle Loop, or Fortress. Otherwise, you can buffer a jab and beat anything.
More coming soon! If you have a myth you want me to explore or anything to add, let me know here.