FadedImage
Smash Journeyman
This is originally posted by me over at AllisBrawl, found here: http://www.allisbrawl.com/forum/topic.aspx?id=9194
Alright, that's all for now! If you have any questions or refutations, post away!
The Paralyzer
So I know all of you are in love with your dsmash paralyzer guns because they are so **** sexy, but let's test your knowledge!
Did you know:
Also good to know is how to "D-Smash Chain". Some characters have the misfortune to be incapable of jumping out of ZSS's D-Smash at certain percentages. Alright let me break it down.
Hopefully, that helps in mixing up your Paralyzer game and leads to stuns your opponent never expected!
So I know all of you are in love with your dsmash paralyzer guns because they are so **** sexy, but let's test your knowledge!
Did you know:
- It is impossible to re-stun someone if their feet have not touched the ground (this includes anything that replenishes your second jump, i.e. water, edges, etc.) since the previous stun. (Both the D-Smash and the Neutral-B share this same cooldown.)
- That when you connect with a Neutral-B while your opponent is on the ground, their cooldown will be reset when one of two things happens: the animation for leaving the stun completes and they return to a neutral stance, OR, they perform an action (shield, jump, crouch, etc.) to interrupt that animation.
- That the D-Smash is capable of stunning opponents that are hanging on the edge, setting them up for a super easy B-Air stage spike.
- The amount of time that an opponent will be stunned by a D-Smash is dependent only on their current percent. The amount of time spent charging the D-Smash will not increase the time stunned.
- The amount of time that an opponent will be stunned by a Neutral-B is dependent only on the type of charge you used.
- The longer time spent charging a D-Smash, the farther an opponent will be knocked back after the stun duration is over. (Making it easier to jump out of.)
- Similarly, the more degenerated your D-Smash is, the shorter an opponent will be knocked back after the stun duration is over. (Making it harder to jump out of.)
Also good to know is how to "D-Smash Chain". Some characters have the misfortune to be incapable of jumping out of ZSS's D-Smash at certain percentages. Alright let me break it down.
The Process: First, D-Smash an opponent. After a short period, they will leave the stun animation and fall backwards, if their recovery isn't good enough, they will touch the ground before being able to jump again. When they are landing, their stun cooldown is being refreshed, therefore allowing ZSS to D-Smash them again, succeeding in stunning them once more. If you have good timing, they will not be able to even shield the attacks. Thus, on certain characters, ZSS has a 100% guaranteed combo.
The Escape: Now, DI can help quite a bit, lowering the "guaranteed" percent a healthy amount. If the opponent DIs their joystick vertically UP (horizontal doesn't matter) at the moment they leave the stun, they will have more time in the air, which will give them more time to recover, and more time to jump. Sadly, there is never any "bad" DI, there is either useless/no DI or good DI. Now, like I said before, charging the D-Smash will knock an opponent higher into the air, giving them more time to jump out of the chain, so try to use the shortest charge possible, or just c-stick it altogether.
The Solution: On the other hand, degenerating your D-Smash by using it repeatedly will make it more difficult for your opponent to escape. This has great implications! The best way to keep your opponent in a D-Smash chain longer is to D-Smash chain them longer! What this means is that if you start a D-Smash chain at a low percent, then by the time you get up to the character's limit, you'll have degenerated your D-Smash enough that you will be able to continue the chain!
The List: Alright, I bet your mouths are watering with curiosity, wondering who the poor victims are. Well with no further ado, here are my findings:
(None and Full refer to the amount of degeneration, so None means you haven't used the D-Smash for 9 moves, and Full means you've used it 8 times in a row.)
So I've got this set up in, what should be, an easy to read fashion. So, if your opponent is not very knowledgeable of ZSS and doesn't know how to properly DI, look at the list on the right. As long as you start the Chain under the first percent listed, you'll hopefully be able to degenerate the D-Smash enough while chaining to reach the second percent listed (ex: If I D-Smash Sheik at 24%, which is less than 39%, I should be able to D-Smash Chain her up to a little over 91%). Now, if your opponent knows what they are doing, look at the list on the left, same rules apply. Now, this should be rather self-explanatory, but if a character's listed percent is 0, and characters can jump out at the percent that is listed, then obviously, that character can't be D-Smash Chained in that way.
Now you may notice a few things about these numbers.
The Escape: Now, DI can help quite a bit, lowering the "guaranteed" percent a healthy amount. If the opponent DIs their joystick vertically UP (horizontal doesn't matter) at the moment they leave the stun, they will have more time in the air, which will give them more time to recover, and more time to jump. Sadly, there is never any "bad" DI, there is either useless/no DI or good DI. Now, like I said before, charging the D-Smash will knock an opponent higher into the air, giving them more time to jump out of the chain, so try to use the shortest charge possible, or just c-stick it altogether.
The Solution: On the other hand, degenerating your D-Smash by using it repeatedly will make it more difficult for your opponent to escape. This has great implications! The best way to keep your opponent in a D-Smash chain longer is to D-Smash chain them longer! What this means is that if you start a D-Smash chain at a low percent, then by the time you get up to the character's limit, you'll have degenerated your D-Smash enough that you will be able to continue the chain!
The List: Alright, I bet your mouths are watering with curiosity, wondering who the poor victims are. Well with no further ado, here are my findings:
(None and Full refer to the amount of degeneration, so None means you haven't used the D-Smash for 9 moves, and Full means you've used it 8 times in a row.)
- --------------------- with DI ------- w/out DI ----------
- Character : ---- None - Full ------ None - Full --------
- Bowser : --------- 0% - 0% -------- 2% - 24% -------
- Diddy Kong : ---- 0% - 0% -------- 0% - 13% -------
- Link : ------------- 0% - 0% -------- 1% - 24% -------
- Sheik : ---------- 22% - 55% ------ 39% - 91% ------
- Ganondorf : ----- 0% - 4% -------- 27% - 63% ------
- Zero Suit Samus: 0% - 0% -------- 0% - 3% --------
- Metaknight : ----- 0% - 0% -------- 0% - 14% ------
- King Dedede : --- 0% - 0% --------- 0% - 4% -------
- Fox : ------------ 58% - 120% ----- 58% - 121% ----
- Falco : ---------- 20% - 44% ------- 35% - 87% -----
- Wolf : ----------- 39% - 91% ------- 56% - 117% ---
- Captain Falcon : 12% - 44% ------- 39% - 93% -----
- Squirtle : -------- 0% - 0% --------- 0% - 15% ------
- Ike : ------------- 0% - 0% --------- 0% - 4% --------
- Lucas : ---------- 0% - 0% --------- 0% - 1% --------
- Sonic : ---------- 0% - 0% --------- 0% - 2% --------
So I've got this set up in, what should be, an easy to read fashion. So, if your opponent is not very knowledgeable of ZSS and doesn't know how to properly DI, look at the list on the right. As long as you start the Chain under the first percent listed, you'll hopefully be able to degenerate the D-Smash enough while chaining to reach the second percent listed (ex: If I D-Smash Sheik at 24%, which is less than 39%, I should be able to D-Smash Chain her up to a little over 91%). Now, if your opponent knows what they are doing, look at the list on the left, same rules apply. Now, this should be rather self-explanatory, but if a character's listed percent is 0, and characters can jump out at the percent that is listed, then obviously, that character can't be D-Smash Chained in that way.
Now you may notice a few things about these numbers.
- Some characters have incredibly large gaps between DI and non-DI, especially when using a fully degenerated D-Smash. Try to predict how well your opponent knows ZSS, and play accordingly.
- Poor Fox, his DI is absolutely useless! No matter how he DIs, his capability to jump out is almost exactly the same.
- The chance of chaining a large number of characters on this list is pathetically small, but I included them for the sake of completeness, and who knows, maybe your opponent has never played a ZSS!
- Fox and Wolf both have fairly high percents when looking at the fully degenerated limits, even with DI. This is an astounding discovery, because this means that if you connect with a D-Smash on one of these characters at a near zero percent, you will be able to chain them all the way up to KO range.
This is the first guaranteed Zero-To-Death I have seen in brawl!
Hopefully, that helps in mixing up your Paralyzer game and leads to stuns your opponent never expected!
Alright, that's all for now! If you have any questions or refutations, post away!