Supermodel From Paris
Smash Hero
Hello, this is my attempt at some constructive suggestions and criticism for ZSS in 2.6. I'm a long-time Smash player and ZSS main in Brawl and probably in Project M. Should say to Yeroc before I begin that even if this gets a little ranty, I think you've done an excellent job. Here we go!
- I still think an opportunity has been missed with ZSS' forward tilt. It isn't very useful for ZSS in Project M (or in Brawl for that matter). It has less range than dtilt, is 1 frame slower (AFAIK) and has less follow-up potential. Not every move needs to be useful, but ftilt is egregiously bad, as it's almost identical to another move ZSS has, but worse. Maybe the animation could be changed to something slower that kills (a-la Wario's vbrawl ftilt).
- ZSS I think still lacks kill potential. She has only one true kill move in fsmash and a whole suite of moves that can potentially kill if used correctly, but lacks flexibility in this area, I think. She lost a lot of her Brawl-esque gimp power in Project M due to the down-b and footstool changes (understandably so) and also lost uair and side-b as kill moves, so I think it's appropriate for her to get a slight buff in this area. Hand-wavey suggestion: better kb scaling for usmash. I understand that ZSS needs weaknesses and I know you're likely hesitant to buff this (since it was a common complaint and you haven't done it yet) but Melee is a game with overpowered characters that kill super early. Compare ZSS to Falcon, Fox, etc. and it isn't even a contest.
- Dash attack knockback increase is appreciated, but the angle is.... weird. At higher percents it becomes a bad idea to even use it I think, there are no follow-up options and it doesn't kill.
- Thank you so, so much for the improvements to down-b! Excellent stuff there.
- F-throw lacks a niche. I'm not sure it even matters, but uthrow and dthrow are now so good that I don't really even want to use fthrow anymore!
- Some of her aerial hitboxes are a little iffy... fair has a little trouble linking in Project M (even more than it did in Brawl, perhaps because of the mechanical differences) and dair is tough to land. Is this intentional? Should I just learn to live with that?