View Full Version : ZSS has nice tilts discussion thread
Daemonk
03-12-2008, 07:30 PM
Discuss ZSS here.
-So who loves her dash attack. It has pretty much no stopping animation so it links into EVERYTHING, up tilt, jabs, down tilt....etc.
-Jabs are great. Even though 3rd jab is blockable. If you dash at the right distance, you can lift them up a little bit to get all 3 jabs right afterwards. Its possible to dash-jabx3-dash-jabx3...
-Up B spikes. Have to aim with the tip of the whip.
-Forward B seems slow but has good range. It has 2 hitboxes. One at the beginning of the whip and one decently large box at the end.
-UpAir can be used to juggle. Fair and Bair are good, but for some reason its hard for me to connect with.
Overall I think shes a decent character. Don't think shes top tier or even high mid tier. But shes fun to play.
BaSiK_TeKniK
03-12-2008, 07:33 PM
Up air is slightly hard to connect at times from what Ive seen. wonders...
ArcadeFire
03-12-2008, 07:36 PM
She's REAL fast and has some nice reach with her whip-thingy. He Down+A is fast and a nice way to drop down really quickly when you get sent flying. Anybody else use her Down+B as a recovery?
Daemonk
03-12-2008, 07:37 PM
Its actually possible to use Up air as a "land" attack against taller characters. It works pretty well actually and its a whole lot easier to connect with that than the FAir.
The FAir animation stops as soon as you touch the ground, so you don't get the second kick in. BAir is easier to connect with on the ground and can kill.
Easier to perform if you turn off the "joystick up to jump" option in controller config.
Daemonk
03-12-2008, 07:40 PM
Her down B can be pretty crazy sometimes. Press A or B right after you down B, and you do this weird little kick that has crazy priority and invincibility frames. It can also spike if you hit with the right part of her body.
I would only use down b to recover against characters with short range Up attacks. Her Up B whip just has such a great range, I think its just better to use that to recover.
Her up B is also very useful in edge hogging for situations where both of you are returning to the edge.
Faight
03-12-2008, 09:01 PM
Has any one played around with landing her down smash? I notice it does a stun similiar to her charged B, is it possible to chain together stuns to rack up damage?
Also, does any one have a follow up they like to do when you stun someone? I've been dashing up, uB, jump, neutral air, but I'm not really finding this to be fulfilling.
Daemonk
03-12-2008, 09:17 PM
Down smash has same stun time as a charged shot I think. The stun time doesn't stack. If you down smash twice, you knock them out of the stun and does damage.
You have enough time to do a fsmash after stun. So I usually just do that if they are high damage.
One possible combo that I've done is:
dash attack - > utilt - > uair - > jump + up b (this will spike them down) - > dair
Her dash attack is a great combo starter. Same with dtilt.
When you initate the dash attack will determine where the opponent will end up after you hit them. Try to initate the dash attack a little bit earlier and you'll be able to jab twice ot three times right after you dash. It will still work at high damage.
Jabbing after dash is always good to do because it comes out pretty much immediately, and against characters with slower shield grabs, you can avoid a shield grab.
Faight
03-12-2008, 09:44 PM
Down smash has same stun time as a charged shot I think. The stun time doesn't stack. If you down smash twice, you knock them out of the stun and does damage.
You have enough time to do a fsmash after stun. So I usually just do that if they are high damage.
One possible combo that I've done is:
dash attack - > utilt - > uair - > jump + up b (this will spike them down) - > dair
Her dash attack is a great combo starter. Same with dtilt.
When you initate the dash attack will determine where the opponent will end up after you hit them. Try to initate the dash attack a little bit earlier and you'll be able to jab twice ot three times right after you dash. It will still work at high damage.
Jabbing after dash is always good to do because it comes out pretty much immediately, and against characters with slower shield grabs, you can avoid a shield grab.
I'm not at home now, but you reminded me that up B pulls them back down. Would it be possible to do something like:
dash attack -> utilt -> uB -> down smash -> utilt -> uB -> down smash?
I'm not sure if the stun will work again, or if you can combo a down smash after the uB. I assume they can roll away once they hit the ground, but I'm curious to know if this works.
As far as her dair, does it always go straight down regardless of hit? She doesn't bounce or stop movement at all? I've only gotten to play around with her a short while, so I'm not 100% up to speed on all her stuff.
Daemonk
03-12-2008, 10:02 PM
uB -> down smash is a bit iffy. Do you mean down smash as soon as they get up? I don't think it stuns them if they are on the ground.
But if you can time it while they get up, I think it will work.
Dash attack -> utilt -> ub is the safest combo IMO at low damage. UAir after the utilt doesn't work on all characters and any attacks after that are iffy at best.
The Dair goes straight down. It doesn't stop like sonics. It does have a tiny angle to it BTW. Whats great about it is that it will hit twice and pop the opponent up. What sucks about it is that the recovery time after Dair is pretty long and not L-cancelable. If you miss, you can get really punished for it.
ZSS' playstyle is what people are calling "pillaring". Her best attacks launches opponents up and the Up B pulls them back down. Her attacks sometimes will amount to series of vertical movements.
Since her up attacks are so important, I really suggest turning off the "joystick up to jump" option in controller configurations.
Another great thing to practice is her up B spike. It is very possible to spike opponents returning to the edge. However, one caveat is that since her spike reaches up, your opponent is usually pretty high in the air already. If your opponent has relatively low dmage (less than 80-90 dmage), most characters will have time to recover and hog the edge, making you fall to your death.
TempestFox
03-13-2008, 02:52 AM
Down smash stuns for longer. B has the range.
Shade
03-13-2008, 03:51 AM
Has anyone actually used the "taunt trick" to transform into ZSS? I can't do it for shit.
LiftedResearch
03-13-2008, 03:59 AM
Mash that shit down, seriously. Like, as fast as you can. Using two fingers may help.
white shadow
03-13-2008, 09:01 AM
She can KO better than Samus, which is freaking assbackwards.
Oh and her short hopped stun laser is good to use, the lag is canceled.
Daemonk
03-13-2008, 09:51 AM
yeah you gotta use two fingers and just mash that shit.
The transformation is too slow and hard to do to effectively use during battle imo. Could be used right after you KO someone maybe.
DauthiSlayer
03-13-2008, 10:24 AM
Her down B can be pretty crazy sometimes. Press A or B right after you down B, and you do this weird little kick that has crazy priority and invincibility frames. It can also spike if you hit with the right part of her body.
I was messing around with her down B and then A after and it seems to beat alot of others air games. I was also using it as a crossup, only used it against stupid people so I dont know if it has any real use.
Only combos that i have found thats reliable are:
Downsmash, Downsmash, Foward Smash.
Up tilt, jump up A, up B (May have to DI during your jump A in whatever direction your opponent does)
Need more combos!
Daemonk
03-13-2008, 11:16 AM
Just your basic dash attack -> jabx2 is a great combo. Its pretty much my bread and butter dmg combo.
At low damages, you can do a dash attack -> dtilt to pop them up to do a uair. Only works against characters with slower attacks though.
Her grab comes out too slow to reliably shield grab. I suggest to pivot grab when possible.
Try to always use forward+b (whip attack) while landing. It doesn't cancel the animation when you land, but its more unexpected and you get to move right after you land. Forward+b is also great at hitting recovering opponents. Try to hit them right as they try to grab the edge.
Faight
03-13-2008, 11:17 PM
I tested it out in training mode and you can land a down smash after uB. It stuns. My "combo" I've been using is: utilt, uB, dsmash, throw -> back throw (I think it's the backwards one, I know it's not forwards, and I think down makes them go too high. Maybe it's up. I can't remember, but if you use the right one, the next attack will hit), dB -> tap a or b.
I only tested this out in training for a few minutes, I have a feeling that a human opponent could recover after the uB but I could be wrong. As far as the throw, I honestly can't remember which I did, but it worked very well because the dB -> a/b hit afterwards, and that move feels like a damn good "killing" move. It also spikes depending on where it hits, so if you threw them off the side you can spike them down and then recover.
regular B kind of sucks right now, unless it stuns people in air who are trying to recover. Down smash seems to have the same stun as a full charged B. Also, you can get a hit or two during the stun as long as it doesn't have properties that move the opponent (I think you can AA, but you're better off probably smashing, throwing, or doing something else). At low damage it seems possible to do: utilt, uB, down smash, utilt, uB, down smash -> throw, but like I said, I have a feeling that a human could get off the ground after uB. Is there a way to set the training dummy to recover from it?
Two down smashes in a row doesn't work. They're "immune" to the second smash. It completely whiffs.
She feels awesome to play. I just wish she had a little more control over her spike, since it will be hard to edge guard with it like other characters with dair tilt.
Daemonk
03-13-2008, 11:53 PM
b can stun people in the air, but it gives them new jump, so not really useful for recovering opponents.
hmm so down b will stun after up b? I'll have to try that. Could be pretty powerful. Definately adds to her pillaring abilities.
Yeah it just feels so good when a forward b hits.
The up b spike is hard to pull off. You really have to judge their distance really well when they come back. I have maybe a 50/50 success rate with it against computer. But it is possible to up b right at the edge, without jumping and spike them down sometimes. Up B goes straight up, but it whips around left to right a little bit, enough to get an opponent on the side of the whip.
Faight
03-14-2008, 12:01 AM
b can stun people in the air, but it gives them new jump, so not really useful for recovering opponents.
hmm so down b will stun after up b? I'll have to try that. Could be pretty powerful. Definately adds to her pillaring abilities.
Yeah it just feels so good when a forward b hits.
The up b spike is hard to pull off. You really have to judge their distance really well when they come back. I have maybe a 50/50 success rate with it against computer. But it is possible to up b right at the edge, without jumping and spike them down sometimes. Up B goes straight up, but it whips around left to right a little bit, enough to get an opponent on the side of the whip.
I was talking about dB -> a/b spiking after a throw off the edge. Try it, it's pretty sick. I didn't perfect the angle, but it seems like the majority of the time if they're underneath you then they're getting spiked.
Gonzales
03-14-2008, 12:09 AM
yo no offence you guy's but trust me i have a crew member main samus and let me tell she is defenatly top tier material. she has fast tilts crazy comboes, amazing range, great priority, a stun gun!!!! taht comboes into shit as well as a crazy recovery. She can also crawl to add insult injury. Try playing her offline her stun comboes are easier to land because there's no lag to screw up the stun frames. Oh and before i forget her of her suit have too much knockback one of my crew members got killed jsut because she gets the items first
Daemonk
03-14-2008, 12:11 AM
I was talking about dB -> a/b spiking after a throw off the edge. Try it, it's pretty sick. I didn't perfect the angle, but it seems like the majority of the time if they're underneath you then they're getting spiked.
oh nice. I didn't think about that at all. I'll try it out.
Daemonk
03-14-2008, 12:14 AM
yo no offence you guy's but trust me i have a crew member main samus and let me tell she is defenatly top tier material. she has fast tilts crazy comboes, amazing range, great priority, a stun gun!!!! taht comboes into shit as well as a crazy recovery. She can also crawl to add insult injury. Try playing her offline her stun comboes are easier to land because there's no lag to screw up the stun frames. Oh and before i forget her of her suit have too much knockback one of my crew members got killed jsut because she gets the items first
I think in comparison to other characters, you really have to work hard at ZSS to do well. I am not saying she sucks, but I don't think she compares to Zelda or Toon Link.
I have more fun playing her than my old character. And yeah, her combo abilities are pretty amazing. Stun gun combos are cool, but I don't find them that effective, its pretty obvious when someone is about to shoot it. It works well close range when someone rushes you I guess.
I still think her best combo starter is her dash attack.
....and I am also trying to downplay her potential. I played Sheik in melee. I am tired of people telling me I am cheap.
Gonzales
03-14-2008, 12:25 AM
are you mainly playing offline or mainly online?
beacuse its true taht toon link is fast and he has powerful samshers
but you punish a lot of hist shit with a shieldgrab into a combo or a tilt into a combo
she just has to space him and properly punish when he the toon link does something punishable and remember she doest have to charge the shot to get something for cause
che can alwasy get a grab because of her excelent grab range.
Its just that lag even if its very little really changes the game. things that are not safe are suddenly safe online because you cant punish it
Asl for Zelda i coult tell you because we dont have a crew member taht play's her so im not familiar with machtup
KidFlash
03-14-2008, 05:34 PM
I just started playing seriously with ZSS and I've done lots better with her than Samus in online play. She KOs easier, her upB is a nice GTFO move and she's pretty solid guarding the ledge. Her shakey recovery's the only thing I've had problems with.
On a general note, is there a trick to pulling off tilt moves? I usually have to combo into them, otherwise I end up dashing or jumping.
Daemonk
03-14-2008, 05:46 PM
Not really any tricks. you just got to get used to tilting the stick slightly. I am sure you'll get it in no time. You are using the classic controller probably? I find it harder to tilt with classic too.
Her tether recovery can be a bit weird sometimes. It will tether when you are above the edge at times, and sometimes it won't.
This might sound weird, but I think the problem is with the previous move that was done before you do up+b. If you tether immediately after a Fair or Bair, the tether will tend to go straight up and not snap to edge. If you wait and fall a bit after your Fair or Bair, your tether will snap. I havn't tested it yet, but it seems like its an attacking issue. The game thinks your up+b is part of your attack, not recovery, so it doesn't snap.
Daemonk
03-14-2008, 08:41 PM
I just tried that wave bouncing thing with ZSS. It works. Its nothing revolutionary, but it will help in changing up the whip game. It will be harder for your opponent to anticipate where the whip will land.
aquarake
03-15-2008, 12:46 AM
Up B whip is semi abusable, especially from under platforms.
Anyone actually using down smash at all? The range doesn't seem to be all that great, probably more trouble than it's worth.
Ken34
03-15-2008, 01:58 AM
I play alot of ZSS, her forward B is probably her best move out of her move set, it out ranges marth which is good, cause a good marth can run all over ZSS. her downsmash has deceptive range, if you can get it off, go straight to forward B or up B, up B to downsmash only works if your opponent doesnt DI out of the up B or doesnt tech after down B brings them back down.
Daemonk
03-15-2008, 11:41 AM
Down smash has decent range actually. its just it has a kinda long starting animation so you really have to plan for it.
And as Ken says, it is possible to up+b and then down smash. But I do find that most of the time human opponent can just roll out of it without teching. Maybe I am not doing it fast enough.
Faight
03-15-2008, 03:10 PM
I just tried that wave bouncing thing with ZSS. It works. Its nothing revolutionary, but it will help in changing up the whip game. It will be harder for your opponent to anticipate where the whip will land.
What is wave bouncing?
Also, sucks on opponents being able to tech after uB. I had assumed so, but I have been unable to really play any one else so far.
Daemonk
03-15-2008, 03:13 PM
Go to controller configurations and map special attack to your c-stick. Go to training mode or something and run forward, jump forward and c-stick in the opposite direction. Your momentum in the air will change to the opposite direction instead of your original momentum.
It might be useful for air forward B attacks.
Daemonk
03-19-2008, 04:38 PM
Here's two good videos of ZSS. Both ZSS played by the same guy. Good short hop aerials in the video. He could probably abuse his dash combos more and maybe more forward b's too. But overall this guy has good fundamentals IMO.
http://www.youtube.com/watch?v=QV5VNBhOPBQ
http://www.youtube.com/watch?v=1lW9qYou6QA&feature=related
Miracle Matter
03-19-2008, 05:26 PM
What is wave bouncing?
Here's the topic on SRK about it.
http://forums.shoryuken.com/showthread.php?t=151834
A Youtube video describing it and how to perform it.
http://www.youtube.com/watch?v=53Wix_KsK5g&feature=related
Hogosha
03-27-2008, 12:11 AM
OMG A ZSS THREAD!!!11one
I don't have much to add to the discussion, unfortunately, and I main the girl. She's upper-mid on the tier list at least if you're playing without final smashes and becomes a worthless piece of shit if you are (since you have to let them have the smashball, not use your neutral+B, or turn into normal shit-tier Samus after a shitty final smash). So, for the time being, we're assuming we're playing without.
-- That suit that hid all your girly features? Use it wisely. Get some percentage. Slide-cancel (right term?) with it (like roll cancelling in CVS2, only you roll and press A at nearly the same time, slides you across the stage like crazy while you throw the item). Use it to advance and use it to edgeguard if you end up knocking them off the stage. Also, use it quickly. It'll be gone soon. ;P
-- d-tilt is a godly combo starter. If you can launch them with this, do it, then go for u-air or go around 'em and go for a f-air or b-air. Make 'em guess where the hell you're comin' from. Also, not bad for edgeguarding if they don't have something like Marth's up+B. It reaches out pretty far.
-- forward+B is amazing. Good kill move and AWESOME spacing tool. I've got the whole scene here scared shitless of the move now, it's that good. Use it. Nice thing about it, if you hit with the part close to ZSS, it has a good chance of knocking them into the sweet spot at the end of it. This game is ALL about spacing, and this is one of her best tools for it accompanied by neutral+B.
-- dash attack. Against anyone with a grapple grab, it will make them hate you and remove you from the will. Do this and forward+B to Olimar all day. Also, it has the god-tech of going through the opponent at certain ranges, so it makes it more difficult to shield-grab her even if it is blocked. Oh, and it combos into the things stated before in this thread.
-- Recovery. I try to down+B first when recovering unless I'm really close to the stage and roughly at the same height as the ledge. If you can throw out a forward+B on the way back and it's safe to do so (and will be close to your opponent), do it. Get them off the edge, especially if you're either not close enough to get onto the stage or fear getting knocked away.
-- Edge tricks. Experiment with down+B on different stages. On Final Destination, you can drop off the edge and down+B instantly and you'll hop back onto the stage. Do it a hair later and you'll wall-jump off the side of the stage and back onto the edge (don't push anything). On Battlefield, you can drop a bit and down+B back up to grab the edge again. If they're hanging back a little bit to wait for you to roll back up, jump backward and forward+B right above the stage (do it too low and you'll just tether the edge again). Get a little flashy, just make sure you don't die doing it. Keep 'em guessing. When they start using their brain, that's when they make mistakes. ;P
Matchups (these are based on my experiences...critique as you see fit):
-- Olimar. Just keep hitting him with dash attacks and forward+B. Get in close, kill some Pikmin, make him hate you. Be as annoying as shit. In a game where being a camping bitch is god, fight back.
-- Pit. I have troubles with the Pit player in town a lot and only win 'cause I'm probably better at the game. Bulldog him as much as you can, 'cause you will lose to the arrows if you don't. d-tilt to multiple u-air combos work well against him, it seems. He doesn't have the most amazing time getting back down if you're below him, so use that to your advantage. up+B if he's on a platform above you, follow it by u-tilt if it hits. If you knock him away from the stage, pursue with neutral+B and forward+B. Don't let him camp unless you like eating percent for no reason.
-- Snake. If he's keeping you away with grenades, grab one and slide-cancel your way in there. Keep him at the tip of your forward+B as much as possible. His Nikita (guided missile thingy) eats your neutral+B, so roll by it or jump over it and be careful on the way in. If he's good, he knew you were gonna do that and has a f-tilt or jab combo waiting for ya. Spacing, as with any matchup, is the key again.
-- Marth. Forward+B, neutral+B. See a pattern? Keep him at the tip of the forward+B or just beyond it and don't let him f-air combo you all day.
Stages you should fear (that probably won't be banned in most tourney play)
-- Rainbow Cruise. VERY few ledges to tether onto, and her down+B will probably kill you before it saves you since it goes down through the same platforms it just went up through. Play safe and smart on this stage.
-- Skyworld. If you go through the middle of the bottom part of the stage (after destroying it), you're pretty much fucked. Pray you can get to one side or the other if it happens and tether back up, 'cause you're dead if you don't. Also, if either side of the bottom of the stage is destroyed, you better stay clear of it until it's back, since you can't tether onto it.
-- Jungle Japes. The thing about this stage isn't in its recovery. It's in the fact that your forward+B will probably latch onto the edges of the side platforms when you REALLY don't want it to. Use caution. Other than that, the ceiling is really high, so you might have some problems killing up. Try killing to the side as much as you can, it'll be a lot easier.
-- Norfair. Same as Jungle Japes in some respects, but there's no water. The only plus this stage has for you is that it should be really easy to avoid the huge lava wave without having to make a mad dash for the capsule. Hell, if you're cocky, hit 'em while they're in and go find a ledge.
-- Delfino. Don't get left behind when the stage starts going upward from solid ground, 'cause you don't have the most amazing ups. If you are getting left behind, get to one side or the other if you can and tether yourself up. Otherwise you're gonna lose a stock for no reason.
-- Frigate Orpheon. Careful when the spot on the right has no edge to tether onto.
-- Pirate Ship. FUCK this stage. Fuck it in the ass. Your grapple becomes worse (due to the ship being curved), your neutral+B becomes worse (due to the ship being curved), your forward+B becomes worse (due to the...you got the idea), and since you're a supermodel you die easily when you get hit by random shit from the background. The water's nice for when you can't recover properly, but it doesn't matter 'cause THE STAGE IS RETARDED. ;P
That's all I got for now. Pretty tired.
Master Chibi
03-27-2008, 12:36 AM
Something I found out recently.
While I had some trouble spacing her f+air or f+b in the air to kill someone off the side off a stage I started jumping under them and going with u+B. The results are hilarious. If you're spaced just right it'll pull them down right past you and pretty much act as a make-shift spike (just nowhere near as fast). It's not easy to do, but good lord it catches people off guard.
:rofl:
Daemonk
03-27-2008, 12:45 PM
Yeah her fair and bair are really hard to connect with for some reason. I think the trick is to use it the same way you use the UpAir.
Ken34
03-27-2008, 12:47 PM
-- Pirate Ship. FUCK this stage. Fuck it in the ass. Your grapple becomes worse (due to the ship being curved), your neutral+B becomes worse (due to the ship being curved), your forward+B becomes worse (due to the...you got the idea), and since you're a supermodel you die easily when you get hit by random shit from the background. The water's nice for when you can't recover properly, but it doesn't matter 'cause THE STAGE IS RETARDED. ;P
lol, I figured this out sooo quick, that stage is so bad for ZSS, and my friends always want to play on it, dumb....
Hogosha
03-27-2008, 09:00 PM
Something I found out recently.
While I had some trouble spacing her f+air or f+b in the air to kill someone off the side off a stage I started jumping under them and going with u+B. The results are hilarious. If you're spaced just right it'll pull them down right past you and pretty much act as a make-shift spike (just nowhere near as fast). It's not easy to do, but good lord it catches people off guard.
:rofl:
Stuff like this is what I like to see. Get weird with the game. Do crazy shit. Game's too camp-happy, we need some goofy strats like that. Keep the crowd happy. ^_^
Ken34
03-28-2008, 02:30 AM
if you have someone high in the air while your in the air(like after a uair), just use up+b and combo into fair, works really well, especially on heavy characters, easier to time it. i once did uair, up+b, fair into dair, and some how it all connected, it looked so beautiful, and the dair spiked the opponent and i landed on the stage, everything was perfect.
mugwhump
03-31-2008, 07:54 AM
You guys should know that ZSS's ftilt can trip opponents pretty reliably. The downward angled ftilt trips about half the time (edit: make that almost all the time, wat wat), but not once your opponent has more than 30%. The regular ftilt trips less but up to ~ 50%.
Anyways this is a useful tool for her, she can punish a trip very well. A dsmash or grab is great. She can actually get fairly long natural combos using her ftilt, dsmash, and uB (possibly longer than anyone else in the game).
Also, if you pull of a successful footstool jump (the kind that puts your opponent in the "I just got jumped on" animation), you get a guarunteed dair.
HolyOrderChipp
03-31-2008, 09:04 AM
I just came to tell you that you've got an extra L in your thread title. You might want to correct that.
denjin
03-31-2008, 03:24 PM
Is there a way to get her WITHOUT having to do the "super move" thing?
(My friends play her by picking armored Samus, and then doing the [Shinkuu Hadouken] and then we get Zero-Suit. Is there another way?)
ArcadeFire
03-31-2008, 04:00 PM
^ Hold a Sheild button (L or R) while picking Samus.
Daemonk
03-31-2008, 04:14 PM
Hold R button at character select screen BEFORE you enter the stage selection screen. After you get to the stage selection screen, you'll see her head portrait in the upper left hand corner instead of samus' helmet.
denjin
04-01-2008, 07:12 AM
Thanks.
And, ArcadeFire? Nice av.
Lobelia Mk. IV
04-02-2008, 01:28 AM
Up B whip is semi abusable, especially from under platforms.
Anyone actually using down smash at all? The range doesn't seem to be all that great, probably more trouble than it's worth.
Never once do I use it. Of her smash attacks, I use the up-smash the most, due to it scoring multiple hits and keeping my opponent in place. The forward smash is also very good due to its freakishly large hitbox. It's not a very good kill move, but racking up damage is made easier.
I think that Zero Suit Samus's best KO moves are her forward B, her up-air, and the Flip Jump Kick. The pieces of her Power Suit are also really good in general. In fact, they're like Peach's turnips on more steroids than Mark McGuire and Chris Benoit combined.
Ken34
04-02-2008, 11:07 AM
her down smash is really good, good for combos, but only an idiot would get caught in it, so u have to set people up, its so fast, and has such great recvorery, its almost a free move, its very hard for an enemy to punish a missed down smash.
Zero-SR388
04-04-2008, 10:57 AM
Does anybody know if there are any Combo videos out for ZSS???
I saw a trailer for on on youtube, and it looked amazing, but I could'nt find any full length videos...
In the video they showed how she could hit people up the upB and bring them back down to her and continue a combo, and this can all be done in the air.
I don't have the link, though:-(
Daemonk
04-04-2008, 06:06 PM
claw probably has the best zss matches videos on youtube. Try searching "brawl claw".
KidZero
04-24-2008, 02:57 PM
How do you change from Samus to ZSS during a match?
Daemonk
04-24-2008, 04:04 PM
do up taunt and down taunt really fast a few times.
wow. I thought that said "nice tits"
KidZero
04-24-2008, 11:29 PM
do up taunt and down taunt really fast a few times.
Cool, thanks.
Ken34
04-25-2008, 01:13 AM
do up taunt and down taunt really fast a few times.
man, i know the shit works, but how fuckin fast u gotta do it? lol. to this day i have yet to get it to work that way.
Duck Strong
04-25-2008, 05:02 PM
Damnit, that thread title is misleading when you read it too fast.
mugwhump
05-04-2008, 07:04 AM
man, i know the shit works, but how fuckin fast u gotta do it? lol. to this day i have yet to get it to work that way.
Someone did some tests and the button sequence isn't actually 'up down up', it's up and down several time (maybe three?) Also, it doesn't matter if you press the dpad in another direction in between the ups and downs, so it may be easier to hold left/right and pivot your finger up and down.
masher
05-05-2008, 08:58 PM
discuss (http://youtube.com/watch?v=GbrMI8VcFzk)
Ken34
05-05-2008, 10:55 PM
discuss (http://youtube.com/watch?v=GbrMI8VcFzk)
i wont comment on it, until i get caught in it, and know for sure that i cant DI out.
lamewadd
05-06-2008, 06:26 AM
I really want to put ZSS's tilts on my stick :(
Daemonk
05-06-2008, 03:32 PM
pretty sure you can DI out of it with a lot of the characters. pretty cool though.
masher
05-06-2008, 04:39 PM
discuss (http://youtube.com/watch?v=GbrMI8VcFzk)
moar info(i think?) (http://www.smashboards.com/showthread.php?t=166406)
Daemonk
05-07-2008, 03:17 PM
Yeah I tried out the d-smash chain last night. Works really well against Fox. Not so well against other characters.
PsychoShonen
05-12-2008, 09:00 AM
Just some tidbits I found that I don't think were mentioned but may already have been known anyway.
You can choose which way Zamus jumps when doing her downB. Hold downleft to go left and downright to go right obviously. Also, you can choose which direction she attacks. Holding downleft to jump left and continuing to hold it will make her attack to the left instead of the right.
You can only use the tether three times to get on a ledge if you don't stand on any ground between them. After three times, it won't latch on to the ledge anymore so it's something to take note of if you're trying to play your opponent into jumping off or whatever.
Also, her DownA is a nice move to use on opponents trying to get back on the ledge. If you hit them, it's a free hit with SideA or ForwardB. If you get them but they're too low to be with by either of those attacks, wait until the stun wears off because after the stun wears off, the opponent gets pushed up into the air a little bit, giving you the chance to hit them then.
KidZero
06-09-2008, 02:28 PM
Awesome combo vid:
http://www.youtube.com/watch?v=_FLq2Kl4jH0
Zero-SR388
06-25-2008, 11:45 AM
Awesome combo vid:
http://www.youtube.com/watch?v=_FLq2Kl4jH0
Haha, I was just about to post that until I saw you did.
My friend is learning all those combos... I gotta step my game up!
And this vid makes me wanna get amazingly beastly with ZSS...
xS A M U R A Ix
06-25-2008, 02:21 PM
Holy crap that's crazy, I'm totally picking her up now.
Daemonk
06-26-2008, 10:46 AM
Most of those combos will probably not work with high level players though. A few good air dodges and DIs will allow your opponent to get out of those combos. But ZSS is flexible enough to let you try something else even if they get out of the combo. Its a cool ass video none the less.
We have the advantage of surprise with ZSS because not many people seem to use her. And its hard if not frustrating to practice against a ZSS CPU.
noradseven
07-14-2008, 09:13 AM
i got depressed when I saw claws vids cause, someone already knew all those sick combos besides me :( , but its a great vid.
one thing nobody has mentioned yet is during your second jump for recovery do up B in the middle you will go higher than just doing a second jump.
Down B can be wall tapped before you activate the attack part which can really mess up your friends who think they are invulnerable against your down B.
over B can spike edgehoggers on final D for hilarity.
that combo with down smash, up B, double down smash, up B, you better not miss that first tech.
Up B can pretty much always be connected into up smash.
forward Air is proably ZSS best combo finisher for damage while up Air is the best for killing usually.
ZSS's multiple recovery options giver her a pretty good off the edge game.
Down smash is good edge guard against some characters.
Over B can grab the edge even during a sideways launch that will kill you like ganon forward tilt.
down tilt its great for mixing up into a forward air or up air.
Once you start to know her stun time at higher damages you can do down smash down smash, B charged based on dmg (get them right when the break out, downsmash, grab forward toss for off the edge game and up toss for up B, jump attack mixups.
forward-down tilt has about a 40% chance of causing a slip(im not sure whats its called but it basically has the opponent kneel down and causes huge hitstun), not a trip, allowing you to run up and do grab or if you are close enough double down smash.
PPl allready put most the info this was just some of the stuff I don't think has been mentioned yet.
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