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Zero Suit Samus 
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puzzler7 wrote:
darkrinorex wrote:
1 thing I wanna know is how does ZSS beat DK when rolls are absolutely useless against him and when he's on you (most rolls are probably useless in this game against characters with grabs who don't have blind spots), it's kinda hard to get him off (unless maybe if you're on ground you can maybe d tilt) but yeah, when DK is on her she has a lot of trouble, sometimes even when he's not that close, his range is annoying to fight against.

But he does seem a bit easy to edge guard.

Any tips for that MU if anyone knows?

Edit: Btw just found out, if you walk off stage WITHOUT jumping, and you up b, you lose all your jumps (that explains why you go higher when you up b), be careful of that.


ZSS outranges every character that does not have a projectile. Any one hit can lead to a long combo. Don't get in too close, and keep DK in the air. Don't get grabbed. You can camp really well with side-b, and holding side-b pulls the opponent in as a mixup and combo starter. Dsmash>fsmash, or just plain fsmash, is great for edgeguarding if DK recovers low. If he recovers high, up-b or super jump up-b.

As for your edit, that's only true with tap jump on. If you up-b while jumping, you do a super jump (which was deservingly nerfed from 0.9b). If you have tap jump, that means walking or jumping off the edge, followed by releasing up and then using up-b will always burn your super jump.

EDIT: Instead of rolling OOS, try shnair OOS.



Ooo ok, i'll try the sh n-air oos.

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Sat Sep 09, 2017 4:18 pm
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I wish I could have this in my signature thing lol

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Sun Sep 10, 2017 9:58 am
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What if I said I think :zerosuitsamus: should have tiny bit more hit stun on her up b just so she can get a follow up with a f-air.

Like when someone is on a plat form above you and up b can reach and pull them down back on the same plat form, you could then f-air them instead of just doing an up b and not getting much (or anything) out of it.

maybe should just leave as is, but that's just a thought.. Just a thought, don't get mad.

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Mon Sep 11, 2017 10:08 am
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She is in desperate need of a new recovery.

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Sun Oct 15, 2017 3:33 pm
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Well if they fix her down b like most people have said, and fix her up b grabbing the ledge, I think she'll be fine with recovery imo.

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Sun Oct 15, 2017 3:53 pm
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Just a thought, Brawl ZSS was still top/high tier even with a tether recovery

Although maybe Down-B needs a buff

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Tue Oct 17, 2017 2:06 am
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"even with a tether recovery"

I think you are forgetting how insanely good her tethers were in 0.9b, she basically was not edgeguardable if she was smart and not forced into a preditable recovery. Beta recovery is still fine except tethers just not working for her this time around, which obviously needs a fix.

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Tue Oct 17, 2017 12:08 pm
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All I'm saying is that, we don't need Sm4sh Up B to make ZSS good

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Wed Oct 18, 2017 7:50 am
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Jan_Solo wrote:
All I'm saying is that, we don't need Sm4sh Up B to make ZSS good

I was referring to something fresh, new. I didn't say that she NEEDED her SSB4 variant.

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Wed Oct 18, 2017 8:17 am
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finallyfantastic7 wrote:
Jan_Solo wrote:
All I'm saying is that, we don't need Sm4sh Up B to make ZSS good

I was referring to something fresh, new. I didn't say that she NEEDED her SSB4 variant.


Still applies, no need for a rework when her Up B worked in BOTH 9b and Brawl

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Wed Oct 18, 2017 9:02 am
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The SSB4 up special is an alright kill move, but i'd rather fight a real person who can use it well rather than a Zero Skill Spamus who SDs because I have the ability to dodge it, but they keep spamming and die. It's hilarious but very sad at the same time.

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Wed Oct 18, 2017 11:35 am
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TheBlue10 wrote:
Not*

https://www.themarysue.com/metroids-samus-aran-transgender-woman/ Explain this

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Thu Oct 19, 2017 12:10 pm
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WiIE04 wrote:

Samus is not transgender. http://metroid.wikia.com/wiki/Samus_Aran http://metroid.wikia.com/wiki/Metroid:_Other_M
I wouldn't trust articles like these: they're not from people who enjoy the game. Instead, they just want her to be trans, so they come up with random stuff to make it seem that way.

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Thu Oct 19, 2017 2:26 pm
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Getting back on topic, I think ZSS could use several changes that would make her feel more combo-heavy, and safer as a character.

1. She needs to get rid of that awful tether grab recovery up-b, its so unreliable and terrible distance-wise. Not only does her up-b fail to even allow ZSS to recover, its so out of place with her moveset that it feels unnatural. For example, boost kick in Sm4sh is an excellent combo-finisher that is a reliable kill-move, after a series of up airs. If she had boost kick instead of up-b tether, she would be a much better character overall.

2. ZSS's down b actually doesn't allow you to move out of the animation until you're BELOW where you started, which makes it terrible for recovery along with her already bad recovery moveset. ZSS actually cannot chase a character offstage because of her inability to recover back with either down-b or up-b, so she can't really edge-guard anyone who goes below the ledge. Her down-b should give her a little more vertical and great horizontal distance, rather than a short hop shorter than her regular jump.

3. Just a tiny tweak, if ZSS's down-throw didn't send her opponent so far away, maybe a little closer to her, than she would have an easier time combo-ing, which she desperately needs.

That's just my thoughts, I really hope that these changes are made to ZSS, she's an mediocre character right now who could gain so much by having these changes implemented into her moveset.

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This is all nonsense.


Fri Nov 17, 2017 8:43 pm
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Foe wrote:
Getting back on topic, I think ZSS could use several changes that would make her feel more combo-heavy, and safer as a character.

1. She needs to get rid of that awful tether grab recovery up-b, its so unreliable and terrible distance-wise. Not only does her up-b fail to even allow ZSS to recover, its so out of place with her moveset that it feels unnatural. For example, boost kick in Sm4sh is an excellent combo-finisher that is a reliable kill-move, after a series of up airs. If she had boost kick instead of up-b tether, she would be a much better character overall.

Explain her top tier placements in Brawl and 0.9b with the "awful tether grab recovery". You can also scroll a few posts up and see some Chibi main explain how good it was.

2. ZSS's down b actually doesn't allow you to move out of the animation until you're BELOW where you started, which makes it terrible for recovery along with her already bad recovery moveset. ZSS actually cannot chase a character offstage because of her inability to recover back with either down-b or up-b, so she can't really edge-guard anyone who goes below the ledge. Her down-b should give her a little more vertical and great horizontal distance, rather than a short hop shorter than her regular jump.

On another note, Down-B should get buffed. Also, maybe make it so you can cancel aerials out of it? May help her combo game.

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Sat Nov 18, 2017 7:47 am
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