What are you even supposed to do in the kirby matchup aside from picking another character
For some reason my pm scene has a decent number of people who either main kirby or at the very least secondary him (probably because of my state being the land of Triple R or something idk) so I end up playing this matchup a lot, but I can not for the life of me figure out what to do here. I'm bad and all but I firmly believe this is zss' worst matchup, I'd take a spacie or falcon any day over this stupid pink ball.
No matter what mixup is used Kirby can cover every single option zss has to recover, regardless of it being low or high, and he can switch between the two very quickly. Low recoveries can be stuffed with nair, bair, and in some rare instances inhale. Tether recovery also gets stuffed by both options, if he holds onto ledge and you reel in, he can use nair, bair, uair or position himself for a reverse fair - basically all of his aerials can be used to cover the same thing. Wall jump recoveries is stuffed by the same options. It's basically like no matter what move he uses he can always edgeguard zss and make most of her options awful. The only safe thing I can think of is if he is away from the ledge and you charge up paralyzer/throw out a side b before going under ledge, then it causes him to waste time getting to ledge allowing you to get a fast tether reel. But those situations are sparse and don't happen often.
Kirby's bair comes out on frame 6 and zss' bair comes out on frame 7, and coupled with his multiple jumps and lingering hitboxes on bair the bair spacing fight feels lost. Perfectly spacing bair is significantly harder in this matchup because of his ability to move in and out of range with numerous jumps, I'm not sure if this is right but it feels like there's too many variables to factor when trying to space him out with bair. You can do a pretty good job spacing with nair and uair but neither of them have the kill potential bair does. Very rarely (if at all) I will get a kill with uair or nair against him, it requires either a small stage or a sucessful uair connecting while kirby is near the ceiling, which is kinda hard to land when he can jump numerous times. The worst part is even if he uses all his jumps he still has down b whose armor protects him up until he reaches very high percents, like 125% and above. If you miss the uair or down b armor protects it you end up getting hit by a move with decent knockback and damage.
In neutral things are slightly in zss favor due to him not having a good approach option aside from dash attack. Against kirby players that rely on dash attack too much this is a good way to get well spaced punishes like a bair, but his floatiness (and multiple jumps...) it's very hard to combo him. However from my experience playing against the better kirby players in my region (specfically the times where I've played with a kirby main whos #4 on the current PR in my state and a person who was #3 on the PR before dropping bowser who ended up playing kirby against me once) , the stupid ball does not need to approach. Crouching allows him to avoid even a full charged paralyzer, side b won't pull him up until higher percents allowing him to come in due to its lag, and the aerials and down smash can be shielded against. These kirby players can very easily gain a percent lead, and hang out near the ledge. Approaching them is a dangerous thing and you risk getting edge guarded with ease. I'm probably completely wrong on this though
Overall the matchup just makes me feel like **** trying to even bother with it, I've been playing it out because I feel like I should at least figure out what to do but I just haven't been able to. If I play super conservative and safe games last near the 8 minute mark and I still lose. If I play like I normally do then games end in a couple of minutes. I'm so clueless on what to do