Her Dair does not cancel momentum after she's been hit.
You can airdodge and Dair but the momentum of the Dair will not cancel momentuma t all.
The only character capable of canceling it completely is Sonic who has to airdodge then using his homing attack.
How does falling fast become a disadvantage? it only adds to Fox's speed and he falls slower than he did in melee.
When she throws him why is he screwed? More information please.
How does fox have high hitstun? Airdodging reduces the hitstun.
Why does Fox have trouble comboing ZSS?
Dair to Utilt to Usmash is really good considering it can cause her to trip.
Many of his moves will kill her because she is so very light.
Why would he have problems with spacing? reflector comes up fast and overall he attacks faster and moves faster.
I play ZSS. I can guarantee you that dair subtracts momentum from upward knockback. If you don't know this, then you really have no business telling me off here, because you're obviously oblivious.
Fast falling speed has always been a double-edged sword, Fox could use it to combo in Melee, but he was also very, very easy for other characters to combo. His high falling speed and relatively high hitstun mean that out of dthrows at middle percent, he will get uair chained or usmashed like nothing else. This is pretty much unavoidable for him.
And yes, the hitstun matters. Airdodging does not cancel hitstun. Hitstun is the period during which you can't do
anything. You cannot airdodge in hitstun you cannot do
anything, and if you are attacked in this period, Training mode reads it as a consecutive hit. I can do a uair chain on Fox in training mode out of a dthrow, and it will show up as three, four, sometimes five consecutive hits. If he DIs away, I can run towards him and usmash. If he DIs towards me, I use Plasma Wire. There are plenty of follow-ups to dthrow, which work very well on Foxes, because they don't go very far.
Fox can do some combos on Zamus, as much as he can do it to anyone. But at middle percents, she gets too far away, and recovers too quickly.
Many of his moves will knock her high, and she'll
dair ASAP to survive up to 180%. I've seen this happen. I am not lying to you by any stretch.
And if you think any character wouldn't have spacing troubles against ZSS, you've obviously never played a good ZSS. Try reflecting Plasma Whip. I dare you.