Hussler
Smash Rookie
I like 3.5 ZSS.
Put me down for 3.5.
Put me down for 3.5.
Last edited:
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"Very fast" and "able to apply pressure" describe 3.02 ZSS MUCH better than they do 3.5 ZSS lol. It's more like she got a big nerf along with her buffs.... and a few more nerfs. I'm fine with those few nerfs.... but not with the big one3.5 is best ZSS.
It may be only because of her new grab but I love how she plays now. Very fast, able to apply pressure and actually go for grabs to start combos.
Everyone got nerfed and ZSS got a big buff along with her nerfs. Characters across the board require more player input then just chaining nairs or dashing out of a Paralyzer. The game changed (for the better IMO) and ZSS followed zero suit.
Uthrow isn't much better, unless they are at high %, characters act out (like simply jumping) out of the throw stun at the same time, if not like a few frames after, ZSS can do anything. The best thing we have after uthrow seems to be Up B, but again, when characters jump away as fast as ZSS can barely move out of the end lag of uthrow, Up B doesn't reach them. Jumping to uair them after an uthrow seems to be way too slow unless they somehow forget to DI down and away like they can from dthrow. For me, grabs are never worth it unless I throw them off stage. I think it's fast acting out of throw characters that have *very good* tech chases, characters already tech by the time we can move out of the end lag. I do want to see some ZSS 3.5 footage from a way better player than me so I can take some tips though, maybe I'm just too bad at ZSS to do anything with the throws.You guys should try using uthrow more. Also in regards to dthrow, tech chase throws on fast characters are *very* good.
You guys should try using uthrow more. Also in regards to dthrow, tech chase throws on fast characters are *very* good.
Maybe we would if it didn't get +7 frames of endlag, sometimes allowing the opponent to get out of hitstun by the time ZSS is ready to follow up. Or maybe if it still had it's 93 degree angle to that it could be used as a DI mix-up for down throw like it did in 3.02. Down-and-away works for both throws now.You guys should try using uthrow more. Also in regards to dthrow, tech chase throws on fast characters are *very* good.
You can certainly be moving before they hit the ground, except certain %'s against fast fallers(who you can combo with uthrow anyways, and chaingrab too boot). If you think ZSS's only tech chase option is dsmash, then I would say you don't understand how tech chasing works very well. She can regrab, dtilt, jab, or dash attack. Her dsmash is hardly a tech chase option, it's just a read option if you know where they are going to tech roll. You can react with the other options and the video you posted is a perfect example of why dsmash is bad at tech chasing, you would have had free follow-ups on reaction if you had chose a more appropriate option. Dsmash is a much better tech chase option near the ledge I should not as well.Maybe we would if it didn't get +7 frames of endlag, sometimes allowing the opponent to get out of hitstun by the time ZSS is ready to follow up. Or maybe if it still had it's 93 degree angle to that it could be used as a DI mix-up for down throw like it did in 3.02. Down-and-away works for both throws now.
By the time she can move (+5 frames of endlag in 3.5), your opponent is already teching the ground from the down throw. The throw sends people as such a low and far angle that you have to be pixel and frame-perfect to get a decent follow-up, and the only good follow-up she has for tech chases is DSmash which comes out on frame 20.......I'm sure you get the point. You have to make the hardest reads of your LIFE to get something off of down throw. It's been turned into a tech throw, when it's not even ideal for tech chases.
ZSS getting a normal grab was supposed to be a buff, but the grab has been rendered useless by the combination of terrible angles and endlag, meaning that the new grab-game is a nerf overall when it wasn't supposed to be.
I said down smash because you're not going to get very much out any of those moves you listed, outside of dtilt which will depend on percentage and fall speed. Re-grabbing is of course the go-to default option......for the other characters, because their throws are actually worth grabbing for. They can actually convert a grab into something devastating.You can certainly be moving before they hit the ground, except certain %'s against fast fallers(who you can combo with uthrow anyways, and chaingrab too boot). If you think ZSS's only tech chase option is dsmash, then I would say you don't understand how tech chasing works very well. She can regrab, dtilt, jab, or dash attack. Her dsmash is hardly a tech chase option, it's just a read option if you know where they are going to tech roll. You can react with the other options and the video you posted is a perfect example of why dsmash is bad at tech chasing, you would have had free follow-ups on reaction if you had chose a more appropriate option. Dsmash is a much better tech chase option near the ledge I should not as well.
Her grab game went from high risk/high reward to low risk/low reward. Whether that is better or not is debatable. (I personally much prefer her tether grab/old throws).
She is definitely not a better character overall. She has a new grab. Okay, but nearly everything else is worse.i'm gonna go with 3.5 zss. yeah 3.0 zss was pretty fun but looking at her overall design, she wasn't properly balanced. She could combo for days but couldn't kill or get a grab. Now those attributes are properly balanced. 3.5 zss is a better character overall.
The new throws and blaster are not as bad as you're making them seem. Spend some time in the lab before advocating change, especially on something that hasn't even been out for a week
..and whats this about her not being unique anymore? lol. What other character plays like 3.5 ZSS?? it literally took me 2-3 games to adapt to the new ZSS, her playstyle is very very similar.
These are some good points, but I really don't feel she's unique anymore. She lost being able to cancel her Paralyzer with a dash, which makes follow ups harder (though not impossible) and she lost her tether grab. Yes, it was highly punishable, but it gave her a bit of utility that most characters don't have. The way she is now, she's like Captain Falcon light. I don't really even mind her new throw, but why are the followups from it so wonky? A lot of people have been saying lots of characters don't get followups off their throws, but ZSS did in prior versions. Why take that away?i'm gonna go with 3.5 zss. yeah 3.0 zss was pretty fun but looking at her overall design, she wasn't properly balanced. She could combo for days but couldn't kill or get a grab. Now those attributes are properly balanced. 3.5 zss is a better character overall.
The new throws and blaster are not as bad as you're making them seem. Spend some time in the lab before advocating change, especially on something that hasn't even been out for a week
..and whats this about her not being unique anymore? lol. What other character plays like 3.5 ZSS?? it literally took me 2-3 games to adapt to the new ZSS, her playstyle is very very similar.
Side-B and Down Smash have a lot of start-up, and 99% of the time you manage to land those moves by your opponent running into them. They're definitely not instant moves you can just throw out there in the heat of battle and start a combo. You'd have a point with these if they were easy moves, but they really aren't.as much as it sucks having a grab game that you cant follow up from directly, i have to say its kind of warranted. when you compare to characters with similar speed and mobility, not a single one of them has the kind of disjointed combo starters that zero suit has. between side b, dsmash, and up b alone, her combo game is pretty damn good. when you add in other combo tools like dtilt, utilt, dair, uair, and nair, it adds up to quite the toolkit for comboing. characters like CF, shiek, fox, wolf, lucas, lucario, and many other fast paced characters have nowhere near that potential for combo starters outside of grabs, let alone ones that are disjointed. the only comparable ones are charaters like roy and marth (at least of ones with semi comparable speed), but they dont have access to a projectile, nor an insanely long and safe recovery.
since her combo game is extremely well developped with the tools ive already mentioned, this gives the dev team a new venue to try a character with a different grab dynamic. multiple devs have already stated that the throws are intended to be positional throws. a dthrow sets up for a tech chase, and up throw shoves them up into the air. with her speed, projectile, and disjoint, you can get pretty creative with tech chases. with her uair, nair, up b, and possible dive kick reads, you can make a great attempt to challenge their airspace after an upthrow.
since you have to choose between spacing side bs, dsmashes, and blaster shots for some of her safer and better set ups, versus going straight in for the grab to beat shielding for potential positional set ups, or even the more risky but rewarding dtilt approach, this gives you an interesting dynamic approach game that depends heavily on the MU. on top of all this, her dsmash beats crouch canceling. a SPACING move that can beat CCing straight up, with a relatively good safety. looks like the samus, peach, DK, zard, DDD, roy, and other infamous CCers will have to heavily consider this dynamic.
i totally understand the sentiments about her being unique in previous versions, and i can understand the annoyance at having a character like that so drastically altered, but coming strictly from a competitive POV, i think she is at no lack of tools in her kit to compete and be considered a great character among the cast. in addition, she still does retain a lot of unique attributes.
First off, don't misinterpret me. I never said Lucas and wolf don't have combo potential. All I said was that they don't have access to the kinds of disjoint combo starters that she has. If you want to pass off dsmash and side b as mediocre at best, then all the power to you, but they are both extremely valuable moves when used correctly, and should not be passed off as such, attributing their success to opponents "running into them."Side-B and Down Smash have a lot of start-up, and 99% of the time you manage to land those moves by your opponent running into them. They're definitely not instant moves you can just throw out there in the heat of battle and start a combo. You'd have a point with these if they were easy moves, but they really aren't.
Dtilt is good for combos, but is very punishable even on whiff and is EXTREMELY susceptible to CC. That move can get CC'd at like, 90%, no joke. Up-Tilt's good, yeah. Uair is a very weird move and most of the time, not ideal It's good for combos at low percents and only low percents. Hits people too far away to get a good follow-up at mid-high percents, unless they're the faster-falling fast-fallers (spacies, Falcon)
Up-B is not as easy/potent as it seems. It can actually be pretty hard to get the meteor hitbox of that move, you'll actually miss it the majority of the time. Not to mention that the hitboxes on that move have actually been reduced in 3.5, making it even harder.
Nair is a combo tool but has been pretty significantly weakened as such.
She may have more moves than [some of] the others chars in her speed class, but individually, they're all out-classed by a good ol' Falcon Dair into knee. It's about quality, not quantity.
Did you really list Lucas and Wolf as not having as good as combo potential? I'm sorry but LOL. Wolf is the juggle KING. This dude was literally designed FOR juggling:
Wolf has dtilt, shine, up-tilt, dash attack, up air, down air, sour-spot fair.....hell, he arguably has MORE combos tools than ZSS, AND his are more efficient.
So he's a character that is faster, has at least just as many if not more combos tools, and yet.........he can WOLF FLASH out of BOTH down-throw and back-throw. Hell, even forward-throw will work! So tell me again why she can't have her grab game restored?
As for Lucas, I don't have to explain this. 10-hit combos are literally the norm for any competent players of that character. And I can't believe you mentioned Lucario. JAB is combo starter for that man. What more do you need? And I know you mentioned that fact that she has disjoints but disjoint moves don't = better moves.
What are you saying, that ZSS didn't have her own slew of problems? That Falco's broken lasers are okay because he does? If DCP was really that polarizing, and ZSS didn't have a large number of other problems, she would not have been rated mid tier, simple as that.It was very good. Too good, in my opinion. No other character aside from Falco has such a powerful projectile to aid in the neutral game. And Falco has his own slew of problems. ZSS may have been rated mid tier, but I believe that her central neutral game was incredibly polarizing and left very little room for creativity for oppositional play.
I didn't say you said that they don't have combo potential. I said you stated that they don't have AS MUCH as ZSS. And as I said, disjoints are not, doesn't matter. A disjointed attack doesn't mean it's a better combo tool than a non-disjointed one.First off, don't misinterpret me. I never said Lucas and wolf don't have combo potential. All I said was that they don't have access to the kinds of disjoint combo starters that she has. If you want to pass off dsmash and side b as mediocre at best, then all the power to you, but they are both extremely valuable moves when used correctly, and should not be passed off as such, attributing their success to opponents "running into them."
Additionally, its true that her combo finishers are nothing like dair > knee or throws/dair >flash, but keep in mind that zerosuit has differentiating qualities from these two. She doesnt get comboed extremely hard as these two do, and she also has an amazing recovery, which they dont. Just because they have something doesnt mean she should have that something as well, since her game is designed around different premises. she has plenty of ways to kill as is. With lots of set ups into things like bair, fair, divekick and fmash, she has no problem finding a way to get a kill, although it takes maybe a bit more thought than dair to knee.
in some MUs, a disjointed combo starter means A LOT. the cast of characters is extremely varied, and in many cases, characters may have trouble punishing things like side b and dsmash, making there spacing abilities very valuable. if youre facing fox, will it work? probably not. but not everyone is fox and not everyone can come up with a quick, safe aerial approach on the spot. am i saying that her disjointed combo starters make her the best character in the game? no. in fact i think that wolf and lucas are firmly up there in top tier ahead of ZSS. but nonetheless, in the scope of the entire cast, ZSSs disjoints serve as an important tool, that many cant safely punished, when she uses them properly. like i said, if you want to think theyre bad moves, then you can think whatever you want about them.I didn't say you said that they don't have combo potential. I said you stated that they don't have AS MUCH as ZSS. And as I said, disjoints are not, doesn't matter. A disjointed attack doesn't mean it's a better combo tool than a non-disjointed one.
You're 2nd paragraph makes perfect sense, it's a good point, but your statement that she has plenty ways to kill I disagree with. One of ZSS's main weaknesses, from Brawl to now, is that she doesn't have many options to kill. She has the Marth syndrome. Once someone is at kill percent, you're pretty much fishing for a Bair at that point and only a Bair. Divekick is way too situation and unconventional to just throw out there to get a kill/ FSmash is too slow, too punishable and pretty much only ever used after a down-smash. I think we can all agree that Fair works best as a combo finisher. It's not ideal to just jump around throwing it out there like a Falcon knee, the move and ZSS weren't built for that. I mean, your statement is correct, technically she does have a good number of kill moves, all of them except Bair pretty much have to be combo'd into/set up for.
So shouldn't a character that has slow or situational moves be able to combo into them out of a grab? I find it so weird now that people were saying her throws were too good, when I saw NOBODY said anything about them in 3.02. You could totally DI out of her down throw if you DI'd down and away. Up throw was very easy to get out of if you DI'd behind her. The only way she got guaranteed follow-ups was when you got someone with a DI mix-up (since Up-Throw was a mix-up of Down-Throw, but it isn't anymore), in which case you deserve to start a combo or land the killing move.
He'd never see it coming.Edit: Maybe he stole his own girlfriend.
Or it could just be that they held Oro?! hostage in a room and fed him frame data until he went crazy. At this point, they had full control over him. They then filmed him agreeing to the ZSS changes. But little did we know, he was promised real food if he consented. And now they could do whatever they wanted with her.After waiting to play her in a tourney environment, I have come to the conclusion that one of these 3 factors are the reason why ZSS has been murdered, or any combination of the 3:
1) Oro?! stole all of the Dev Teams' girlfriends at one point in time, so they destroyed his charactrr in salty retaliation.
2) The Dev Team decided that they needed a Dan or Pichu of Project M, so they decided to make that character ZSS.
3) ZSS is actually black and 3.5 is set in the Jim Crow days. Thus, she doesnt have acess to things that literally the rest of the roster has.
Personally, I think it may be #1. What ddo you guys think?
It's yet to be seem whether she's a good character or not, but she's certainly different, and that's what most people hate. She was so cool last patch, and now, nope.This is stupid. 3.5 ZSS is still good, just different.
Most of my friends that I've talked with about the new ZSS love her. We've decided she's so good that it's gonna be like 20XX but instead it'll be 20ZeroZero. We're calling it Y2K. A lot of people in the two biggest scenes near me think she'll be high tier at least.It's yet to be seem whether she's a good character or not, but she's certainly different, and that's what most people hate. She was so cool last patch, and now, nope.
How many of those people played ZSS before 3.5? The thing is, 3.0 zss was a character that you had to LEARN. You didn't just apply your fundamentals and play her like any other speedster. In 3.5, she doesn't take much figuring out, she's pretty straightfoward. Naturally, this is going to those new to ZSS like her more.Most of my friends that I've talked with about the new ZSS love her. We've decided she's so good that it's gonna be like 20XX but instead it'll be 20ZeroZero. We're calling it Y2K. A lot of people in the two biggest scenes near me think she'll be high tier at least.