Adapt
Smash Lord
Tips, Tricks, and General Advice for Using ZSS

I have noticed in a few threads some people have been surprised at things that all ZSS mains should know when using her, so I though it would be a good idea to consolidate this info in one place.
RECOVERY TIPS AND ADVICE
ZSS has an excellent recovery, with many varied options that help to offset the fact that she uses a tether. On the subject of the tether, you can only tether to the edge THREE (3) times without touching the ground, no matter what tether you use. Unfortunately, it is not easy to mast all of Zero Suit's recovery strategies and this is where the beginner should begin to learn how to use ZSS. The info in this section will help show where and when each of the recovery moves should be used, and how to use everything together effectively. There is more information on the other properties of these moves in the next section.
Down Special
This move has several different parts to it and it is extremely helpful to your game when used correctly. First off, there are 12 frames of invincibility at the beginning of this move. This makes in excellent for escaping all manner of combos and sticky situations. This move always travels in an arc and the direction of the arc can be reversed by hitting diagonally down+backwards. It is an excellent recovery move and comes with a very dangerous spike to discourage gimping. The kick on this move can be edge-canceled, meaning if you space it such that you flipjump off a platform/stage and land on the very edge you will fall off and be able to do any move you want.
There is also the flipstool. At ANY time after you being the move you can hit jump ONCE and if your arc travels above a physical object you will get a very large footstool jump boost. The direction of the footstool can be changed by inputting a direction right as the jump begins. You can even flipstool an edgehogging character while they are invulnerable on the edge.
What can be Flipstooled:
- Character's bodies
- Disjointed attacks
- Physical projectiles
- Items
What cannot:
- Platforms
- Energy Projectiles
- Explosions
Up Special
For recovery, this move has a dual purpose. Firstly, it is your main vertical recovery move, it will tether to an edge from a distance of 2.5 small stage builder blocks, and at least 45 degrees to the vertical on either side of you.
The second purpose is that you can also use this move to increase your jump height significantly. Immediately after you press the jump button, press up-B to receive a 33% boost in jump height. You can get a boost in this method after any jump (first jump, second jump, wall jump, even footstool and flipstool jump). The main time you will use it is to gain extra height after being knocked off the stage at a low angle, or to avoid using your tether and being edgehogged.
Side Special
This is your main horizontal recovery move. Use it after down-B to gain twice the horizontal distance of either alone. It will tether the edge from 3 stage builder blocks away horizontally and will tether at 45 degrees to the horizontal, above and below. It is possible to "wavebounce" this move to add to your horizontal recovery distance, but it is very difficult to do so with the standard control setup and yields very little gain
Recovering Properly
Since your recovery revolves around the use of tethers for the most part, you are very vulnerable to edgehogging if you do not know what you are doing. One important thing to learn before you read the rest of this is proper DI and momentum canceling. (I will not explain Directional Influnece, SmashDI, and momentum canceling here, do a search in the tactical forums for more information.) Once you can DI a hit properly you will be able to survive longer, and approach the edge from higher up. This allows you time to plan how to approach the stage and prepare for whatever your opponent is ready to dish out.
Since Zero Suit's tethers have quite a bit of range to them you can catch an opponent off guard by tethering quickly with side-B and zipping up the tether immediately (press up). This is the most desirable option because once you hit the edge you gain your double jump again. However, you don't always get the chance to tether to the edge like this because of an character on the edge or in the way of your path.
Because your opponent is not going to sit by and let you make it back to the stage, it is highly advisable that you save your jumps, both your second jump and your down-B. These can really come in handy to bypass a character who is jumping out after you or hanging on or around the edge to try and prevent your recovery. If your enemy hangs on the edge too early, you have two great options to deal with them. You can use side-B to hit them, and likely stage-spike them to their doom, or you can use your jumps to avoid them all together and land on the stage. Always use up-B to increase the height of your jump, it doesn't increase your horizontal distance, but you stay in the air longer which can help you stall and wait out your opponents invincibility frames on the edge.
If you can't wait out their invincibility and you can't make the extra distance to the stage you should use the down-B and flipstool. As already explained, the flipstool can still trigger on an opponent on the edge if they are invulnerable.
If you can keep track of all this, and throw out the correct moves at the correct place and time you should have no trouble making it back to the stage or the edge in most circumstances.
EDGE GAME ADVICE
So you have managed to recover, and you are hanging on the edge... what now?
(Coming Soon)
STOP RIGHT THERE! (STUNS)
Two of Zero Suit's moves will stun: down smash and neutral special. You cannot re-stun a character until they have touched the ground after the first stun. This mechanic is is place to prevent a ZSS user from getting an infinite stun, since even if a character is grounded when they are stunned, they count as being airborne for the duration of the stun animation.
Neutral Special
Stun time is based on whether the move was charged. There is no option to half charge this move, it is either not charged or fully charged. The fully charged version travels further than the uncharged version. The amount of time stunned depends solely on whether it was charged or not. The uncharged version will not stun long enough to do anything more than grab or dash attack unless you are right beside the foe.
Down Smash
Stun time is based on the enemy's damage percentage. Doing another down smash will not increase the stun time. Down smash will not combo after an up-B. Down smash is excellent for setting up your kill moves like back air and forward air.
You can get down smash chains on the following characters: (ranked in order of chain length)
- Fox (0-100%)
- Wolf (0-60%)
- Falco (0-45%)
- Sheik (0-30%)
- Captain Falcon (0-20%)
(These values are rough estimates and depend on DI and how stale your down smash is)
Against every character but Fox (you would chain Fox even if this worked), down smash will lead to an inescapable down-B spike at any percentage. If you ever happen to down smash a character near the edge you can get this kill at 0% on most characters. Some have a good enough recovery to survive.
Now What?
Stunning with neutral-B does not leave you a lot of time and you should just attempt to dash attack, ftilt or grab depending on how far away you are from your foe. Another option is to just do nothing and back up to reset your spacing properly.
Stunning with down smash however opens up a whole new realm of possibilities. These are some of the best variations that you can do at different percentages. AT low and medium percentages you want to put on as much damage as you can, at high percentages you want to set up a killing move. In brackets is how much damage dealt by the particular option.
Reliable from 0% up
Dsmash>Dsmash>Utilt (32%)
Dsmash>Dsmash>Uair (31%) Killing Combo ~150%+
Dsmash>Dsmash>Dtilt (27%)
Dsmash>Dsmash>Grab>Dthrow (28%)
Dsmash>Dsmash>Grab>Fthrow (30%)
Reliable from about 20% to 60% (character dependent)
Dsmash>Dsmash>Dash Attack>Utilt (39%)
Dsmash>Dsmash>Up-B>Utilt (48%)*
Reliable from ~30% up
Dsmash>Dsmash>Bair (34%) - Killing Combo ~120%+
Dsmash>Dsmash>Fair (38%)* - Killing Combo ~130%+
Reliable from ~75% and up
Dsmash>Dsmash>Retreating SH>Side-B (37%) Killing Combo ~130%+
A (*) indicates that part of the combo can be SDIed out of, lessening its reliability.
Moves that are not reliable at 0% can be increased in reliability by only performing a single down smash. This lessens the damage output though and most of the time is not worth it.
However, performing a single down smash followed by a side-B is often a much better choice even if it takes another 10% to get the kill. The best choice for killing out of a stun is bair.
ARMOR PIECES
At the beginning of the match you start off with 3 pieces of Samus's broken armor. These pieces are incredibly strong. You want to keep these away from your opponent as much as possible. A strong throw will do 11% damage and kill earlier than any other move that ZSS possesses, even charged smashes. There are many strategies that you can do with your armor and everyone has some preferred method of using them. This is just a basic outline of the sort of tricks you can do.
Glide Tossing
A glide toss counts as a strong throw, and biggest benefit that you get out of the throw is that you slide forwards about 1/4 to 1/3 of the length of Final Destination. There are several tricks that you can use with glide tossing and it is best to mix it up to keep your opponent guessing (commonly referred to as armor part mindgames). Here's how it's done:
Glide Tossing TricksGlide Tossing: Start a forward roll (ZSS gets no distance out of a backwards glide toss) while holding an item, then throw the item before the roll animation begins. You can use the C-stick to throw the item up, down, left, or right but throwing up/down slightly shortens the distance you get out of the toss.
- Glide toss forwards and use your forward momentum to do a sliding jab combo/tilt. This will normally connect if the armor part connects, or possibly punish a spot dodge depending on your timing. This is unsafe on block.
- Glide toss forwards/up/down and use your forward momentum to do a sliding grab. This is excellent against people who shield the armor piece, but it will be punished by a spot dodge.
- Face away from your opponent and roll away from them but glide toss the piece backwards so it travels at them. This will not get you punished, and it may catch an opponent off guard, but it may just give the piece to a shielding opponent and you don't want to do that. This is however useful if have already throw a piece at your opponent and you followed after it and retrieved it. Your retreating sliding brings you right back to the other two pieces at your starting pile allowing you to have the upper hand once again even if you lose one piece.
- Another reverse facing glide toss technique is tossing it downwards to cover your retreat. If you are against an opponent like Snake who you do not want to fight in close combat you can glide toss away and smash the piece downwards to create a wall in between the two of you.
Jump-Canceled Throw
Glide tossing is only one component to the tricks you can play with your armor. This is a nice alternative that has some different advantages
From FadedImage:
Keeping Them AliveJC throws can be extremely useful to Zero Suit Samus and her suit piece game. It allows ZSS to perform a standing item throw during her dash animation (and subsequently canceling the dash).
To perform a Jump Canceled Item Throw: during your dash animation press a jump button and a throw button at nearly the same time (most commonly X/Y + Z) while holding the direction you wish to throw the piece (alternatively, you may use the C-stick instead of throw + direction). Normally, ZSS would just throw the piece forward in a manner that leaves her in lag for a significant amount of time. However, by jumping and throwing at the same time, ZSS will perform her item throw as if she were standing neutral (much like Jump Canceled Grabs in Melee). In this way, you can open up many options while dashing with a suit piece. Instead of just throwing forward in a laggy manner, you can now throw in any direction (up, down, left or right) and have just as much lag as when throwing standing (basically none).
Armor pieces have a set lifetime that is determined by a timer that only counts down while the pieces are immobile on the ground. To keep your armor for as long as possible you want to keep it in the air. You can just continually keep throwing the pieces around but there are more advanced techniques for keeping the pieces alive out there. A good example is this neat juggling technique developed by Snakeee that is well worth trying out:
There is also walling which was hinted to above. This happens when you continually throw one piece upwards and one downwards. This creates a wall that you can hide behind to protect yourself.Armor part juggle - I have done this for a while but I just recently realized just how useful it is. It allows you to spam an attack and infinitely re-grab an armor part. The biggest thing is that with this approach your part will never fly off the stage unless the opponent breaks this. What you do is grab an armor part, short hop, smash throw it into the floor, and up-air as the piece comes back up at you. This is very spammable, as you can do this over and over with ease once you get the hang of it. If you think you'll get hit doing short hops you can also do full jumps, but there is more of a chance of you losing the part that way. With this you can destroy your opponents shield as you're hitting with both an armor part and an an up-air. By doing this you can save an armor part for a long time, sometimes even onto the last stock! Along with this the best things you can do with the armor are forward and backwards glide tosses.
Another interesting game to play is to just hold an armor piece in your hand. This creates a situation threatening to your opponent and it will make them go on the defensive, giving you an opportunity to take control of the match. You can also continually use forward and neutral specials to keep them off balance and apply shield pressure. If you happen to hit with the neutral B, throw the piece and then reset the situation. If they have taken to shielding your hits, do a glide toss downwards followed by a grab>forward throw>dash attack>utilt.
Picking up the Pieces
Armor pieces are items and can be picked up in all the same ways. Walking over to it and pressing A will do but this is often the least desirable method because you are standing still and open to attack. A dash attack over the piece is the standard method of picking a piece up off the ground. It's fast and won't interrupt the flow of your play. This can also catch an armor piece that is thrown at you but it is difficult to time precisely and often you miss and get hit. From the air there are varied options.
When the piece is in the air, all aerials will pick an armor part up as well as an air dodge or grab. The grab is special because if you pick up the piece at the very beginning there is no lag and you can immediately do anything else. When a piece is lying on the ground and you are in the air you can pick it up as if it was in the air. If an opponent is standing near the piece it is possible to use an air attack that both hits the opponent and picks up the piece at the same time. Nair, Fair, and Uair work well for this and Bair can work but there is only a 1-2 frame window to do it properly. Dair will also work but the landing lag makes this an undesirable option.
If the opponent is not standing near the piece it is often best to use an air-dodge or Uair to pick it off the ground because they have the least landing lag.
The last method is very useful in certain circumstances: If you are standing next to an armor piece and your opponent is approaching you in the air you can jump and immediately do a rising aerial that will pick up the piece and hit your opponent in the process.
MOVE SPECIFIC ADVICE
ZSS has a fairly unique playstyle that has stemmed from the way her moves work, and work together to create strings and combos that allow her to rack up damage quickly while staying out of the range of retribution from most characters. This section details any useful advice for using most of Zero Suit's moves.
Jab
This move come out in ONE FRAME. It can interrupt all sorts of enemy attacks and combos. It will stop many horizontal moving attacks like Fox/Falco's phantasm and the Ice Climber's Squall Hammer. The problem with this move is the 3-hit jab combo. It doesn't combo on the majority of the cast. It's advisable that you mix it up by crouch canceling after the second jab (hitting down afterward) and using a D-tilt.
To explain the sequence of events that can happen I quote FadedImage:
Characters that cannot shield the third hit:First/Second Jab -> Third Jab connects
In this situation, you got lucky and he didn't shield your third jab, you did 3 damage with it, and in no way can you follow it up.
First/Second Jab -> Third Jab shielded
In this scenario, you got your jab perfect shielded, and will now get ***** by a shieldgrab with most characters, and various out-of-shield options with other chars, (marth's up-b, boozer's dsmash, etc.)
First/Second Jab -> D-Tilt connects
Now, to pull off a d-tilt you cancel the third jab with a crouch. They've been hit twice by your jabs, so they're probably trying to shield or spotdodge. By the time their shield is out, you should be crouched ready to d-tilt. That's usually enough time for them to realize you're done, and that they should do something. This is when you d-tilt to try to hit them out of whatever they choose to do out of their shield. Now you've connected with a solid hit that can be stringed into short hopped aerials.
First/Second Jab -> D-Tilt shielded
Same thing as above, except you mistimed the d-tilt or they kept their shield up and waited for you. If they are in range to shieldgrab, you'll still get hit by that, however, most other out of shield options will be less viable. Anything that involves completely dropping your shield to perform a move is out of the question, since you'll be able to d-tilt/jab right away to punish them dropping their shield, (which leads to basically the same chain of events).
So, with the jabs, you don't have nearly as many options or contingencies as you do with the d-tilt. For instance, I often find myself shield pressuring with jab-jab-d-tilt-jab-d-tilt. The two jabs make them think I'll do a third, the d-tilt baits them into counter, the jab is fast enough to interrupt anything after, and the d-tilt to mix it up some more.
I mean, canceling to D-tilt is basically the same as holding back the third jab for a second or so, the difference is that d-tilt is just an overall better option (less lag, more damage, better shieldstab potential, more combo potential, etc.)
- Jigglypuff
- Squirtle
- Mr. Game and Watch
- ROB??
- Toon Link??
Forward Tilt
This move has some special properties:
- It can be aimed upwards or downwards. When you perform a low ftilt the move actually does 9% instead of the usual 6% and does more knockback as well.
- At low percentages this move will trip the opponent allowing for some good followups.
- When the opponent is on the ground and you hit them ftilt can make them bounce. This allow you to perform a short "jab lock" and it will force the opponent to get up slowly. You will have enough time during the get up animation to stun the character.
(to properly perform a the lock you have to dash attack after every second ftilt)
Dash Attack
This is a versatile move but it is also dangerous to use. If you throw it out as an approach you will get shield-grabbed. However, If you are chasing after a foe then this is excellent. At low percentages it will combo with a Jab. At low-medium percentages it will combo with utilt. At medium-high percentages you can connect dtilt or another dash attack but neither is actually guaranteed.
Along with ftilt, this move can be used to lock a foe in the bouncing animation.
Moves to Avoid Using
Down Air
This move is suicide if used off stage, I have only come across a couple decent uses for it, and they are VERY situational.
Use #1
Use #2D smash - D air spike (or just D-air): Under certain stages that have a thin floor, such as Delphino, you can D smash someone that is under the stage and then quickly short hop D air them to spike. This works great on characters that like to mindgame and attack from under the stage. Also, this is a lot more obvious but you can just d-air them through the floor.
Scenario: You get hit upwards by a character, they are on the ground and you are coming down (there are no platforms). You come into their range and they will normally do one of the following:
a) start an utilt/usmash etc to hit you.
b) shield against your approach
c) jump up to hit you
d) move out of the way
Heres what you do:
a) jump out of the way of the attack and immediately Dair their sorry ass while they are in the ending lag of the move.
b) bair the shield and roll/run away or jump away
c) airdodge and now you are underneath them and in good position
d) land
Forward Smash
This move is very laggy (starting and ending) and best use out of a stun if at all.
The other problem with this move is that only the part of the whip nearest to ZSS actually gains any benefit from charging the smash attack.
It's only redeeming feature is that it is the only fsmash in the game that hits on both sides.
Up Throw
This has a fair bit of ending lag and doesn't kill. Thoroughly useless.
SPACING
ZSS is rather light and she dies at low percentages. The best way to avoid this weakness is to avoid getting hit. ZSS has a number of moves that have a long range in front and above her. This allows a ZSS user to dance out of range of most melee attacks while still applying pressure and dealing damage. Her main spacing moves are Side-B, D-smash, Neutral-B, Dtilt, and Bair. The spacing game is played differently for heavy projectile users and I will handle each case separately.
Non-Projectile Users:
Since ZSS out-ranges all non-projectile characters both above and to the side you should always use this to your advantage. Try to keep the opponent at the length of the tip of the side special until they are in a disadvantaged position. Then run in (or jump up) and do what damage you can before retreating.
You can keep the opponent at bay with several moves. The most common is of course side-B. Since it has little ending lag, a short hopped (SHed) side-B is quite safe unless you mis-space it and they land in the dead zone.
Neutral special is another good spacing move. The uncharged version comes out a bit slow, but it travels far enough that even if it is power shielded, you still have time to react afterwards.
Down Smash is also quite good for spacing because there is little ending lag, and it has surprising range (out-ranging ROB's ftilt)
If you get a stun with either of the last 2 moves, don't hesitate to rush in for more damage before resetting the situation.
Projectile Users:
These characters can be more difficult for ZSS to combat effectively because her projectile is slow and easily telegraphed. Maintaining the correct spacing is even more important here because you cannot out-camp the character so you have to stay within the medium range where ZSS is most comfortable. Close enough that you can short hop over a projectile and side-B the character immediately. Falco, and Pit are the worst offenders here because their projectiles are fast and have little lag. Practice power-shielding the projectiles to make an approach and stay within the correct range.
TEAM PLAY
ZSS is among the best characters to have on a team. She is fast, maneuverable, and can cover large areas to better help out her teammate. Her stunning game can also play a big part in teams because it allows other characters to hit with their super-strong moves that are normally far too slow to be of any use. (Warlock Punch anyone?). The damage, and projectile property of down smash also play a pivotal role in some strategies. Despite these advantages there is still some drawbacks to consider such as her spacing game suffers with less space to move about, and she has a large chance of hitting her teammate as well as her opponents due to the area of effect of certain moves. It's safe to say that you have to play ZSS differently to succeed in teams.
Who to Team With?
There are several characters who are all around good team players, and can be slotted with any other character and do well, but some characters have special tricks and combos with ZSS that make the pair stand out.
Special Tricks:
GaW can bucket Zero Suit's down smash. ZSS can fully fill the bucket in less than 2 seconds and when three have been caught, the oil slick that comes out will deal 60 damage and 1HKO every character in the game. The beauty of this tactic is that often enemies will attempt to stop you from filling the bucket,and they will get caught in a down smash and held still so the oil slick can't miss. Even if you don't use the bucket tactic, a stun is still deadly at medium percentages due to GaW's power.
Watch out for:
GaW has very powerful smashes and if you get hit you can expect to die if you are 90% damage or higher.
GaW can bucket Zero Suit's down smash. ZSS can fully fill the bucket in less than 2 seconds and when three have been caught, the oil slick that comes out will deal 60 damage and 1HKO every character in the game. The beauty of this tactic is that often enemies will attempt to stop you from filling the bucket,and they will get caught in a down smash and held still so the oil slick can't miss. Even if you don't use the bucket tactic, a stun is still deadly at medium percentages due to GaW's power.
Watch out for:
GaW has very powerful smashes and if you get hit you can expect to die if you are 90% damage or higher.
Special Tricks:
Snake can play several C4 tricks with ZSS that can yield low % kills. After an opponent is stunned Snake can stick a C4 to their body and detonate it at his leisure. C4>utilt>detonate can kill amazingly well if properly timed. Snake can also stick the C4 to ZSS and she can use her speed and agility to transfer the mine to an enemy for the kill.
Watch out for:
Explosives hurt.... So do tilts with too much range. Be wary of getting killed by accident.
Snake can play several C4 tricks with ZSS that can yield low % kills. After an opponent is stunned Snake can stick a C4 to their body and detonate it at his leisure. C4>utilt>detonate can kill amazingly well if properly timed. Snake can also stick the C4 to ZSS and she can use her speed and agility to transfer the mine to an enemy for the kill.
Watch out for:
Explosives hurt.... So do tilts with too much range. Be wary of getting killed by accident.
Special Tricks:
Stunning is once again your friend. His Up-B (Shoryuken!) will kill most characters at 60-70%, meaning that you have a guaranteed killing combo at 50-60%. If you have percent timing you should be able to get a second d-smash in, further lowering the killing percentage.
Watch out for:
Luigi is quite strong, and he will kill you at around 100%. Try not to get caught in an up-B or forward smash.
Stunning is once again your friend. His Up-B (Shoryuken!) will kill most characters at 60-70%, meaning that you have a guaranteed killing combo at 50-60%. If you have percent timing you should be able to get a second d-smash in, further lowering the killing percentage.
Watch out for:
Luigi is quite strong, and he will kill you at around 100%. Try not to get caught in an up-B or forward smash.
Special Tricks:
Jiggs can help you survive, much like MK, but she also has an additional trick. Rest is a potent killer, not quite as good as Luigi's Shoryuken, but close. Wait until your opponent is at around 70% before attempting a Stun>Rest. You can also help Jiggs by jabbing her once after she rests to wake her up with minimal damage.
Watch out for:
Jiggs dies at very low percentages and you could be left on your own against two opponents.
Jiggs can help you survive, much like MK, but she also has an additional trick. Rest is a potent killer, not quite as good as Luigi's Shoryuken, but close. Wait until your opponent is at around 70% before attempting a Stun>Rest. You can also help Jiggs by jabbing her once after she rests to wake her up with minimal damage.
Watch out for:
Jiggs dies at very low percentages and you could be left on your own against two opponents.
Special Tricks:
Mother's boys can both absorb your projectiles. If you get a quick break, a quick d-smash into psi-magnet will heal them 18% (Ness) or 28% (Lucas). You can also stun an opponent so Ness/Lucas has time to do a PK Thunder 2 (hit themselves with PKT such that they get shot into en enemy)
Watch out for:
Several of their attacks have large and dangerous hitboxes, especially Lucas. Ness also is somewhat gimpable so you may be on your own at the end.
Mother's boys can both absorb your projectiles. If you get a quick break, a quick d-smash into psi-magnet will heal them 18% (Ness) or 28% (Lucas). You can also stun an opponent so Ness/Lucas has time to do a PK Thunder 2 (hit themselves with PKT such that they get shot into en enemy)
Watch out for:
Several of their attacks have large and dangerous hitboxes, especially Lucas. Ness also is somewhat gimpable so you may be on your own at the end.
Other Characters
Here are some other characters that work well with ZSS in teams, but don't really have anything notable or special (other than maybe a decently powerful move).

2v1 Tricks
- ZSS can d-smash the remaining enemy, then your teammate can footstool them for an infinite lock.
- If the enemy is being pummeled, ZSS can wait for the ground break and do a single jab. This allows your teammate to immediately regrab.
- The regrab infinite can also be accomplished with a down-smash. Especially with a teammate who is a tether-grabbing character.
More Coming Soon!
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Questions:
1. Can someone with a friend test which characters can shield the third hit of ZSS's jab?
2. Am I missing any objects that can/cannot be flipstooled?
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I want this to be an effort of the whole ZSS board. If you have anything to add feel free to post it here and I'll add your info and credit you.
This could also be used as a topic to discuss the testing that we have been doing (talking to you ph00tbag and Faded...) instead of spamming up my other thread.