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Member
Join Date: Apr 2008
Location: Ohio
Posts: 194
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(Continuing from first post)
Throws:
Grab-Attack--- ZSS's grab attack is pretty decent, moreso than other characters. It is pretty fast and always does 2%, so it can be good for racking up some damage with a throw.
Forward Throw--- Forward throw is not all that great, but has some decent forward/aerial knockback in front of ZSS where you can utilize the opportunity to attack again. It doesn't always work, but can be useful for getting your enemy in the direction you want them. Not much ending lag.
Back Throw--- The back throw is pretty much like the forward throw, just a kick in the opposite direction. Weakest of the throws, not much lag at the end.
Up Throw--- Now, ZSS's up throw is the strongest out of all her throws, however it has the most ending lag, so be prepared to be unable to move for a second or two. you probably won't have enough time to combo anything, unless your opponent has enough damage and is sent high enough into the air. Better used if you want to get your enemy in the air.
Down Throw--- Ok here is our genuine, best throw. ZSS's down throw is great for setting up combos with many of her attacks and proves to be very useful. ZSS will axe kick her enemy at the ground, sending them at the perfect distance and angle above her. Her Up Smash, Up Special, FAir, UAir, BAir, and even NAir are all great moves you can use that Down Throw combos into. Good for setting up for a kill move, but be quick, or your opponent can simply mid-air jump out of your attack's range, or air dodge.
Well, that pretty much sums up Zero Suit Samus' moveset. If you have any questions about what I'm trying to say in some of them, don't hesitate to ask, because I know I can be a bit complicated at times >_<. Anyway, here are some of basic, tips/combos that are overall useful:
Tips:
-Ok, one important thing to know is that first of all, ZSS is a light character. Don't misjudge if she can take a hit or not and still take the hit without getting KO'd. It's better you risk shielding and getting grabbed than taking a nasty hit. Still, for most of the light characters, she is one that has a lot of endurance.
-Take advantage of ZSS's long range. If you and and an enemy is are both at very high % and are trying to get the finishing blow on one another, don't just rush into the fray and hope to get a lucky attack. Use her ranged attacks and keep your distance if you need to. Wait until your opponent slips up, then strike.
-Take your time to master ZSS's down B. It is such an extremely useful attack and back-up jump, I cannot stress it enough. It can be unpredictable if you don't keep using it the whole match, and makes an excellent meteor smash. Plus, if you need to get out of a tight situation, or get some distance between you and your enemy, the invincibility frames it has in the beginning are too useful.
-Well, this is rather iffy to me since I don't usually use them, but if you want, put the pieces of Samus' suit you get in the beginning to good use! They have great knockback even when your opponent is at low %, so if you manage to spike your opponent off the stage with one of them, that makes one easy KO. But be careful since your opponents can use them against you, as well.
Combos:
Now undertand stand that these are just some of the combos and that there are many, many possibilities out there. If you know a good combo that's worked for you (and isn't some kind of 1337 miracle), feel free to PM me with them and I'll happily add them to this guide. (And don't worry, I'll be sure to credit you)
Please also keep one thing in mind about most combos- they are usually only most effective when your enemy is a at certain %s (usually low %)
1. Down throwing into many aerial based attacks is great for a short, sweet combo that you can convieniently KO/damage with (as I mentioned under "Down Throw").
2. When your enemy is at a lower % you can dash attack, and Utilt right after which is good way to get them in the air. You can follow up with many other possible attacks, so experiment to see what works best for you.
3. Forward throwing into a dash attack also works well, if you wanna get up some extra damage.
4. Down smash is also a great move for setting up combos, due to it's stun effects. I recommend using down smash and a down B kick or jumping over your enemy and using a BAir.
5. It's usually hard to get some stuck in this, but a down smash into an up B, and repeated over and over can really rack up some damage until your enemy manages to get out of it.
6. One of the more elongated combos I can think of is a useful variation of the dash-Utilt combo. Only works well at lower %s. Start by using a dash-attack, into an Utilt and while your opponent is in the air, use up B. While they're still on the ground, down smash, and finish up with a forward smash. This can be variated as well so experiment to see what you can come up with.
Not a very long list I know, but let me see what you guys can think of!
So that concludes my Zero Suit Samus guide, I hoped it's helped you guys (and gals) improve your game with her. If I get good comments about this guide, I'll think about writing ones for other characters. Thanks!
Copyright Note: Use this guide for your personal use only and do not distribute it to other sites without permission from Scarekrow77. And if you are given permission, be sure to credit the author of the guide, and do not sell for your own personal gain. Violate these rules YOU WILL be hunt down and sued D:< (unless Scarekrow77 is too lazy to do it <_<)
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Hmm, what to put here.... <_<
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