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Tons of Damage
Joined: May 2008

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She's actually surprisingly tilt lockable if it weren't for her downB, her weight/susceptibility to getting tilted is sorta weird (it's mainly the fact that most of her moveset doesn't cover underneath her all that well, which is weird for a character that's so good in the air), but because of downB, it's a guessing game (which is ok, ftilt -> utilt/dsmash is already like 19-21% lol, or a throw for more juggling afterwards) I have to respectfully disagree, personally, from what I've played, it's 45:55 at worst, I haven't felt it was super hard until I get overconfident and get punished by dtilt/uair. It might be 40:60 or worse if she had her suit pieces the entire time (or if you're playing 1/2 stocks instead of 3 lol), but after that, ZSS' ground game is only as strong as your well read mistake. You've got excellent shield pressure on her, especially since her punishes on block are slow/unreliable, and your speed makes it hard for her to get a dsmash lock. Needles also help soooo much, if she decides to use the air more, space with dash pivot needles, if she starts staying on the ground to do more shielding/dash attack punishes, use more of your air game (or still stay on the ground lol). The japanese matches of sheik v. ZSS is how I feel it seems to be, it's like ZSS gets a lot of momentum from suit pieces, but once they're gone, it's go time, and it sorta evens out haha Oh yeah, I'd dare to venture and say if you know how to use chain, I would try using it on ZSS near the ledge, the only things that really beat it is that long distance "flip-hop" that goes across like half of FD (if you don't hit them with the chain), and >100% ledge getup attack. Chain camping can do a looooooot of damage, as long as you don't let him ledge hop -> spaced sideB. We have a similar problem with snake, we can't properly tilt lock him because he can pull a grenade out before the next tilt, but it's still a pretty decent MU for sheik minus the fact that Snake hits harder much more reliably (3 ftilts/couple of dthrow reads pretty much equal the amount of damage ZSS dsmash lock does, and it's waaaaaay harder to avoid snake ftilt than it is ZSS dsmash lol). It's funny that ZSS boards say that this MU is 65:35, considering they have an even more powerful dsmash lock on fox but go 40:60 Fox's favor with him. I figure we have similar advantages (we force the approach more consistently, really good anti-air/air control, strong really fast ground game, all of which help make dsmash really hard to land on a good player with these characters), except the fact we don't have as strong of killpower which sorta evens it out. We have essentially the antithesis of ZSS' weaknesses, which is why it's so good on paper, we have quick access to shield for turtling her, great anti-air stuff (especially on landing), and strong shield pressure on the ground. It all helps even the odds, and make it really tough, but the problem is, one mistake and you usually lose a lot of that momentum (a lot like Snake does against ZSS) Oh yeah, and a very trollish move to do if you want to really punish a grab/jab/SH uair-happy ZSS? autocanceled fair -> crouch, then if they start using dtilt, go to jab afterward instead (fair at a certain height gives you almost no lag, like on par with peach fair). I basically treat playing your shield pressure game against ZSS like Olimar, only ZSS has a bit of a better recovery and stronger air game. Also, according to Nick Riddle, he says it's even/+1, so I guess you did work Ed lol

Last edited by Phil Nye the SCIENCE Guy, 3:01 PM on Nov 10, 2011
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