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Zamus
Oct 29, 2008 23:42:32 GMT -6
Post by мғв.halloway on Oct 29, 2008 23:42:32 GMT -6
Starting off a discussion for the strategies of Zero Suit Samus. I don't know how many other serious players of hers there are out there, but I know that she is definitely character who you either devote several hours/ days/ period of time to becoming accustomed to. She is a very odd character with her limited arsenal of finishing moves and such. She also is not a high damager, this can be offset by her agility and speed but this means that you must be offensive to rack up enough damage to really be in the area that her limited killing moveset will be effective. I have found that her f-smash is way to predictable, has far too long of a punishment-period, and does not have any other advantageous qualities to merit its use. Zamus' s-b is effective enough for killing, has a slightly less predictable range, and a much less damaging waiting time. Her down smash is odd in that unlike other brawlers, it doesn't surround her. She instead fires her paralyzer into the ground stunning those in front of her. This move is unpredictable in its range. The bolt goes well in front of her and a good distance down for edgeguarding. Now there is a fine line between spamming and utilizing a move effectively, but this is one that can be used very well for multiple purposes. I'll leave this portion open to comment and add more later as the authority on zamus.
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Zamus
Oct 31, 2008 17:50:50 GMT -6
Post by Emergency on Oct 31, 2008 17:50:50 GMT -6
You can use the dsmash 3 times. then the foe will be released into the air. Side B is usually something that catches people by surprise. that is if not spammed. her spikes are...strange in it's on way. Her down B can be a recovery tool if DI'd correctly. Her uair is good for combos too. xD
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Zamus
Nov 2, 2008 13:44:27 GMT -6
Post by мғв.halloway on Nov 2, 2008 13:44:27 GMT -6
I've only had the opportunity for two down smashes before people break out. Some can be combo'd upwards of 90% but I don't have the patience to find correct timing for each character, and I'm not going to spam like that. Her meteors are very odd, unexpected and hard to get used to, both user and victim alike.
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Zamus
Nov 2, 2008 17:30:44 GMT -6
Post by Emergency on Nov 2, 2008 17:30:44 GMT -6
I guess 3 times for the heavier peoples. I agree her spike is VERY different.
But then again. you can use her upB instead yes?
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Zamus
Nov 2, 2008 23:26:47 GMT -6
Post by мғв.halloway on Nov 2, 2008 23:26:47 GMT -6
Yes. Her upB is a spike but smaller character can DI out of it pretty easily and they're hard enough to hit as it is. Characters with long recoveries that can be, and commonly are, used to travel high up and reset without edgegrabbing are very susceptible, obviously. SNake, ROB, Kirby at times, DDD, etc. I'll have to try three times for down smash a little more. Thanks for the correction.
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Zamus
Nov 3, 2008 6:20:32 GMT -6
Post by Emergency on Nov 3, 2008 6:20:32 GMT -6
My feedback and anwsers are usually my assumption. Just because I have no real proof to prove it off of. >_< I don't have SSBB so I can't do any real testing.
But onward! You don't have to use upB to spike kill them. You can use them on-stage, so you can bring it into more combos. etc.
The Dsmash, if your certian it will always hit twice, try setting it up into something ZZS is good at.
(Once again, I apologize for my inaccurate opinions.)
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Zamus
Nov 22, 2008 14:31:50 GMT -6
Post by мғв.halloway on Nov 22, 2008 14:31:50 GMT -6
Her dtilt is pretty wonderful. I hadn't really considered it until recently simply because I don't really use tilts. It really sets up for some air combos nicely. One complaint I have with zamus, however, is her inconsistency with the <B sometimes, at short range, it just travels through people with no knockback or damage, but with all the lag. almost like a failed grab. Does anyone have an explanation for this or is it just a range thing. i don;t quite know. I've never seen it anywhere else before so maybe it's just me.
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Zamus
Nov 22, 2008 19:29:11 GMT -6
Post by мғв=Bane on Nov 22, 2008 19:29:11 GMT -6
D-tilt is awesome. Zamus can also crawl along the ground to get close to her opponents and use it.
As for the Side-B, It's not the only attack that increases in strength with range (Din's Fire) but it's unique in its small damage at close range. I would expect it to do damage on any part of the whip, but maybe the whip "spins" (when one looks at it from Samus's perspective) and it does more damage based on the more it's spinning. (Or the greater distance it needs to travel while spinning.) So, since it spins little at the tip of her gun, it does little damage there, but at the flailing tip it does more because it has more speed, and the power concentrates there.
That's just a "theory" though. I should apply the Physics you have taught me on this problem! Considering I've only completed trimester one of Physics, however, I might not get very far.
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