Zero Suit Samus (SSBB)/Down smash: Difference between revisions

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Down smash is actually considered to be a projectile, although it cannot be reflected. This aids the move a lot as when Zero Suit Samus lands the move, she will not suffer from any [[hitlag]] (while her opponent does). Along with its already low ending lag, this achieves two things. The first thing this does is that it gives the move even less ending lag when it connects, allowing Zero Suit Samus to act very quickly after landing it.  
Down smash is actually considered to be a projectile, although it cannot be reflected. This aids the move a lot as when Zero Suit Samus lands the move, she will not suffer from any [[hitlag]] (while her opponent does). Along with its already low ending lag, this achieves two things. The first thing this does is that it gives the move even less ending lag when it connects, allowing Zero Suit Samus to act very quickly after landing it.  


The second thing this achieves is that this makes the move incredibly safe on [[shield]], as the opponent goes through shield lag while Zero Suit Samus doesn't. The move is only -4 on shield, which means that {{SSBB|Mario}}'s {{mvsub|Mario|SSBB|up special|alt=Super Jump Punch}} is the only move in the game which can punish Zero Suit Samus' down smash on shield and even then, Mario can only punish the move if Zero Suit Samus poorly spaces it. She can shield or [[spot dodge]] through any other [[OoS]] option, and the move becomes even safer if spaced properly. Even if the move is [[power shield]]ed, it can still only be punished by quick jabs or very quick tilts for a majority of the cast. Additionally, if the move is charged, it becomes even safer on shield, to the point where it can be + on shield if it is charged enough and landed during its later frames.  
The second thing this achieves is that this makes the move incredibly safe on [[shield]], as the opponent goes through shield lag while Zero Suit Samus doesn't. The move is only -4 on shield, which means that {{SSBB|Mario}}'s {{mvsub|Mario|SSBB|up special|alt=Super Jump Punch}} is the only move in the game which can punish Zero Suit Samus' down smash on shield and even then, Mario can only punish the move if Zero Suit Samus poorly spaces it. She can shield or [[spot dodge]] through any other [[OoS]] option, and the move becomes even safer if spaced properly. Even if the move is [[power shield]]ed, it can still only be punished by quick jabs or very quick tilts/specials for characters who have frame 4 or faster options. Additionally, if the move is charged, it becomes even safer on shield, to the point where the fully charged version is 0 on shield, making it completely unpunishable.  


Because it is a projectile, down smash can be [[absorb]]ed. Against {{SSBB|Mr. Game & Watch}}, {{SSBB|Ness}} or {{SSBB|Lucas}}, this is a detriment in a 1v1 battle, as they can avoid the down smash by absorbing it. Ness and especially Lucas will heal a healthy amount of damage for absorbing the move, while Mr. Game & Watch can fill his bucket to maximum power which can [[OHKO]] Zero Suit Samus. This makes down smash much less useful in these matchups, although she still has a solid matchup against those characters overall.  
Because it is a projectile, down smash can be [[absorb]]ed. Against {{SSBB|Mr. Game & Watch}}, {{SSBB|Ness}} or {{SSBB|Lucas}}, this is a detriment in a 1v1 battle, as they can avoid the down smash by absorbing it. Ness and especially Lucas will heal a healthy amount of damage for absorbing the move, while Mr. Game & Watch can fill his bucket to maximum power which can [[OHKO]] Zero Suit Samus. This makes down smash less useful in these matchups although due to its low ending lag, Zero Suit Samus can actually punish these characters if they absorb her down smash (especially Mr. Game & Watch).  


However, down smash's absorption property makes it an incredible tool in doubles. When Zero Suit Samus is paired with Mr. Game & Watch or Lucas (and Ness to a lesser extent), she can easily use her down smash combined with their down specials to great effects. Lucas can easily heal a lot of damage, allowing him to live for a very long time, while Mr. Game & Watch can fill up his bucket to maximum capacity, which can easily OHKO the opposing team. This results in down smash remaining an excellent tool in doubles, despite the fact that it is harder to utilise in most circumstances outside of its absorption properties. This also results in Mr. Game & Watch and Lucas being some of Zero Suit Samus' best teammates in doubles, as they grant her down smash some additional powerful utility.
However, down smash's absorption property makes it an incredible tool in doubles. When Zero Suit Samus is paired with Mr. Game & Watch or Lucas (and Ness to a lesser extent), she can easily use her down smash combined with their down specials to great effects. Lucas can easily heal a lot of damage, allowing him to live for a very long time, while Mr. Game & Watch can fill up his bucket to maximum capacity, which can easily OHKO the opposing team. This results in down smash remaining an excellent tool in doubles, despite the fact that it is harder to utilise in most circumstances outside of its absorption properties. This also results in Mr. Game & Watch and Lucas being some of Zero Suit Samus' best teammates in doubles, as they grant her down smash some additional powerful utility.
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