One of her biggest flaws is her lack of out-of-shield options; her tether grab is slow to come out and has over 60 frames of ending lag, making shieldgrab a high-risk option against shield pressure. The ones commonly considered to be roughly even include Marth and Snake, while her matchups against Meta Knight, Olimar, Pikachu and Wario are seen as her most difficult matchups, hovering around the 60:40 mark. This page was last edited on 19 March 2019, at 19:52. As such, having good and fluent movement is vital to competitive play with ZSS. informasjon for deltakere; season #1; season #2; season #3; season #4; season #5; tournaments. It has low cooldown, so it can be used to force an airdodge and ZSS will be able to punish the same airdodge with a second up air. It costs $100 a year for the privilege to post an app on the Apple Store. In this lesson, you will learn how to access rows, columns, cells, and subsets of rows and columns from a pandas dataframe. Her up smash and up special (Plasma Wire) both stretch vertically, so they are of little use against horizontally safe shield pressure. This behavior can be avoided by passing the argument drop=FALSE as follows. Others flaws in ZSS' gameplay exist, which are more significant hindrances to her viability and her position on the tier list. The main flaw to this move is that it has 19 frames of startup (with the hitbox being active on frames 20-24), making it hard to land against an opponent who doesn't leave many large punish windows in his/her gameplay. On TZ discord, they use “HRM”, e.g. Paralyzer deals less stun than down smash, though, so they guarantee weaker followups. View more about us and our teams. The remainder of her moveset on the ground is quick to start but punishable on shield and generally low-reward; her jab combo can be shielded before the third hit by most of the cast, her ftilt does little damage and doesn't set up into much, and her up tilt and dash attack both lead to good damage/positioning but are very unsafe on shield. Though the way ZSS plays neutral will vary greatly depending on the MU, ZSS generally seeks to put her good movement to use, approaching with spaced short hop aerials like nair or bair. Additionally, her mobility on the ground can be bolstered even further through use of glide tosses and jump-cancel tosses - both of which are readily available to her at the beginning of every game due to the fact that she spawns with 3 armor pieces from her Power Suit. Can transition to Manual kick as early as frame 14. It also hits slightly behind her, has decent vertical range, has transcendent priority (so it will not clash with any attacks), cannot be Smash DI'd, and is active for 5 frames. At this point you know how to load CSV data in Python. In the air she is less mobile - though still fairly fast - having the 11th highest air speed (tied with Bowser and Marth) alongside the 4th best Base Aerial Mobility (tied with Ivysaur, Lucas, Ness, Pikachu, and Zelda), allowing her to weave horizontally in the air fairly well. Conversely, ZSS herself has some trouble when being juggled, as she has limited landing options and must resort to more unorthodox (but still punishable) options. Some frame data was cross referenced with information provided on KuroganeHammer. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage. Zero Suit Samus (ZSS for short) is a newcomer to the Super Smash Bros. series, making her first appearance in Super Smash Bros. Brawl. t7 s4 frame data; ttt2 frame data; ranbats. airdodge, down air, retreating aerial, etc) which - if predicted - can be punished with her down smash. She is currently ranked as the 9th best character in the game, which can be attributed to her high mobility, her strong aerial game, and her relatively high potential to string/combo moves together. Good ZSS players will be seen using down smash/sideB/laser/grab only occasionally and/or from safe distances so as to avoid being punished for using them. Nowadays, the Falco matchup is considered only a slight disadvantage for ZSS. RECOVERY. Ultimate. This means it is a strong tool for zoning at neutral (as it is safe on shield), as well as a great ledge pressure tool. Fully constructed phantom activates automatically on frame 120. royal rumble; ttt2 launch event; goodbye t6 med ssfivaev.2012; x-mas beatdown ii; x-mas beatdown; rbn summer kickoff; rbn – se2 – 3vs3; rbn – se1 – 3vs3; tekken nm. A landing up air, back air, or neutral air can all be made safe against a stationary shield with very precise spacing. She also has the 4th fastest Walk. Manual release total frames is 39. Advantage is for manual release". ZSS' down smash is also of great importance to her metagame. Both deal good damage and can results in a kill, meaning these low-risk high-reward options. Total frames includes 13 frames of hitlag, SH / FH / SHFF / FHFF Frames — 38 / 55 / 27 / 39, Fall Speed / Fast Fall Speed — 1.7 / 2.72, Out of Shield, Forward Air or Up Air — 9 frames, Shield Grab (Grab, post-Shieldstun) — 19 frames, Jump Squat (pre-Jump frames) — 3 frames (universal). Bomb explodes automatically on frame 83. This makes it one of the best punish tools in the game, as it allows ZSS to deal massive damage off a single punish, and at high percents it sets up into a kill move of her choice. As mentioned before, grab is slow to start and easily punishable, and against most characters it doesn't lead to much damage either. DAT is a form of files used by many applications to store data. She is the 8th lightest character in the game, and her slightly-above-average fall speed means that she is still prone to some short locks/chaingrabs which wouldn't work on other characters of similar weight.