Zetterburn Tech
Preface
Going through here, you'll notice there is a color code to help anyone look over tech and understand how useful or how prevalent they will be used during matches.
- Essential - Any tech with Essential are important to learn as they are commonly used in match-ups.
- Useful - Any tech with Useful are often very useful and good for mix-ups and many common situations.
- Situational - Any tech with Situational are tech that won't commonly be used but still have a level of viability, something that you might pick up once you've learned anything above it in tiers.
- For Fun - Any tech with For Fun don't offer any advantage to play, usually just for style.
How It Works
Ever wish that you could mixup your opponents with Flip Cancels, and look cool doing it?
In essence, a Pity Flip is just a wavebounced Flip Cancel, but it is particularly useful due to that little roll that happens when Zetterburn becomes grounded. Doing a Pity Flip will let you roll back off the edge from where you were going, making it particularly useful for mixing up at ledge recovery or platform approaches.
To do this, input Down Special, doing it in a downward diagonal direction to face which way you want (left or right). Then, after pressing ShieldDefault Controls
Xbox:
GCN:
KB: to Flip Cancel, input the downward diagonal direction opposite to the initial direction you held. If you started with
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
, move to
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
, and vice versa. The initial direction should be aimed toward the edge you want to roll off, and the following direction should be aimed toward where you want to roll toward.
Application
This allows you to mixup your ledge approaches, as depending on your drift, you can either directly grab ledge, or you can roll off stage, regaining all your airtime resources, which means that you can either grab ledge, approach back with a double jump aerial, or even Pity Flip again to fake them out a second time.
This also allows for fluid platform movement, as you can instantly reverse which direction you are coming from laglessly. You can drift toward any edge you like, and you can retreat back only to come back with another hit.
All in all, it also just looks cool. Look at that furball do a somersault. Good job, Zetterburn. Good job.
How It Works
Shine can be jump cancelled and jumpsquat can be cancelled into a grab, therefore you can cancel a shine directly into a grab.
The tech is an essential tool for Zetterburn in every match up.
Because shine can be auto-floor hugged, most aerial follow ups zetterburn has can be counter hit, parried or shielded before they come out. Shine Grab is a great counter to these options, allowing you to punish your opponent to attempting high reward parries or counter attacks - forcing them to go for safer, less-rewarding options to avoid pressure (e.g. roll away).
While shine grab can beat crouch cancel, floor hug, holding shield, or parry out of shield - it can be avoided by a buffed roll out of block; a spot dodge on block or crouch cancel; or with DI away/no DI.
To perform a shine grab, input Neutral Special, then immediately input Grab and jump. Shine has 5 frames of hitpause, so you can buffer the Grab and jump immediately after the shine connects.