The Z-Air
By AlphaZealot | Published: August 4, 2008 6:50pm EST
![]() Performing Samus’ grapple move while in the air, by pressing the Z-button, is known as the Z-Air. The Z-Air is a quick move with a lot of range, but a minimal damage output at 4%-7%. It is canceled automatically on landing and won’t leave you open, making it a great tool for poking at opponents outside their range. One of the most useful traits about the Z-Air, is that it interrupts most attacks and briefly stuns the opponent. If you are close enough, you can perform the Z-Air just before landing. Hit the opponent, and then punish the stun with a ground attack, of which the F-Tilt or F-Smash are likely your best options. The Z-Air also has a surprise element attached to it because most opponents will likely be watching for missiles at a distance and normal air attacks at close range. With that in mind, they will likely choose a distance just outside most of your air attacks while spacing, which just happens to be the optimal distance to hit them with a Z-Air (though not very punishable). The Z-Air can also be performed while getting up from the edge. From the edge-hog position, press down or back on the control stick to let go, immediately jump, then press the Z-button to perform the Z-Air. If done quickly, the Z-Air should reach near full extension. If it connects with the opponent, they should be stunned and open for another attack, though it depends somewhat on how close they are to the edge of the stage. One final tidbit on the Z-Air is that two can be performed in a single full hop, sometimes allowing for the second Z-Air to hit the opponent if you miss with the first. A regular Z-Air will do 4% damage and does not degenerate from stale moves. The Z-Air can be sweet spotted too. If the tip of the grapple hits the opponent, then the damage output increases to 7%. This will also not degenerate from stale moves. |






