can 2-frame with either RamRam Smash or RR Tilt, both angled down.
Both moves can clank with the recovery's hitbox if you happen to hit them before the 2-frame animation (or if they hold down a bit to extend the hitbox).
RR Tilt is non-committal, allows you to walk back or jump, and it puts them in a very bad spot, although most characters can recover from it.
RR Smash, despite what people say here, is a lot more committal, since you can't move at all and can only throw out a Dragon Tilt / Smash to cover ledge options if you miss. If you just let RR Smash finish, you really can't pressure them, especially if they jump. Giving up your ledgetrap pressure isn't something you always want ; against some slow characters, you don't really care since they're still cornered, but against faster characters against whom you're not confident you have a high chance at 2-framing, you might want to go for a safer route.
Don't worry though, unless you were really late on your 2-frame tentative, you won't get punished for whiffing it. By definition, it's still not committal in 90% of cases, but you might not want to give up a potential ledgetrap, especially since RR Smash doesn't outright kill very well, and is a lot more inconsistent to land than it seems.
You CAN technically still try to ledgetrap after whiffing RR Smash by using Dragon Tilt / Smash (I don't recommend Smash but hey, you do you). However, it forces you to get a read :
- If you don't call out the ledge jump and they do it, most characters can punish you for whiffing DR Tilt (being under a platform may help).
- If you think they're not going to jump and you see them moving, you HAVE to DR Tilt as soon as they start their ledge option to catch neutral get up, get up attack & ledge roll. You need to react FAST, because if you miss and they shield the DR Tilt, in that specific situation you can't move or do ANYTHING, and I just tried in training mode, it's about -31 on shield, meaning you WILL get punished by most - if not all - characters.
- If they don't do anything, you don't have any reason to do anything, let the RR Smash cooldown end.
I suspect that Power Dragon (obtained after using a throw) can 2-frame as well, but I am going to need to spend more time in the lab for this one.
D-Tilt can 2-frame extremely poorly done recoveries (or
which have terrible 2-frame animations, I guess).
D-Smash may work as well (as an aside, it's an insanely good move - albeit situationally - that is VERY underrated currently)
Outside of 2-framing,
has a very potent edgeguarding game.
RR N-air is insanely good to do so :
- Pretty fast
- Good angle
- Very low endlag
- Lots of active frames
Dragon N-air and Megawatt N-air can be used, but RamRam seems to be the best for me.
Other, more exotic edgeguarding tools include stuff like run off / jump Aerial RR Tilt or - usually angled - DR Smash from onstage (+laser), and D-air to trade with hitboxes or as a hard read.
I also wanna mention that as you know, some characters can skip edgeguarding and ledgetrapping by recovering high, such as
.
Against this kind of recovery,
can use grounded UpB (charged or not), and pressure with multiple options (MW N-air kills obscenely early when done high, Power DR N-air as well (kills sideways), U-air kills surprisingly early as well, and UpB can kill pretty late (a lot earlier when empowered). RR & DR N-air can be used as a quick move to put them back offstage without the ressources they used to go high.
I could talk about
all day, but I'll stop here for this time, or this post will be a lot longer than people are willing to read (don't get me started on her ledgetrapping abilities).
For the record, I think she's a candidate for high tier, very polarizing character that may not be versatile enough to be solo mained, but she has some excellent stuff, and I bet there will be more to come in the future.