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Countering Ledge Recovery Options

busken

Smash Ace
Joined
Nov 28, 2014
Messages
677
Despite his most notable nerfs in range and damage, utilizing all of Meta Knight's strengths are more important than ever before. I believe his strengths lies in his recovery options, which in turn, make his edge guarding options very strong. This being said, I think us, as Meta Knight players, have to do everything in our power to deny our opponent of the edge and convert it into a possible gimp. Having this in mind, countering ledge recovery options both individually and simultaneously are very important. Below are all Ledge recovery options. As we continue to discuss, I will add viable moves to counter that respective option. All Ledge recovery options are listed below. Anything not listed are character specific, and can be discussed in that respective match-up.

The 100%+ options are no longer available in smash 4, all other options are the same regardless of percentage. The <100% Climb, Roll, Jump, and Attack are normal speed.


Climb: By pushing the control stick towards the edge, the character will climb up onto the stage. Quickly pressing shield, allows the opponent to shield almost as soon as the land on-stage. Long-Lasting hitboxes are the best way to punish. Another option is a jab. Any other options are not common or viable, as the start-up lag is punishable and does not provide quick retaliation. Ex. Climb, Fireball

Attack: By pressing an attack button, a character will climb up onto the stage while performing an edge attack. This is primarily useful when the opponent is next to the edge, as a counter attack. This is the most common option recovering from the ledge.

Roll: By pressing the shield button, a character will climb up and roll forward a moderate distance. They will perform their normal roll animation.

Jump: By pressing a jump button or pushing the analog stick up, a character will leap upwards and slightly forward. However, this move does not give a character invincibility frames. This is where character specific approach options come in and are viable. Ex. Jump, Fox Illusion


Let go (away): By pressing the control stick away from an edge, a character will let go or leap away from the stage. Pressing the control stick away and jumping at the same time has the same effect of performing a reverse midair jump in place. Your opponent will usually perform a physically-oriented special or aerial while doing this.


Let go (down): By pressing the stick down, a character will let go and fall downward. Tapping the control stick down will cause the character to fast-fall. Uncommon option, retaliation through this option are usually rare and character specific. Ex. Ike's Aether

More ledge options explained in-depth credit to @Jtails: https://www.youtube.com/watch?v=TNdlN6uRbNE

Counter to Attack:

Counter to Roll:

Counter to Jump:

Counter to Let go(away):

Counter to Let go(down):

Please discuss what moves we can use to counter these options, even if they are match-up specific. I will continue to edit the OP with options we have listed as well as ledge recovery options I didn't list. Don't be afraid to include how to space the offensive move and when to use it.

Remember, our end goal is to find the best moves and spacing to cover as much defensive options as possible, limiting the amount of reads we need to get the punish.
 
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ぱみゅ

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Mach Tornado beats standard getup, jump, and roll. It can also beat drop-jump and Ledge Attack if you read them and/or space Tornado well, but those last two can beat Nado if you're not careful with it.
 

busken

Smash Ace
Joined
Nov 28, 2014
Messages
677
I just wanted to quickly stress spacing from ledge. As spacing is very important in beating many options. After watching some videos I have found that the perfect spacing is shown here https://www.youtube.com/watch?v=a-Z5Lxsdhnw&feature=youtu.be at 0:43 Shoutout to @Sideswipe

I think this is the best option because you're not to close or to far. This allows to beat almost every ledge option they choose with the proper punishment. Just short hop fastfall and respond with the respective option. Rolling, Get-up, and Jump Off Aerials are beaten by drill rush which has the effect to spike the opponent as well.
 
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