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FastFall Reverse U-air edgeguard is TOO GOOD

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
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12,542
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RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
It deserves its own topic.

Like seriously, this is 80% of the time your best option when your opponent is recovering from below. Most of the time it will happen so fast your opponent won't know how to react. The other great part is that it covers a ridiculously huge area making it really hard for your opponent to not get hit. If you hit them into the stage, they will probably get stagespiked and die or the next move they do will be an easy target for your Up-B, which will probably also stagespike them again. Then of course if you hit your opponent away from the stage, they will probably die unless they have an ultra gay recovery.

I think I recently KOed mr kennedy44 this way during my online Ganon tourney. I might have saved that particular replay, so yay.
 

A2ZOMG

Smash Legend
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A2ZOMG
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If someone is trying to recover for the ledge (aka from below), then face backwards, jump offstage and fastfall a U-air.

It's amazing because this exploit's the U-air's massive hitbox to the maximum.
 

hyperstation

Smash Lord
Joined
Jun 24, 2008
Messages
1,009
Location
Brooklyn
I use this tactic religiously. Fast falling your tipman edge guards is essential. It gives you the range of a falling fair with way more speed. I like to jump, ff reverse uair, then do another uair, bair, or dair on my second jump if I miss the first one. Then I recover, of course.

My only problem is - and I am faulting my controller's c-stick for it (nah just johning...I might just be getting too excited for the spike and tilt it diagonally) - is that my fair accidentally comes out with annoyingly high frequency. As you might all know from experience, an accidental ff fair off the ledge doesn't exactly make recovering easy. In other words, be careful and extremely deliberate with your uair. Don't get caught fairing with your pants down.

Most importantly: A2ZOMG, you're right. This move is brutal. I've been fast falling a lot of my edge guard aerials recently, and it totally changes the game. Even if you don't FF the actual aerial, take care to FF and control your trajectory while in the air. Even though ganon has pretty horrible lateral aerial control, the little push up down left or right can often save your hide in addition to getting the KO.
 

SaltyKracka

Smash Lord
Joined
Oct 12, 2008
Messages
1,983
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San Diego, CA
Hmm, I'll have to try this out sometime. Unfortunately, I only ever get matches in WiFi. Boo SoCal's lack of Brawlers.
 

hyperstation

Smash Lord
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Jun 24, 2008
Messages
1,009
Location
Brooklyn
It makes sense that the bulk of the ganon boards' members would be living out in some gerudo-like desert. har har har
 

hyperstation

Smash Lord
Joined
Jun 24, 2008
Messages
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Brooklyn
Would this kill earlier than the BOOT? Since the hitbox is larger it seems more efficient.

:079:
The boot is a ground tactic. RAR FF Uair is an aerial tactic (obviously). They can't really be compared. The boot would only be an option if your recovering opponent misses his sweet spot on the ledge and pops up above the stage...something that will happen 1/50 recoveries on a tournament level player (pulled that number out of my butt, but sounds about right, even for my own recovery stats). RAR FF Uair comes out really quickly, covers insane vertical distance on a fast fall creating a "brick wall effect", and even allows you time to get a second jump bair, uair or situational dair before having to recover. Insane. Really, that's just ridiculous for a character who should be relegated to firm ground due to his "worst recovery in the game".

I'm over the ledge probably 8 or 9 out of 10 recovery attempts by my opponent. That's where I'm most dangerous and can subsequently get the most kills. When Ganon's in the air without ground below him, he's able to do whatever the eff he wants without being punished by the ground with disgusting lag. I have a seemingly limitless number of combinations of jumps, uairs, dairs, bair, fairs, nairs, airdodge, up+b, side+b, down+b, all with or without fast fall, angling towards/away from the stage, facing forward/backward etc. Counting on the boot leaves you precisely one (1) option. Not quite comparable. Let's not even start talking about all the approach options Ganon has over the ledge: SH, SHFF, FJ, FJ FF, DJ/DJ FF (mind game tipman homie!), speed hugging to bair/uair/stage scarring, wiz kick cancel over the ledge, thunderstorming over the ledge, quaking the ledge, airdodge to uair after invincibility frames expire/stage scarring, RAR, etc. It's really crazy everything you can do over the ledge when you list it out, especially since it's so easy to fall into a rhythm using the same (good) technique over and over again.

Any Ganondorf worth their weight in salt will be absolutely disgusting beyond the ledge. Beyond the ledge, both my offensive and my recovery game have become arguably the most developed aspect of my play style because I spend so much time over there (it's caused by a long running hangover from meleedorf. That guy could just cruise over the ledge forever). My main ground behavior is based around getting the m. f***er over the ledge so I can finish the job as quickly as possible. Of course, this isn't necessarily the case for god tier recoveries like MK, Samus, Kirby, Rob, etc but I usually do it anyway just for the satisfaction of a meteor smash or a well placed tipman.

In short:

I want people to realize that when Ganondorf is chosen on the character select screen, a line is drawn in the sand at the edge of each side of the stage, and he's daring them to cross it.
 

TP

Smash Master
Joined
Sep 28, 2008
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3,341
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St. Louis, MO
Can every Ganon main please move to one spot? I'll join you. It's probably going to benefit everyone, Ganon most of all. I have NOBODY to play with. I'm about to shelve Brawl just because all my opponents moved away. So please, move to St. Louis.
 

Denzi

Smash Master
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Jul 25, 2008
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Cleveland, OH
This isn't that good. They can airdodge.
jk
Seriously though, aren't you pretty much dead if they don't get hit?
 

Jekyll

Smash Ace
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Aug 3, 2005
Messages
997
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Redwood City, CA
...Airdodging is the last thing they want to do. It'd be smarter to try and attack before ganon's foot made it around(if the character is even capable of attacking at that angle). If Ganon times it right, he can throw out another attack as they're popping out of their airdodge. This normally is stronger than a tipman and ends up stage-spiking or killing the opponent most of the time.

In the end, nothing is completely guaranteed, but if executed well enough, this definitely qualifies as "good".
 

A2ZOMG

Smash Legend
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A2ZOMG
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This isn't that good. They can airdodge.
jk
Seriously though, aren't you pretty much dead if they don't get hit?
It's not like they can hit you back even if you miss. Unless their recovery is super super gay.

You can easily make it back. Just save your double jump before doing this and you should generally not have trouble getting back to the stage.

At the position where you would be using this, they wouldn't have time to air dodge, or they would suicide trying to avoid you.
 

Mith_

Smash Champion
Joined
Jul 30, 2008
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2,376
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Augusta, GA
See, this is what you get from not giving up on your character because it is low tier: their game evolves.

This move is pretty ****in beastly. I'm big on fighting off of the level (even when I'm using people with **** recoveries, lol Yoshi) and this will make off stage fighting with Ganon even easier and stronger.

Ganon for Man Tier? lololol. :079:
 

Sliq

Smash Master
Joined
Jan 13, 2006
Messages
4,871
Bravo. Sliq is indeed amazing and so can you. Back to the Bowser boards, Benedict Arnold.
I've got a better idea. You go back to the land where no one knows you because you haven't done anything worthwhile, and I'll constinue being awesome.
 

deadpoe7

Smash Apprentice
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Mar 21, 2008
Messages
179
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Gainesville, FL
See, this is what you get from not giving up on your character because it is low tier: their game evolves. :079:
Couldn't agree more!

However, even though this move is probably the consistently better choice for off the stage, I'm going to have such a hard time NOT going for the thunderstomp.
 
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