Kyu Puff
Smash Champion
Do you mean drifting back off the side platform or forward towards center stage? Either way the tournament winner is too slow and vulnerable to really be practical; the only situational uses I can think of involve preemptively covering high recovery options without getting back on the stage first (for characters like Ganon/Falcon).So today a friend showed me that Ice climber's tournament winner (jump from ledge) makes it really easy to edgecancel a move on yoshis. Is this a thing that is known to you guys? And is it really worth using? It seems at the least to be pretty cool.
1. There are several things you can do, but they all take experience to implement effectively.Chu has inspired me to actually try practicing instead of just down smashing and wobbling
Questions:
1. What do I do to counter Falcons who stomp five times per second? I was totally wrecked by one recently. I feel like none of my moves would come out quick enough to stop it.
2. Ledge guarding: I occasionally kill a Fox with a well timed forward smash, but I feel like it's too slow to do all the time. What should I use instead? I saw people using blizzard into forward smash and forward tilt. What is faster? And how do I do the dair from ledge? Do I drop and down air? Or am I supposed to jump and down air?
Edit: Another thing that I can't seem to do is charge a forward smash while wobbling. How do you do it? Sometimes I'll try it by going from tapping A in wobbling to randomly hold it down, but the sequence of events is usually someone charges the smash but the other character holding the opponent just lets go before it comes out. How does Fly hold them in a grab for so long while it charges? And when do I start charging? After popo headbutt or what?
- The most obvious is shielding or rolling so that he misses you and you can regain your footing. A well-timed (late) stomp is not shield-grabbable, but sometimes he might mess up, giving you an opportunity to grab or b-air, depending on where he lands. If he doesn't mess up you'll usually be forced to roll or wavedash away in attempt to escape. Generally, shielding Falcon's stomp or knee is not safe and should be avoided unless you have no other options.
- The second thing you can do is preempt him with your own attacks, namely u-air, u-tilt, u-smash, and b-air. The first three cover a good amount of space in Falcon's short hop range, which make them especially easy to land. When one of them connects you can usually follow with a grab, smash, platform tech chase, or u-air. In other words, the best defense is a good offense--pressure his space rather than just running away. With that said, a lot of Falcons will mess with fulljumps and platforms to bait you, rather than attacking directly; in this case you should threaten his space but not overextend unless you are confident you will hit him. It's usually better to read his landings/jumps than to follow him into the air.
- Expanding on the last point, you can try to make slight adjustments to your movement and spacing so that he straight up misses. For example, if he aims stomp where you're standing, and you do a medium-length wavedash back, he might land right in front of you, giving you an opportunity to grab or dash attack (depending on the amount of space). If he recognizes this trick and attempts to overshoot his aerials, you can simply run forward (or run and short hop u-air). Dash attack is pretty sweet in this match-up, well namely because it leads into grab or a million other combo options, but also because it moves you forward, sometimes leading to mix-up situations where you'll either hit Falcon or move right underneath his jump, resetting the situation to neutral.
2. Edgeguarding Fox is actually really difficult in my opinion. Everything is situational, and he has so many recover options that it's difficult to react 100% of the time. With that said, there are a few things you can watch for. If he starts Firefox below the stage, you can cover the ledge with d-smash or f-smash. D-smash is faster which can make it easier to react to different Firefox angles, though it's not quite as disjointed. As Sopo, covering the ledge with a smash is more difficult because the hitbox isn't out for as long, which is why people sometimes rack up damage with ledgehop d-air. To use d-air in this context, press down to ledge hop and fastfall, then double jump and immediately d-air as you drift back onto the stage. If timed correctly you can hit Fox out of his up+B and reset the situation.
If Fox is offstage with his double jump intact, you'll need to watch for his side+B at various heights (sweetspotting the ledge, straight into you, just clipping your head, or over you/onto the platform). You can cover the first two options (besides a perfectly sweetspotted side+B) with a well-timed d-smash. Unfortunately, he can space the side+B so that it goes over your d-smash but still hits you. I think some people have Nana Blizzard to make these options easier to cover--just keep in mind that Blizzard might provide inconsistent results, as the hitboxes are finicky and your opponent can SDI to change their position.
If he's offstage witth no double jump, but he's above the stage (i.e. drifting from a top corner), it's easier to react to his side+B options because his vertical height is known well before the move begins.
If he starts a Firefox above the stage, he usually has at least two options (sweetspot the ledge or go high) and sometimes a third (go straight at you). I haven't found a good way to cover every option. You can grab the ledge, threatening the edgehog, and then ledgehop u-air (covers the horizontal Firefox) or get back on the stage so you can punish his landing (if he goes high). If the u-air connects you can usually follow up with a b-air to knock him back offstage. Alternatively, you can wavedash back to only cover the straight/high options, leaving the ledge wide open. If he opts to sweetspot the ledge, you may not have edgeguarded him, but you'll at least still have a positional advantage.
Hope that all made sense.
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