• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Getting off an occupied ledge

DISGRACE

Smash Rookie
Joined
Feb 24, 2014
Messages
1
Location
Massachusetts
So I've noticed people are getting smarter about how to ledge-guard ivy. I'll use the example most common against me, Marf.
If he's on ledge while our tether is on the ledge, we get sent up in the air. Often, against less experienced Ivy matchup players we can just DI back and grab ledge after they try to punish with a Fair or something of the sort. If we DI into the stage, we get punished. If we try to DI back and they stay on the ledge, we have to use our final UpB and get punished anyway.
I've been thinking maybe a seed bomb straight up that will force him to either get hit or avoid it, but I can't seem to get the timing down. Because of the nerfed Dair I can't even try to spike him off because often I'll go too low to UpB again.
Does anyone have any suggestions on how to get Marf the hell off our ledge so we don't get punished?
 

Swann

Smash Journeyman
Joined
Oct 8, 2011
Messages
273
Location
Raleigh, NC
So I made a thing detailing the different DIs we can do and stuff.

Basically you're going to want to try and put a hitbox near the ledge so they have to hop off. Fair and leaf work best for this. Seed bomb works too, but you will need to practice a lot to memorize the correct spacing (much less lenient).
 

TreK

Is "that guy"
Joined
Aug 27, 2008
Messages
2,960
Location
France
So I made a thing detailing the different DIs we can do and stuff
I'd just like to add to this :
It's a fairly technical maneuver, but you can actually strafe back just enough that you will edge cancel the landing animation. From there, if your control stick is in the direction of the edge you'll be airborne on the next frame (frame 28 if you're frame perfect on your fast fall and pixel perfect on your strafing, but nobody's that perfect so let's just say 34-35 is a good estimation). If your control stick is in neutral position however (which is pretty hard since you were strafing and stuff), you'll be in a teeter animation instead, from which you can do anything you'd like (which, considering the situation, is most often going to be a shield or a jab)

30 frames is still enough for most characters (especially Marth) to land a consequent punish on Ivy on reaction so it's not the tool that will save 3.5 Ivysaur, but I think it's good enough that everyone should learn it.
 
Last edited:

Swann

Smash Journeyman
Joined
Oct 8, 2011
Messages
273
Location
Raleigh, NC
I've been considering adding that but since it's not really "frame data" nor a boundary case (because you are in the middle of the two extremes, by definition much easier to punish) that it didn't really have a place there.

I guess since it shortens the amount of frames until retether it's worth adding. I'll try and do that as soon as I can.
 
Top Bottom