Red Shirt KRT
Smash Ace
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I like the idea of sticking it to the edge when the opponent is recovering. Haven't though of that one
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I go for this sometimes without the air dodge and I do enjoy some success with it.soft drop>DJ>Airdodge>UAir
I find bair is an unreliable ledge trump followup. The AIs fall for it every time but humans often dont.I can usually hit them with a Bair. Some good players realize that ledge trumping will get them hit and DI away so they don't get hit I believe.
I don't think DI is a factor. Your trajectory seems pretty set during the frames you are stunned.So there is DI when getting ledge trumped? Why does Shiek always land her bAir?
Of course.BAir is guaranteed after ledge trumping depending on your frame advantage upon trumping. All characters now have 22(?) Frames upon grabbing the ledge before they can act or be ejected via trump. I don't know how many frames you are unable to act after being trumped, but mega man has probably the best ledge trump BAir in the game due to how fast, strong, and big the BAir hitbox is. The ejection from the ledge is not affected by DI and is character specific. With the combination of soft and hard drops from the ledge and double jumps, mega man can cover a huge range with ledge drop>BAir.
The issue is that trump is beaten by roll/jump/attack getups.
If you have enough time, DAir upon vulnerable regrab = a teaching moment for your opponent.
By soft drop, do you mean tapping away from the ledge, or just down without a fast fall? Is there a resource on what covers each character?BAir is guaranteed after ledge trumping depending on your frame advantage upon trumping. All characters now have 22(?) Frames upon grabbing the ledge before they can act or be ejected via trump. I don't know how many frames you are unable to act after being trumped, but mega man has probably the best ledge trump BAir in the game due to how fast, strong, and big the BAir hitbox is. The ejection from the ledge is not affected by DI and is character specific. With the combination of soft and hard drops from the ledge and double jumps, mega man can cover a huge range with ledge drop>BAir.
The issue is that trump is beaten by roll/jump/attack getups.
If you have enough time, DAir upon vulnerable regrab = a teaching moment for your opponent.
In fact, it you stick a Crash bomb on the ledge, it WILL Stage Spike. That is because it was sent towards the stage and therefore it will send people towards the stage. It isn't very precise, but it can kill people or save them depending on the stage.No crash bomb usually sends at an upward angle. It depends where they are at and I believe where the crash bomb is on the character
In that case, the same thing happens : if the Crash Bomb sticked itself on an opponent while moving to the left, the opponent will be sent to the left and would have to be near the right ledge in order to get stage spiked, and is in the same scheme if you reverse the directions.I was thinking if the crash bomb was attached to the character not the stage
Once jigglypuff hits something while in rollout, they can't do anything until they touch the ground. Easiest way to edge guard a jigglypuff trying to return this way is to stand near the ledge and shield. They bounce of shield and spin helplessly to their doom. Jigglypuff also can't ledge grab while in that state.Does anyone know what this is:
It's old, but it has less than a 1000 views so I wasn't sure if people had seen it. Is this actually a reproducible/useful thing? I assume it's not, or people would be doing it by now, but I'm mostly wondering if anyone knows exactly what happened.
This is my goto for edgeguarding as well, especially for characters who stall low to avoid DAir, and don't have a hitbox on their recovery moves. In particular, and are very susceptible to it. If tethers predictably you can run off BAir as well.running off ledge and bairing is always fun for low recoveries. usually I just pressure and zone with metal blades and setup a spike if I'm able.
Leaf Shield can be pretty funny against tether recoveries. If you have LS up and run off stage and/or drop into a ledge grab, you're pretty much guaranteed to knock them out of their tether before they reach the stage.How do you guys deal with tether recoveries? There's a lot of Links / Toon Links and I feel I miss a lot of kills cause tether recoveries are so gooood. However I do know that they have no invincibility as they're being dragged up, so I tried throwing downward Metal Blades a few times but I was a little slow on doing it so I'm not sure how effective it is. How do you guys deal with it?
Thanks a lot for the help! Definitely will need to try all of this out, and I can't believe I haven't thought of using Leaf Shield in this match-up. Additionally I really do need to get into the habit of ledge trumping, I'm so used to diagonal metal blades into up tilts for my kill setups that players usually can predict it pretty well when I'm in the air (I suppose that is conditioning them for a tomahawk though) so I really do need to work on my off-stage game and ledge trumping into B-Air for kills.Leaf Shield can be pretty funny against tether recoveries. If you have LS up and run off stage and/or drop into a ledge grab, you're pretty much guaranteed to knock them out of their tether before they reach the stage.
Most Links / Tinks will react to this by immediately spamming UpB, but if you're in your ledge invincibility Leaf Shield will cancel this once or twice too. Sometimes they'll get desperate and shoot past the ledge when they finally UpB past your LS, whereupon you can do a ledge get up (extending your invincibility frames) and dsmash them. Alternatively you can attempt to spike them with dair or stagespike them with nair if they try to wait LS out.
Ledge trump is good here too. Tether recoveries are fairly predictable and it's easy to time a trump for when your opponent snaps into his ledge grab. If your opponent has a habit of buffering a jump after snapping to ledge (something I see a lot of players do), punish it by having a bair ready for them.