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Ledgegrab-to-Stage Maneuvers and Techniques

hyperstation

Smash Lord
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I'm sorry in advanced that I won't be able to make a legitimately informative OP.

I got the idea for this thread yesterday when I was in a long series of WiFi matches, during which I realized that arguably the weakest part of my game is the part that occurs between a Ledgegrab and getting onto the stage again. My hope is that we could start an exhaustive, in depth discussion of every possibility that can occur between the ledge and the stage.

I don't intend for this thread to outstay its welcome. I hope to organize all the intel collected herein into the OP, and upon exhausting the list, it could be copied to Swoops' guide or Gleam's list, or whatever; the thread is just a means to an end. So on that note, let's get our hands dirty.

Basic Ledge-to-Stage Options (those which require the press of a button to initiate):
  • Get-up attack (A, B, C-stick) - <100% = Quick, large-ranged punch, >100% = Slower, smaller ranged kick
  • Just stand up (Forward on control stick)
  • Roll (R, L, Z)
  • Jump (Up on control stick, Y, X)

Jump -> Attack Options (those which are a combination of a jump and an aerial):
  • Jump -> Aerial Gerudo (Y -> Forward+B) - Practice the timing so your Gerudo almost immediate
  • Jump -> Wizard Kick (Y -> Down+B)
  • Jump -> Rising UAir (Jump -> Up+A)
  • Jump -> Rising Fair (Jump -> Forward+A)
  • Jump -> Nair (Y -> A)
  • Jump -> Dair (Y -> Down+A)
  • Jump -> Bair (Jump -> Back+A, while moving inside/behind your opponent)
  • Jump -> Flight of Ganon (Jump -> Airdodge -> Buffer a ISJR Jump and Down + B at the same time)

Stage Scarring (hitting your opponent from below a stage, through the stage):
  • Down Ledgedrop -> Rising UAir -> Ledgegrab
  • Down Ledgedrop -> Up+B -> Ledgegrab
  • Down Ledgedrop -> Rising NAir -> Ledgegrab
  • Note: One can opt for a Back Ledgedrop in place of a Down Ledgedrop, but risks missing the ledge's sweetspot more easily.

On RCO Lag:
When you grab the ledge with an Aerial Gerudo or a Dark Dive, you will incur 16 extra frames of lag the NEXT time you jump and touch the ground. This could occur A) after doing a Ledge Jump in any capacity, or B) after getting up onto the stage in any capacity without jumping, you will incur lag on the next time you touch ground following an aerial. Now, this lag will happen no matter what if you do the Aerial Gerudo or Dark Dive -> Ledgegrab. However, if you ledge grab with Aerial Gerudo, something strange happens. Upon getting up onto the stage, if your next time touching ground is via Aerial Gerudo or Dark Dive, the normal lag of these moves (which is fairly significant) is reduced by about half. This could happen via a Ledge Jump -> Aerial Gerudo/Dark Dive, or could happen after you get up onto the stage and do either of these moves as your NEXT aerial.

These are a few situations you should pound into your head:
  • If you grab the ledge with Dark Dive, realize immediately that if the opportunity presents itself that you can safely Back Ledgedrop -> Aerial Gerudo -> Ledge Grab, DO IT. This means that you then have the option of reduced lag on these moves once you're on stage, if you so choose it.
  • If you do a get up attack or a roll, realize that the next time you jump and land, you will be completely vulnerable for 16 frames. If your opponent gives you space, short hop immediately after getting up and land. Your lag is gone. You'll notice that many good Ganon players do this instinctively every time they get up from a Ledge Grab via Dark Dive or Aerial Gerudo.
  • You can Ledgedrop -> Dark Dive onto the stage and experience half the lag you would have otherwise. This technique is good if you Stage Scar your opponent with the Dark Dive, clearing them out of your way, then land on stage suffering only half of the normal landing lag.

I started the list with what I believe are the options that I believe to be most obvious and least necessary of description. With the exception of Jump -> Aerial Gerudo and Jump -> Airdodge -> Flight of Ganon - which both require a slightly more refined sense of timing than the others - these are the options which are most readily available and most easily executed.

But really, these weren't the reason I made this topic. I hope to engage in a meta-level discussion about not only "what are the options between the ledge and the stage?" but also "how do we use them?", "what conditions make option A better than option B?", "what are your most reliable techniques?", etc. etc. etc.

For starters, some of the things I personally need clarification on are all of the Ledgedrop -> Aerial onto the stage options. So hook me up, guys. I'm in dire need of assistance with this aspect of the game, and it became painfully obvious the other day vs. Salty Kracka who punished me time and time again on my get up techniques (more a factor of his excellent spacing than my sh*tty ledge game, but the point bears repeating).
 

:034:

Smash Hero
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The kick or punch is determined by your damage percent. Below 100% is that kick-*** high range punch, above 100% is the weaker and less range kick.

Things I use to get back on the stage is mostly the ledge attack, it's soooo good.

Otherwise, you can fair back onto the ledge, or you can simply fall off the ledge, then up+b and hold down. At the right length this will push you over the ledge, and people who stand there will get grabbed. Punishable, but fancy.

Orrrr, fall back then use uair/fair through the stage so that you hit them and you can regrab the ledge with FC (uair) or upB (fair).

Jump + Aerial FC is probably your best shot though. Low lag, and it's suprisingly fast. I use aerial FC just as much, if not more then normal FC. It seems faster on both start-up and lag...
 

Swoops

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Personally, I love f-air onto the ledge. Good range, sweetspots a lot, if they shield it pushes back very well, and better vertical range than attack. You need to put ledgedrop, DJ air dodge onto that list too. That's one of his best options.

As much as I love ledgedrop f-air off the stage, then UpBing back into it...if the player knows what they are doing, you're in for easy death by edgeguarding. If you're going to drop then DI an aerial away, use u-air.

I'll use u-air onto the stage sometimes, but the shield pushback doesn't justify it's lag.

The reason I love using onto stage aerials so much, is it helps out with the RCO lag. Sure, all of them have more lag than the recovery carryover, but at least you're doing an attack with it, and not leaving yourself defenseless.

Ledgejump>wizkick into the stage is still good sometimes, but not to be abused. Ledgejump>gerudo is great, but make no mistake, it can be punished hard.

Kosk uses a lot of ledgejump>immediate u-air. It works pretty well against my Ganon at least, so I'd like to experiment with it more. At the moment I'd say some of his best options are (in no particular order)...

Ledgedrop>air dodge onto stage
Ledgedrop>f-air onto stage
ledgedrop>u-air off/on stage (on stage vulnerable to shields)
ledgejump>gerudo
get up attack <100%
 

Gleam

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I do it anyways, but get up attacks I think are one of the worst ways to ledge recover. Mainly because Ganondorf has such a slow get up it (SHOULD) be easy to punish. This is why its easy for me to punish people who try to do get up attacks. I can just read their movements easily and counter it with a dash attack or wizards foot.
 

Lex Crunch

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If they're close enough, I'll ledgehop and then Up Aerial. If they're just in range, then I'll Aerial Gerudo out of a jump, cutting the jump short, and choking them. If they're at that magical distance, then a jump to an Aerial Warlock Kick is in order. Otherwise, I'll just climb the ledge like normal, or mix up the rest for mind games.
 

Shadow Nataku

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I think I stressed the importance of how good Ganny's ledgejump game can be in some of my older BrawlDorf posts. In some cases its actually vital to get it down since its sometimes his only way of heavily hurting some of the top tier characetrs. I need to point out some interesting technicalities/extra tidbits.

-I personally prefer a ledgedrop U-Air for ledge clearing. Fastest and goes through stage and stops them coming after me for a spike. To be honest its safer than ledgejumping and its Ganny's fastest move out of grabbing the ledge.

-A ledgejump into Warlock Kick has almost no startup time and keeps the quake+high priority of the aerial Wizkick if done right.

-If you plan on a wizkick recovery or just ledgejumping in general make sure you let go and Side+B the ledge first. Reason being is that your recovery back on stage will oddly adopt the reduced lag state of the sliding Flame Choke onto ledge. If your last move before your recovery was Up+B prepare to have your RCO lag severely punished as the game remembers it.

-If you're planning on clearing the ledge with a UAir, please use downwards ledgedrop before jump+UAir'ing. It gives the attack more range and leaves no vulnerable attack points on Ganon.

-Backwards ledgedrop gives better airtime but it leaves you open to attack and should only be used for edgeguarding recovering enemies or in combination with NAir or a falling FAir.

-If you can ledgejump behind them than do a low BAir or Tipman to ward them off. For ****s and giggles I sometimes do a Reverse Warlock Punch, its not actually a bad option since alot of people aren't sure how to react and simply shield but get pushed off the ledge instead.

-Something to note but a backwards ledgedrop into a jump+Nair turns into a perfect 2 hit combo and can be immediately >+B'd back into a ledgegrab without any drop in height.

-Sometimes the best ledgejump is simply a ledgejump + aerial dodge.

-Never. Ever. Roll or Ledgeattack at high damage %. Ganon gets lag by the bucketload and is grab/smash bait.
 

hyperstation

Smash Lord
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Good work so far, guys. I'm going to sift through this and update the OP in a little bit.

A few questions for clarification:

Swoops
:
I've heard you talk about Ledgedrop->Fair onto stage before. Does that start with a back ledgedrop or a down ledgedrop? As a matter of fact, I need more clarification on ledgedrop->aerials onto the stage in general. I can't do airdodge onto stage consistently or any aerial onto stage for that matter out of a ledgedrop. Could someone flesh this technique out a little better so that I might have something more specific to add to the OP other than "Ledgedrop->Fair onto stage is good".

For future reference, if you're posting a tech/maneuver which is even marginally more complicated than "press the A button", please explain it in full detail. Other than the main goal of this thread - to compile an exhaustive list of ledge->stage maneuvers - I hope to explicate all of these in full detail. We all know that Ganon's ledge game isn't the best, so I hope we might get everyone up to speed on this aspect of his game, myself included, via this thread.

Shadow (and Swoops):
You both stress how important it is to not Get-up Attack or Roll at high percentages. Shadow, you specifically mention his lag. Does the Get-up/Roll lag increase at higher percentages? This is poignant data for the OP.

Topics I'm going to add to the OP tonight:
Stage Scarring (for instance, UAir under the ledge, connecting with your opponent from below the stage). RCO Lag and how to use/avoid it.

Other things I still want to discuss:
I'm sure everyone knows that you can backwards ledgedrop into a Side+B to regrab the ledge. This is useful in the RCO Lag strategy. However, has anyone else ever backwards ledgedropped and Side+B'ed UNDER the stage by accident? This happened to me a LOT on wifi against someone the other day. It was really bizarre, and led to a lot of self deaths, obviously. I don't know whether to attribute it to WiFi lag or to Brawl Physics' tendency to make players "stick" to walls.

Another topic would be Back Ledgedrop vs Down Ledgedrop and the uses for each. Much of this will come out in explaining the different techniques anyway, but if there is any other salient information about the two types, please let me know.
 

Shadow Nataku

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You both stress how important it is to not Get-up Attack or Roll at high percentages. Shadow, you specifically mention his lag. Does the Get-up/Roll lag increase at higher percentages?
I haven't specifically tested this but it should be easily testable if someone wants to (or I can try it later when I have time) but I'm fairly sure there is extra lag at higher percentages. His climbing animation changes so he struggles to clamber up and I've noticed it becomes slower as Ganny takes more damage. Not to mention what has already been mentioned how he'll change from a punch into a kick for his climbing attack. The kick is horrible, it stays out way too long.
 

hyperstation

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I haven't specifically tested this but it should be easily testable if someone wants to (or I can try it later when I have time) but I'm fairly sure there is extra lag at higher percentages. His climbing animation changes so he struggles to clamber up and I've noticed it becomes slower as Ganny takes more damage. Not to mention what has already been mentioned how he'll change from a punch into a kick for his climbing attack. The kick is horrible, it stays out way too long.
That kick is so bad.

Is this a cast-wide problem or is it ganny specific?
 

Hyrus

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All characters have a better get-up-attack under 100% and a weaker one at and over 100% damage. I believe it's the same percent for all characters and was that way in melee/smash64.
 

Swoops

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Okay, both to hyper and shadow...how in the hell did you not realize that get up attack/straight get up/roll/ledgejump, ALL have more lag and take longer to do at >100%?

Seriously, that's been in since melee and 64.
 

Shadow Nataku

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Okay, both to hyper and shadow...how in the hell did you not realize that get up attack/straight get up/roll/ledgejump, ALL have more lag and take longer to do at >100%?

Seriously, that's been in since melee and 64.
I was a Jigglypuff main in both games. Seriously have you ever seen a Puff player use a ledge attack or roll vs a edgedrop FAir/UAir/BAir or a Pound? The guy barely even had any noticeable landing lag.

If he wasn't so horribly nerfed in Brawl to the point even Bowser is no longer a advantageous matchup I would've stuck 100% with the manly pink puff.
 

:034:

Smash Hero
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If he wasn't so horribly nerfed in Brawl to the point even Bowser is no longer a advantageous matchup I would've stuck 100% with the manly pink puff.
So you thought the only wise decision was to pick a character WORSE than Jigglypuff?

Nice.
 

Shadow Nataku

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I still play Puff, I just find Ganny makes a good compliment to what Puff lacks and vice versa. Everyone I can't beat with Ganny I usually can beat with Puff.

Carve this image into your mind because that is manliness incarnated.

Oh something else which might be obvious but I didn't realize till now, a reverse warlock punch from a ledgehop covers twice the horizontal distance of a normal ledgehop. I think it may be a similar effect to that 360 Warlock Punch recovery which might explain why I've actually pulled off one or two occasionally.
 

hyperstation

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Okay, both to hyper and shadow...how in the hell did you not realize that get up attack/straight get up/roll/ledgejump, ALL have more lag and take longer to do at >100%?

Seriously, that's been in since melee and 64.
Heh. Now I'll beat your a$$ even rawer in dittos, Swoops. Behold the power of the get-up attacks! There's no good answer to why I didn't know it. It came as a surprise to my room mate too, and we're both smash veterans of 7+ years.
 

SaltyKracka

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Heh. Now I'll beat your a$$ even rawer in dittos, Swoops. Behold the power of the get-up attacks! There's no good answer to why I didn't know it. It came as a surprise to my room mate too, and we're both smash veterans of 7+ years.
That's as pathetic as not knowing that when Jiggs' shield breaks, she dies, therefore giving Marth a 90-10 matchup.
 

hyperstation

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That's as pathetic as not knowing that when Jiggs' shield breaks, she dies, therefore giving Marth a 90-10 matchup.
Glad you felt the need to jump in for a flame.

Good job, son. *Pats back*

Guess what...I didn't know about the Jiggz shield break K.O. either. I must be a real sh*t eater, huh? How pathetic I am. Truly, the way to judge one's merit is by whether or not they know these two simple aspects of smash game play. Bravo, consider me a broken man.

Done spamming this thread with entirely irrelevant parallels drawn to Martha and Jiggz?
 

SaltyKracka

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Glad you felt the need to jump in for a flame.

Good job, son. *Pats back*

Guess what...I didn't know about the Jiggz shield break K.O. either. I must be a real sh*t eater, huh? How pathetic I am. Truly, the way to judge one's merit is by whether or not they know these two simple aspects of smash game play. Bravo, consider me a broken man.

Done spamming this thread with entirely irrelevant parallels drawn to Martha and Jiggz?
Well, I WAS being sarcastic, but now that you mention it.....
 

hyperstation

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...

Anyway, back on topic.

Talk to me about the timing of ledgedrop -> aerials onto stage. FAir is of particular interest. I still don't know about which ledgedrop to use and how to get the DJ high enough to land onstage with it consistently.
 

Swoops

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Well...I'm not sure how to explain it any better, lol. You ledge drop (down for me,) DJ and near the peak of your DJ, like as your approaching it, AD/D-Air/F-Air while DIing into the stage.

It's not a method thing really, just get the timing and feel of it.
 

hyperstation

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Well...I'm not sure how to explain it any better, lol. You ledge drop (down for me,) DJ and near the peak of your DJ, like as your approaching it, AD/D-Air/F-Air while DIing into the stage.

It's not a method thing really, just get the timing and feel of it.
That's all I needed, homie. Now I know exactly how to practice it rather than blindly trying a dozen different methods. Much appreciated.

Once I have a good grasp on this (tomorrow, hopefully) I'll update the OP with what I believe will be the final section of the list. If you (swoops) want to add this to your guide upon completion, feel free. If not, no hard feelings. I've gotten almost everything I wanted out of this thread, so I'm satisfied.

Gleam, the offer is on the table for your list too.
 
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