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Optimal ledge option coverage with Kirby

Kaladin

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Toobu_me
So, as the title implies, I want to talk about the best way to cover ledge options with Kirby. The best I can think of (and get to work in a real match) is when they've just grabbed the ledge, and I'm standing on the ledge above them, I do a full hop fast falled nair. If done correctly (like I said, I've tested this in real matches), this seems to cover get up (as well as getup into shield/dodge/etc), get up attack, and get up jump. Can Kirby cover more options while maintaining a reasonable risk/reward ratio? (Oh, I theorize that if you do the nair thing, you could immidiately SH bair to cover shorter ledge rolls, but idk if the frames allow.)
 

Togii

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Best option is FHFF nair, second best option is ledge trump into giant hammer/meteor stone/dsmash.
 

Kaladin

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So that is the best option? Cool. *pats self on back for figuring that out*

Okay, next question: since dair is a multihit, if you just dair at/under the ledge while someone like sheik is ledge snapping, how likely are you to catch the one frame?
 

Togii

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So that is the best option? Cool. *pats self on back for figuring that out*

Okay, next question: since dair is a multihit, if you just dair at/under the ledge while someone like sheik is ledge snapping, how likely are you to catch the one frame?
I've never tried this, but I would assume it's pretty likely as long as you ensure that only the disjoint in your feet is in the area where she will reappear. If your hurtbox is there, you'll just get hit by Vanish's second hit.
 

Asdioh

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Disjoint on Dair? Does that exist?

Nairs onstage are great at covering ledge options, since it has low startup and low landing lag, but lasts a long time. If you think they're gonna roll onstage, Dair at that spot is a safe and highly rewarding option. Standing just off of the ledge and holding Jab covers everything but roll, except some getup attacks I believe, that could use testing. The ledge is still the safest place to use (default) Inhale, since it generally beats everything except roll... and if you think they're gonna roll, and you want their power, simply Inhale the opposite direction. Even after Inhale's lower-endlag buff though, the move is still laggy enough to punish if you guess wrong. It's just that if you guess wrong on the ledge, you won't be punished as hard as you would by whiffing the move onstage.
 

Imber

Smash Cadet
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Jul 24, 2014
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Standing just off of the ledge and holding Jab covers everything but roll, except some getup attacks I believe, that could use testing.
After testing with about half of the cast, jab beats getup attack around 50% of the time at best, and against many characters it will always lose. Most of the time it just seems completely random so it's really not the best option unless you are trying to bait them or something.
 

Asdioh

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Hey, thanks. In that case, Jab is good when you think they will ledgestand or ledgejump... using ledge attack is probably the rarest option people pick, because it is the least safe option.
 

Dessa

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On For Glory, it feels like the entire edge meta revolves around getup attack. Either a person shields and counters every time, or they fall for it a whole lot before they learn to back off.

Oddly, when I play online, the getup roll works the best.
 

Paxadin

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I personally short hop Dair, since it lasts a while and if I get the opponent, I can either Up-tilt, Down-smash, or grab.
 
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