GeZ
Smash Lord
So I've been working on set ups for catching more obtuse recoveries (tethers/ and hugging the stage as they recover like Ganon or GnW's reverse ledge grab recovery or Lucas's straight vertical recovery) and I've come up with something that I'm fairly happy with as a multi purpose option.
It's partly percent dependent but not in a way that needs to be memorized. Just think about it in terms of too low to reasonably gimp and within.
I'll start with the too low option. If they're within the too low thresh hold and trying to recover tethering you can WD backwards off the ledge and hammer. This sound really iffy at first but hear it out.
The only hammers that will be detrimental to you securing that kill is a 1 and a 5. so that means 2/9 chance for it to flop.
But on the flip side of that 8 will always kill and 9 will probably kill because of difficulty to wall tech if they have that option.
We can approximate that to 2/9 chance for a guaranteed kill.
But the thing is the other hammers swing from neutral to almost guaranteed kill.
A 2 Hammer is just a light shove, but accounting for time spent in its brief hitstun it can put some tether characters too low to recover, and if not that, gives you a fine window to sweet spot the ledge and at least reset the edgeguarding with them still off the stage and you with the ledge. Now that's the worst option that isn't actively helping them or doing nothing, which is pretty good I think.
A 3 Hammer will have a similar effect to the 2, but has the option to place your opponent under the lip of the stage making tethering again a non option.
A 4 Hammer can stage spike or just bounce your opponent off the wall and let you get the ledge and put them lower than they were.
A 6 Hammer will have a similar effect to the 4 but with more power and a different angle/ timing. Again, worst that happens is edgeguarding resets with you holding the ledge.
A 7 fills the same roll as the last two but will provide again more varied timing for your opponent to tech.
Now something to keep in mind is that all of these are what happens if you connect with the hammer when facing the stage. If you anticipated the tether and WD'd off early, you can do the hammers facing away from the ledge which will make the 2 and 3 more potent in their own respects, a 4, 6, or 7 much more lethal, and the 9 actually gauranteed.
I'll post the second part in a second.
Now, if they're at a reasonable percent to kill you can easily WD backwards off the stage and use Dair/ Nair/ Pan to secure a more guaranteed kill, which one you choose depends on the character and their options if they react by releasing the tether.
For instance, Lucas is a real tit, and can do things fast once he's released the tether. So in that instance the best option is Dair as it's faster and dominant enough to truck through Lucas' options.
Tink on the other hand has a really scary option with his Up B so in that instance using the parachute for the fat hitbox and hurtbox protection is a better bet.
Ivysaur has less scary options than both of them and the Pan will put her in a spot that will in all probability guarantee a kill.
I'll do a second post for the part on stage hugging recoveries.
It's partly percent dependent but not in a way that needs to be memorized. Just think about it in terms of too low to reasonably gimp and within.
I'll start with the too low option. If they're within the too low thresh hold and trying to recover tethering you can WD backwards off the ledge and hammer. This sound really iffy at first but hear it out.
The only hammers that will be detrimental to you securing that kill is a 1 and a 5. so that means 2/9 chance for it to flop.
But on the flip side of that 8 will always kill and 9 will probably kill because of difficulty to wall tech if they have that option.
We can approximate that to 2/9 chance for a guaranteed kill.
But the thing is the other hammers swing from neutral to almost guaranteed kill.
A 2 Hammer is just a light shove, but accounting for time spent in its brief hitstun it can put some tether characters too low to recover, and if not that, gives you a fine window to sweet spot the ledge and at least reset the edgeguarding with them still off the stage and you with the ledge. Now that's the worst option that isn't actively helping them or doing nothing, which is pretty good I think.
A 3 Hammer will have a similar effect to the 2, but has the option to place your opponent under the lip of the stage making tethering again a non option.
A 4 Hammer can stage spike or just bounce your opponent off the wall and let you get the ledge and put them lower than they were.
A 6 Hammer will have a similar effect to the 4 but with more power and a different angle/ timing. Again, worst that happens is edgeguarding resets with you holding the ledge.
A 7 fills the same roll as the last two but will provide again more varied timing for your opponent to tech.
Now something to keep in mind is that all of these are what happens if you connect with the hammer when facing the stage. If you anticipated the tether and WD'd off early, you can do the hammers facing away from the ledge which will make the 2 and 3 more potent in their own respects, a 4, 6, or 7 much more lethal, and the 9 actually gauranteed.
Now, if they're at a reasonable percent to kill you can easily WD backwards off the stage and use Dair/ Nair/ Pan to secure a more guaranteed kill, which one you choose depends on the character and their options if they react by releasing the tether.
For instance, Lucas is a real tit, and can do things fast once he's released the tether. So in that instance the best option is Dair as it's faster and dominant enough to truck through Lucas' options.
Tink on the other hand has a really scary option with his Up B so in that instance using the parachute for the fat hitbox and hurtbox protection is a better bet.
Ivysaur has less scary options than both of them and the Pan will put her in a spot that will in all probability guarantee a kill.
I'll do a second post for the part on stage hugging recoveries.
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