Editing Edgeguarding

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 19: Line 19:
In ''Brawl,'' recoveries are overall longer, and the larger ledge sweetspots, as well as the auto-sweetspot mechanic, make edgeguarding less effective. The meteor smash recognition window has been expanded, removing the spikes of the previous game. Meta Knight is infamous for his immunity to being edgeguarded, due to his plethora of recovery options, with his recovery being the best not only in ''Brawl,'' but arguably the entire series, and this grants him his powerful offstage game. ''Brawl''{{'}}s floatier physics, low hitstun, meteor cancelling, air dodges, and the aforementioned changes to ledge sweetspots arguably make edgeguarding in this game the least effective out of all five iterations, along with the ability to buffer wall techs being removed. In these three games, [[edgehogging]] is a commonly used tactic to stop opponents who aim their recoveries to the ledge.  
In ''Brawl,'' recoveries are overall longer, and the larger ledge sweetspots, as well as the auto-sweetspot mechanic, make edgeguarding less effective. The meteor smash recognition window has been expanded, removing the spikes of the previous game. Meta Knight is infamous for his immunity to being edgeguarded, due to his plethora of recovery options, with his recovery being the best not only in ''Brawl,'' but arguably the entire series, and this grants him his powerful offstage game. ''Brawl''{{'}}s floatier physics, low hitstun, meteor cancelling, air dodges, and the aforementioned changes to ledge sweetspots arguably make edgeguarding in this game the least effective out of all five iterations, along with the ability to buffer wall techs being removed. In these three games, [[edgehogging]] is a commonly used tactic to stop opponents who aim their recoveries to the ledge.  


In ''Smash 4,'' recoveries on their own were generally buffed, and ledges were reworked to remove [[edgehogging]], reducing the effectiveness of onstage edgeguarding, and simultaneously making [[planking]] impossible by altering edge regrabbing, so that grabbing an edge again will not grant a character any intangibility, until the character lands back on stage or takes [[hitstun]]. However, [[meteor cancelling]] has been removed, making meteor smashes as deadly as they were back in ''Smash 64''. The new ledge stealing mechanic can set up recovering opponents for an attack, most commonly a back aerial. The longer recoveries enforce and encourage more aggressive offstage play, as offstage edgeguarding carries much less risk than before, since an edgeguarder can no longer be edgehogged if their attempt is unsuccessful. Also, the improvements to recoveries are not consistent across the cast. {{SSB4|Marth}}'s recovery is largely unchanged from before; {{SSB4|Fox}}'s recovery is twice as long as in ''Brawl,'' as [[Fox Illusion]] and [[Fire Fox]] can now be used in tandem, Ganondorf's recovery is even worse due to his lowered [[air speed]] and the removal of [[grab armor]], and {{SSB4|Charizard}} suffers severely with the loss of [[gliding]] despite the addition of [[Flare Blitz]]. Most notably, ''Smash 4'' introduces {{SSB4|Little Mac}}, whose recovery is undoubtedly the worst in the entire series. Lastly, in ''Smash 4,'' [[teching]] cannot be performed during [[hitlag]], causing certain stage spikes to be untechable, and the new ledge mechanics make stage spikes more common than in past games. All these changes have contributed to more offstage battles in competitive play, as edgeguarding is much safer while still rewarding if successful. As in ''Brawl,'' Meta Knight is noteworthy for his edgeguarding ability, along with characters who possess useful meteor smashes, particularly {{SSB4|Captain Falcon}} and {{SSB4|Ganondorf}}.
In ''Smash 4,'' recoveries on their own were generally buffed, and ledges were reworked to remove [[edgehogging]], reducing the effectiveness of onstage edgeguarding, and simultaneously making [[planking]] impossible by altering edge regrabbing so that grabbing an edge will not grant you any intangibility, unless the character lands back on the stage or takes hitstun. However, [[meteor cancelling]] has been removed, making meteor smashes as deadly as they were back in ''Smash 64''. The new ledge stealing mechanic can set up recovering opponents for an attack, most commonly a back aerial. The longer recoveries enforce and encourage more aggressive offstage play, as offstage edgeguarding carries much less risk than before, since an edgeguarder can no longer be edgehogged if their attempt is unsuccessful. Also, the improvements to recoveries are not consistent across the cast. {{SSB4|Marth}}'s recovery is largely unchanged from before; {{SSB4|Fox}}'s recovery is twice as long as in ''Brawl,'' as [[Fox Illusion]] and [[Fire Fox]] can now be used in tandem, Ganondorf's recovery is even worse due to his lowered [[air speed]] and the removal of [[grab armor]], and {{SSB4|Charizard}} suffers severely with the loss of [[gliding]] despite the addition of [[Flare Blitz]]. Most notably, ''Smash 4'' introduces {{SSB4|Little Mac}}, whose recovery is undoubtedly the worst in the entire series. Lastly, in ''Smash 4,'' [[teching]] cannot be performed during [[hitlag]], causing certain stage spikes to be untechable, and the new ledge mechanics make stage spikes more common than in past games. All these changes have contributed to more offstage battles in competitive play, as edgeguarding is much safer while still rewarding if successful. As in ''Brawl,'' Meta Knight is noteworthy for his edgeguarding ability, along with characters who possess useful meteor smashes, particularly {{SSB4|Captain Falcon}} and {{SSB4|Ganondorf}}.


In ''Ultimate'', ledge sweetspots were overall toned down, making it more difficult to recover safely and easier to edgeguard as a result. Additionally, the changes to [[air dodge]] mechanics make it much harder to avoid edgeguarding than the previous games. However, techs have been altered considerably: there is a noticeably larger tech window than the previous games, but techs can no longer be performed if a strong enough attack connects. This makes stage spikes more or less effective depending on the opponent's current damage.
In ''Ultimate'', ledge sweetspots were overall toned down, making it more difficult to recover safely and easier to edgeguard as a result. Additionally, the changes to [[air dodge]] mechanics make it much harder to avoid edgeguarding than the previous games. However, techs have been altered considerably: there is a noticeably larger tech window than the previous games, but techs can no longer be performed if a strong enough attack connects. This makes stage spikes more or less effective depending on the opponent's current damage.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)