Edgeguarding: Difference between revisions

→‎Ultimate: added Pikachu to notable edgegaurders in ultimate
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(→‎Ultimate: added Pikachu to notable edgegaurders in ultimate)
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*{{SSBU|Yoshi}}: Forward aerial is able to meteor smash airborne opponents and back aerial is both disjointed and his most powerful aerial attack, allowing it to be a relatively safe edgeguarding option. Neutral aerial has a lingering hitbox with low lag and relatively powerful knockback. His Egg Throw can also set up into those two previously mentioned moves if angled properly, as well as gimping fairly well on its own. Down tilt and down smash are both quick semi-spikes.
*{{SSBU|Yoshi}}: Forward aerial is able to meteor smash airborne opponents and back aerial is both disjointed and his most powerful aerial attack, allowing it to be a relatively safe edgeguarding option. Neutral aerial has a lingering hitbox with low lag and relatively powerful knockback. His Egg Throw can also set up into those two previously mentioned moves if angled properly, as well as gimping fairly well on its own. Down tilt and down smash are both quick semi-spikes.
*{{SSBU|Kirby}}: Neutral and back aerials are fast and easily his strongest aerial attacks, being able to KO at relatively early percentages and boasting lingering hitboxes as well. Down aerial is a multihit that weakly meteor smashes opponents, which lets it drag opponents down to the bottom blast zone. Forward aerial can lead into itself offstage for a psuedo-Wall of Pain. Kirby can furthermore utilize his Copy Abilities to use opponents' edgeguarding tools against them.
*{{SSBU|Kirby}}: Neutral and back aerials are fast and easily his strongest aerial attacks, being able to KO at relatively early percentages and boasting lingering hitboxes as well. Down aerial is a multihit that weakly meteor smashes opponents, which lets it drag opponents down to the bottom blast zone. Forward aerial can lead into itself offstage for a psuedo-Wall of Pain. Kirby can furthermore utilize his Copy Abilities to use opponents' edgeguarding tools against them.
*{{SSBU|Pikachu}}: Pikachu is a floaty character, which enables them to spend a lot of time in the air. Most of their aerials all last a very long time, letting them sit in one play with constant hitboxes to catch a recovery. Pikachu can force other characters in this position by firing off Thunder Jolts at their recovering opponent, making certain recovery routes unviable, since they will be intercepted by thunder jolt. In addition, Pikachu's own recovery is extremely long range, letting them safely pressure a given offstage position with relative safety compared to most other characters.
*{{SSBU|Ness}}: Up smash and down smash have a charging hitbox which hangs off the ledge and can intercept any incoming recovery. PK Flash, PK Fire, and PK Thunder are all dangerous projectiles that can edgeguard well, especially the latter. Ness’s aerials are also fast and disjointed and can edgeguard effectively, particularly his down aerial spike.
*{{SSBU|Ness}}: Up smash and down smash have a charging hitbox which hangs off the ledge and can intercept any incoming recovery. PK Flash, PK Fire, and PK Thunder are all dangerous projectiles that can edgeguard well, especially the latter. Ness’s aerials are also fast and disjointed and can edgeguard effectively, particularly his down aerial spike.
*{{SSBU|Captain Falcon}}: Forward and back aerial have very powerful horizontal knockback, neutral aerial has relatively strong knockback as well, and down aerial and up tilt effectively meteor smash opponents. Down tilt is a fast semi-spike that can easily 2-frame.
*{{SSBU|Captain Falcon}}: Forward and back aerial have very powerful horizontal knockback, neutral aerial has relatively strong knockback as well, and down aerial and up tilt effectively meteor smash opponents. Down tilt is a fast semi-spike that can easily 2-frame.
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