Editing Edgeguarding

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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
{{redirect|'''Edgeguard'''|the tournament|Tournament:Edgeguard}}
{{redirect|'''Edgeguard'''|the tournament|Tournament:Edgeguard}}
[[File:MarioGuard Cape.jpg|thumb|Mario uses his [[Cape]] against Fox trying to use [[Fox Illusion]] as recovery.]]
[[File:MarioGuard Cape.jpg|thumb|right|Mario uses his [[Cape]] against Fox trying to use [[Fox Illusion]] as recovery.]]
[[File:Wallofpain.gif|thumb|[[Jigglypuff]]'s [[wall of pain]] is a well-known edgeguarding technique.]]
[[File:Wallofpain.gif|thumb|[[Jigglypuff]]'s [[wall of pain]] is a well-known edgeguarding technique.]]
[[File:Mario Fair Meteor Smashes Kirby SSB4.jpg|thumb|[[Meteor smash]]ing is a very popular and effective technique when used for edgeguarding.]]
[[File:Mario Fair Meteor Smashes Kirby SSB4.jpg|thumb|[[Meteor smash]]ing is a very popular and effective technique when used for edgeguarding.]]
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===Ledge trumping===
===Ledge trumping===
[[file:Edge grab SSB4.jpg|thumb|Ledge trumping in ''Super Smash Bros. 4''.]]
[[file:Edge grab SSB4.jpg|thumb|Ledge trumping in ''Super Smash Bros. 4''.]]
Starting in ''Super Smash Bros. 4'' and onward, grabbing onto a ledge that has already been grabbed by another player will gently remove them from the ledge. While ledge trumping was intended to negate edgehogging, it can still be used as an effective edgeguard; an onstage player ledge trumps a recovering player by running offstage and fastfalling onto the ledge as soon as the recovering player grabs it. This causes the recovering player to automatically let go of the ledge and they cannot take any action for a moment, allowing for an easy combo, such as {{SSB4|Sheik}}'s back aerial. In addition, the removal of ledge regrab invincibility can be exploited by a ledge trump edgeguard.[https://www.youtube.com/watch?v=2vVug_cxA6A]
Starting in ''Super Smash Bros. 4'' and onward, grabbing onto a ledge that has already been grabbed by another player will gently remove them from the ledge. While ledge trumping was intended to negate edgehogging, it can still be used as an effective edgeguard; an onstage player ledge trumps a recovering player by running offstage and fastfalling onto the ledge as soon as the recovering player grabs it. This causes the recovering player to automatically let go of the ledge and they cannot take any action for a moment, allowing for an easy combo, such as {{SSB4|Sheik}}'s back air. In addition, the removal of ledge regrab invincibility can be exploited by a ledge trump edgeguard.[https://www.youtube.com/watch?v=2vVug_cxA6A]


To avoid getting ledge trumped, one can simply buffer an attack, a jump, or a roll from the ledge the moment it is grabbed. A regular getup and dropping from the ledge cannot be buffered, making it much easier to trump someone attempting these ledge options, and waiting too long to buffer the previous options will still result in getting trumped. These can all be mixed up for mindgames.
To avoid getting ledge trumped, one can simply buffer an attack, a jump, or a roll from the ledge the moment it is grabbed. A regular getup and dropping from the ledge cannot be buffered, making it much easier to trump someone attempting these ledge options, and waiting too long to buffer the previous options will still result in getting trumped. These can all be mixed up for mindgames.
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==Notable edgeguarders==
==Notable edgeguarders==
{{cleanup|Ludicrous amount of characters listed and overly long and verbose, should be cleaned up (specifically in the Smash 4 and Ultimate sections) to be more concise and contain only actually notable edgeguarders.}}
===''Smash 64''===
===''Smash 64''===
*{{SSB|Captain Falcon}}: His down air is a quick and powerful meteor smash with a long duration. His up air is a powerful semi-spike during the late hitboxes. Neutral and back air are both fast, decently strong, and the former has a lingering hitbox. Down tilt is a quick semi-spike.
*{{SSB|Captain Falcon}}: his down air is a quick and powerful meteor smash with a long duration. His up air is a powerful semi-spike during the late hitboxes. Neutral and back air are both fast, decently strong, and the former has a lingering hitbox. Down tilt is a quick semi-spike.
*{{SSB|Kirby}}: Like Pikachu, his back air is fast, disjointed, and powerful. Neutral air is also fast and powerful with a lingering hitbox. All of down air's hits are powerful, overlapping meteor smashes. Down tilt is a strong semi-spike with decent range.  
*{{SSB|Kirby}}: like Pikachu, his back air is fast, disjointed, and powerful. Neutral air is also fast and powerful with a lingering hitbox. All of down air's hits are powerful, overlapping meteor smashes. Down tilt is a strong semi-spike with decent range.  
*{{SSB|Pikachu}}: With a long, quick, and safe recovery, Pikachu can go far offstage, where its fast, disjointed, and powerful back air is deadly. Like the above two characters, it has a quick and powerful neutral air with a lasting hitbox. Thunder Jolt climbs down surfaces and can be useful for gimping opponents recovering low.
*{{SSB|Pikachu}}: with a long, quick, and safe recovery, Pikachu can go far offstage, where its fast, disjointed, and powerful back air is deadly. Like the above two characters, it has a quick and powerful neutral air with a lasting hitbox. Thunder Jolt climbs down surfaces and can be useful for gimping opponents recovering low.


===''Melee''===
===''Melee''===
*{{SSBM|Falco}}: Down air has quick startup and a spike hitbox throughout the entire move. Neutral and back air are fast, strong, and have a long duration. Blaster is effective for gimping recoveries. His down smash is a fast and strong semi-spike with a good hitbox.
*{{SSBM|Falco}}: down air has quick startup and a spike hitbox throughout the entire move. Neutral and back air are fast, strong, and have a long duration. Blaster is effective for gimping recoveries. His down smash is a fast and strong semi-spike with a good hitbox.
*{{SSBM|Fox}}: His [[Reflector]] has no startup and [[Shine spike|semi-spikes opponents]]. Like Falco, back air is also effective, though risky due to Fox's fall speed.
*{{SSBM|Fox}}: his [[Reflector]] has no startup and semi-spikes opponents. Like his clone, his neutral and back air as well as his down smash are also effective.
*{{SSBM|Jigglypuff}}: It can perform the [[Wall of Pain]], which involves chaining its back air into itself and carrying the opponent offstage. Neutral and forward air are each fast moves with lingering hitboxes.
*{{SSBM|Ganondorf}}: he has the most powerful meteor smash in the game in his down air, which is difficult to survive even with meteor cancelling. He also has a powerful spike in Wizard's Foot, and his up air semi-spikes during the late hitboxes. Back air and neutral air are similar to Captain Falcon's, but even better due to their added knockback. Forward air has a disjointed hitbox and is very powerful.
*{{SSBM|Marth}}: His down air has low startup, a large hitbox, and spikes with high knockback. Down tilt is a very disjointed semi-spike. His forward aerial is effective as well.
*{{SSBM|Jigglypuff}}: it can perform the [[Wall of Pain]], which involves chaining its back aerial into itself and carrying the opponent offstage. Neutral and forward air are each fast moves with lingering hitboxes.
*{{SSBM|Pikachu}}: The middle hitbox of its up air is a weak semi-spike that can be chained into itself. Back air is fast and decently strong. Thunder Jolt is still a decent gimping option.
*{{SSBM|Marth}}: his down air has low startup, a large hitbox, spikes with high knockback, and is the finisher of the famous [[Ken Combo]]. Down tilt is a very disjointed semi-spike. His forward air is effective as well.
*{{SSBM|Pikachu}}: the middle hitbox of its up air is a weak semi-spike that can be chained into itself. Back air is fast and decently strong. Thunder Jolt is still a decent gimping option.
*{{SSBM|Sheik}}: her forward air has quick startup and is a strong semi-spike. Her neutral and back air are also effective moves offstage, and have long durations. Needle Storm can sometimes gimp recoveries.


===''Brawl''===
===''Brawl''===
*{{SSBB|Falco}}: His down air has quick startup and meteor smashes powerfully in the first few frames. Back air is still a fast and long-lasting move, and down smash and Blaster retain their effectiveness as well.
*{{SSBB|Falco}}: his down air has quick startup and meteor smashes powerfully in the first few frames. Back air is still a fast and long-lasting move, and down smash and Blaster retain their effectiveness as well.
*{{SSBB|King Dedede}}: His back air is quick, disjointed, has a lingering hitbox, and is relatively strong. Waddle Dee Toss is very effective for gimping if the Gordo is pulled out.
*{{SSBB|King Dedede}}: his back air is quick, disjointed, has a lingering hitbox, and is relatively strong. Waddle Dee Toss is very effective for gimping if the Gordo is pulled out.
*{{SSBB|Marth}}: His forward and back air are quick, have long reach, and deal moderate knockback. His down air is a strong and fast meteor smash with a wide range.
*{{SSBB|Marth}}: his forward and back air are quick, have long reach, and deal moderate knockback. His down air is a strong and fast meteor smash with a wide range.
*{{SSBB|Meta Knight}}: With an incredible recovery and fast aerials, he can perform a pseudo-Wall of Pain with his forward and back airs. His down air is a quick and moderately strong semi-spike, and his neutral air also deals relatively high knockback with a long duration. Aerial [[Shuttle Loop]] is a powerful semi-spike as well. Down smash is another very quick and effective semi-spike.
*{{SSBB|Meta Knight}}: with an incredible recovery and fast aerials, he can perform a pseudo-Wall of Pain with his forward and back airs. His down air is a quick and moderately strong semi-spike, and his neutral air also deals relatively high knockback with a long duration. Aerial [[Shuttle Loop]] is a powerful semi-spike as well. Down smash is another very quick and effective semi-spike.
*{{SSBB|Peach}}: All of her aerial moves are excellent off the stage thanks to float, though only forward air is a strong KO move. Toad can be used to counter opposing recoveries. Her down special is also a projectile with solid gimping potential.
*{{SSBB|Ness}}: his back air has fast startup, is easy to land, and deals strong knockback. His down air is a meteor smash with very high base knockback. Neutral and forward air are both fast and relatively powerful.
*{{SSBB|Wolf}}: His back air is quick, ranged, and strong. His down air is a strong meteor smash, and [[Wolf Flash]] can be used to catch opponents off guard with both meteor smash and semi-spike hitboxes.
*{{SSBB|Peach}}: all of her aerial moves are excellent off the stage thanks to float, though only forward air is a strong KO move. Toad can be used to counter opposing recoveries. Her down special is also a projectile with solid gimping potential.
*{{SSBB|Wolf}}: his back air is quick, ranged, and strong. His down air is a strong meteor smash, and [[Wolf Flash]] can be used to catch opponents off guard with both meteor smash and semi-spike hitboxes.


===''Smash 4''===
===''Smash 4''===
*{{SSB4|Bayonetta}}: Her neutral and up air come out relatively fast, but have the added benefit of being extendable if the attack button is held for a time. Her down smash and down air can also cover nearly all horizontal recovery options as both are relatively strong meteor smashes. The latter also has a landing hitbox with decent knockback.
*{{SSB4|Bayonetta}}: Her neutral and up air come out relatively fast, but have the added benefit of being extendable if the attack button is held for a time. Her down smash and down aerial can also cover nearly all horizontal recovery options as both are relatively strong meteor smashes. The latter also has a landing hitbox with decent knockback.
*{{SSB4|Bowser}}: Back air is among the most powerful semi-spikes in the game, and is also very fast with good range. Forward smash can hit ledge if spaced correctly, and Fire Breath can be used to push opponents away from the ledge. Forward air has quick startup and deals strong horizontal knockback.
*{{SSB4|Bowser}}: Back air is among the most powerful semi-spikes in the game, and is also very fast with good range. Forward smash can hit ledge if spaced correctly, and Fire Breath can be used to push opponents away from the ledge. Down air is an extremely strong, albeit risky, meteor smash. Forward air has quick startup and deals strong horizontal knockback.
*{{SSB4|Captain Falcon}}: His down air and up tilt have large hitboxes and are powerful meteor smashes. His Knee and back air are also still useful.
*{{SSB4|Captain Falcon}}: his down air has large hitboxes and is a powerful meteor smash. Up tilt is also a strong meteor smash. His Knee, back air, neutral air, and down tilt are also still useful.
*{{SSB4|Fox}}: His back air is decently fast and is a rather strong semi-spike if sweetspotted. Since forward air's first four hits have very high set knockback and send at the [[autolink angle]], the opponent is sent down with high hitstun, enough to follow up into a footstool to successfully edgeguard the opponent if a [[fast fall]] is inputted alongside the forward air. Reflector is still capable of gimping due to its high hitstun.
*{{SSB4|Fox}}: his back air is decently fast and is a rather strong semi-spike if sweetspotted. Since forward air's first four hits have very high set knockback and send at the [[autolink angle]], the opponent is sent down with high hitstun, enough to follow up into a footstool to successfully edgeguard the opponent if a [[fast fall]] is inputted alongside the forward aerial. Reflector is still capable of gimping due to its high hitstun.
*{{SSB4|Ganondorf}}: The removal of meteor cancelling makes his down air and Wizard's Foot meteor smashes even deadlier than before. Up air still semi-spikes effectively. Forward, neutral, and back air also retain their usefulness.
*{{SSB4|Ganondorf}}: the removal of meteor cancelling makes his down air and Wizard's Foot meteor smashes even deadlier than before. Up air still semi-spikes effectively. Forward, neutral, and back air also retain their usefulness.
*{{SSB4|Greninja}}: [[Hydro Pump]] is effective at disrupting recoveries, as the water does not cause flinching. Forward air is powerful, fast, and disjointed. Water Shuriken and back air are capable of gimping recoveries.
*{{SSB4|Greninja}}: [[Hydro Pump]] is effective at disrupting recoveries, as the water does not cause flinching. Forward air is powerful, fast, and disjointed. Water Shuriken and back air capable of gimping recoveries. Down air is a risky but effective meteor smash.
*{{SSB4|Ike}}: His back air is quick, long-ranged, and deals high knockback. Eruption has a deceptively large hitbox which can also hit opponents on ledge. Down air's sweetspot is a strong meteor smash with long vertical range. Forward air is very strong and has a massive hitbox.
*{{SSB4|Ike}}: his back air is quick, long-ranged, and deals high knockback. Eruption has a deceptively large hitbox which can also hit ledge grabbers. Tipped down air is a strong meteor smash with long vertical range. Forward air is very strong and has a massive hitbox.
*{{SSB4|Little Mac}}: Despite his infamously weak offstage presence, Little Mac can still edgeguard with his down smash, which is very strong, fast, and can semi-spike, or with [[Jolt Haymaker]], which stage spikes powerfully against opponents grabbing ledges. His forward and back air can also be ironically useful edgeguarding tools, as their speed and semi-spike angles allow them to surprise enemies who do not expect Mac to get in the air.  
*{{SSB4|Kirby}}: all aerials are effective to chase opponents offstage with, notably down air, which is a multi-hitting meteor smash. Stone can be used effectively as well because it is powerful, has large hitboxes, and is very hard to interrupt.
*{{SSB4|Luigi}}: Can use his [[Luigi Cyclone]] to gimp an opponent, by fastfalling and mashing the special button to rise afterwards, hitting the opponent with only the looping hits. Since the move's looping hitboxes have high base knockback and extreme knockback scaling as well as sending at the autolink angle, opponents are meteor smashed with very high hitstun, which proves very effective against slow, low recovering opponents, recovery moves without a hitbox, or trade with characters with short-length recovery moves.
*{{SSB4|Little Mac}}: despite his infamously weak offstage presence, Little Mac can still edgeguard with his down smash, which is very strong, fast, and can semi-spike, or with [[Jolt Haymaker]], which stage spikes powerfully against opponents grabbing ledges. His forward and back air can also be ironically useful edgeguarding tools, as their speed and semi-spike angles allow them to surprise enemies who do not expect Mac to get in the air.  
*{{SSB4|Mario}}: F.L.U.D.D., Fireball, and Cape are very useful tools against recovering opponents, the latter being very quick and able to reverse most up special moves. Forward aerial is a powerful spike with a large hitbox. Down smash is a fast and powerful semi-spike.
*{{SSB4|Luigi}}: can use his [[Luigi Cyclone]] to gimp an opponent, by fastfalling and mashing the special button to rise afterwards, hitting the opponent with only the looping hits. Since the move's looping hitboxes have high base knockback and extreme knockback scaling as well as sending at the autolink angle, opponents are meteor smashed with very high hitstun, which proves very effective against slow, low recovering opponents, recovery moves without a hitbox, or trade with characters with short-length recovery moves. Down air is a very quick and effective meteor smash as well. Forward and back air are fast, ranged, and effective gimping options. Down smash has little startup and can stage spike opponents near ledges.
*{{SSB4|Marth}}/{{SSB4|Lucina}}: Forward and back air are useful offstage due to their speed, range, and power. Dolphin Slash is also useful against opponents near the ledge, since it can stage spike very easily. Marth's tipped forward smash is also capable of hitting opponents on the ledge if spaced correctly, almost guaranteeing a KO if it does. Down air is also a powerful spike if sweetspotted.
*{{SSB4|Mario}}: F.L.U.D.D., Fireball, and Cape are very useful tools against recovering opponents, the latter being very quick and able to reverse most up special moves. Forward aerial is a powerful spike with a large hitbox. Down smash is a fast and powerful semi-spike. Neutral and back air are both very fast with good hitboxes and decent power. Dash attack has little startup and can stage spike opponents near ledges.
*{{SSB4|Ness}}: the tail of his PK Thunder is a great tool for preventing characters from returning to the ledge. PK Fire is another effective tool, as attempting to SDI it offstage is incredibly risky. Ness's forward, back, and neutral airs are all effective tools for edgeguarding because of their fast speed and high knockback. Down air is a highly capable meteor smash. Ness's down smash is one of the best tools for 2-framing recoveries in SSB4.
*{{SSB4|Marth}}/{{SSB4|Lucina}}: forward and back air are useful offstage due to their speed, range, and power. Dolphin Slash is also useful against opponents near the ledge, since it can stage spike very easily. Marth's tipped forward smash is also capable of hitting opponents on the ledge if spaced correctly, almost guaranteeing a KO if it does. Sweetspotted down air is a powerful spike.
*{{SSB4|Meta Knight}}: his forward and back air are deceptively strong, and both have a relatively long range and duration, and his down air and down smash are quick semi-spikes.
*{{SSB4|Ness}}: the tail of his PK Thunder is a great tool for preventing characters from returning to the ledge. PK Fire is another effective tool, as attempting to SDI it offstage is incredibly risky. Ness's forward, back, and neutral air are all effective tools for edgeguarding because of their fast speed and high knockback. Down air is a highly capable meteor smash. Ness's down smash is one of the best tools for 2-framing recoveries in SSB4.
*{{SSB4|Shulk}}: using the Jump Art, Shulk can easily take after his opponents and perform what would normally be risky attacks such as his forward air to push opponents back before safely returning to the ledge. While it's possible to air dodge through the attack, his Art allows him to attack multiple times depending on altitude, and he can quickly return to the ledge to try again if need be. The final frames of his forward air also sends enemies backwards, which can cause a surprise stage spike. Neutral air has a large and lingering hitbox, and his back and down air both have massive range with the latter being a long-lasting spike.
*{{SSB4|Villager}}: can use forward smash or [[Timber]] to drop a powerful projectile from the ledge, and has effective aerials along with a long, reliable recovery.


===''Ultimate''===
===''Ultimate''===
*{{SSBU|Donkey Kong}}: Down air and forward air are both powerful meteors with high knockback. Hand Slap is good for catching linear recoveries and can also meteor smash.
*{{SSBU|Donkey Kong}}: Down forward air can both meteor smash opponents if sweetspotted. Hand Slap is good for catching linear recoveries and can also meteor smash.
*{{SSBU|Pikachu}}: Pikachu is a floaty character, which enables it to spend a lot of time in the air. Most of its aerials last for a long time, which, paired with Thunder Jolt's ability to block certain recovery routes and Pikachu's own long recovery, allow it to safely apply major pressure to recovering opponents.
*{{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|Simon}} and {{SSBU|Richter}}: Axe is notorious for its usage near the edge, being powerful, having the ability to change its trajectory, and literally going through the stage to stop recoveries. Cross and Holy Water can also gimp opponents to a lesser degree.
*{{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|Incineroar}}: Forward and back air are incredibly fast and possess high knockback. Down air is an incredibly strong meteor when sweetspotted, and even the weak hit sends at a decent horizontal angle. Its Smash attacks are also useful for applying pressure on ledge thanks to their power and range. Its special moves also have some edgeguarding use with [[Alolan Whip]] capable of gimping opponents, with the late sourspot or a very early kill with the perfect timed hit depending on where they are facing. [[Cross Chop]] can be used as a sacrificial edge-guard due to its meteor smash killing at virtually any percentage off-stage, much like {{SSBU|Chrom}}'s [[Soaring Slash]].
*{{SSBU|Jigglypuff}}:: Can perform a Wall of Pain by chaining forward aerials and finishing with a neutral aerial. Its neutral aerial is also effective for blocking recoveries. Back aerial is a very fast and effective way to finish opponents offstage. Down aerial can be used to drag down opponents closer to the bottom blast zone or lead to a forward aerial.
*{{SSBU|Snake}}: Up smash can go off the ledge and KO characters who are under the stage and/or have lost their edge intangibility. Remote Missile edgeguards most characters, has many mix-ups, and the explosion also 2-frames. Snake also has great stage control thanks to C4 bombs and Hand Grenade, which can edgeguard people offstage.
*{{SSBU|Ridley}}: Plasma Breath can be used to invalidate a large number of recovery routes for opponents near the edge, since the projectiles travel below the ledge, and this is especially strong if fully charged. Also from on stage, down angled forward tilt can be used to hit someone just about to grab ledge. Forward air can be used in conjunction with Ridley's extra jump to perform a Wall of Pain-esque chain, and neutral air is fast and checks a lot of different actions an opponent can take
. His back air is also a reliable option for scoring a KO, and Space Pirate Rush can be used offstage to throw opponents into a stage spike. Wing Blitz can be aimed downwards to spike opponents near ledges.  
*{{SSBU|Simon}} and {{SSBU|Richter}}: Axe is notorious for its usage near the edge, being powerful, having the ability to change its trajectory, and literally going through the stage to stop recoveries. Their forward and back airs also have a long horizontal hitbox, allowing it to KO opponents aiming for the edge. Cross and Holy Water can also gimp opponents to a lesser degree.
*{{SSBU|Incineroar}}: Incineroar’s aerials consist of fast forward and back air and a down air spike, all of which are incredibly strong when sweetspotted at Incineroar’s feet. Incineroar can also use its Smash attacks for ledge-pressure thanks to their power and range. Its special moves also have some edgeguarding use with [[Alolan Whip]] capable of gimping opponents, with the late sourspot or a very early kill with the perfect timed hit depending on where they are facing. [[Cross Chop]] can be used as a sacrificial edge-guard due to its meteor smash killing at virtually any percentage off-stage, much like {{SSBU|Chrom}}'s [[Soaring Slash]].
*{{SSBU|Joker}}: Downshot [[Gun]] is a well-known edgeguarding tool; the weak knockback of the looping hits makes it highly effective at gimping [[tether]] recoveries. Forward and back air have fast startup and good base knockback. [[Arsène]] greatly increases the range and power of Joker's normal attacks and specials, as well as replaces his down special with [[Rebel's Guard|Tetrakarn or Makarakarn]], a [[counterattack]] which doubles as a reflector.
*{{SSBU|Min Min}}: Min Min’s incredible range allows her to effectively prevent fighters from reaching the ledge while being well onto the stage. Ramram in particular is infamous for catching opponents at the ledge very effectively, and can easily combo into her dragon arm smash attack to finish off opponents.
*{{SSBU|Steve}}: The blocks Steve can place with [[Mine / Craft / Create Block]] allow for an unorthodox form of edgeguarding; while not damaging in themselves, the blocks can be used to wall off edges and have no edges of their own that can be grabbed onto. Opponents that cannot go over the blocks or break through them will subsequently be unable to recover. Steve can also utilize these blocks to perform grounded moves such as down smash, which due to its strong semi-spike knockback is deadly offstage.
*{{SSBU|Steve}}: The blocks Steve can place with [[Mine / Craft / Create Block]] allow for an unorthodox form of edgeguarding; while not damaging in themselves, the blocks can be used to wall off edges and have no edges of their own that can be grabbed onto. Opponents that cannot go over the blocks or break through them will subsequently be unable to recover. Steve can also utilize these blocks to perform grounded moves such as down smash, which due to its strong semi-spike knockback is deadly offstage.
*{{SSBU|Sephiroth}}: The very long range of his Masamune allows him to both edgeguard and ledge trap rather effectively. His forward aerial is a great poking tool which combos into itself effectively when he is in winged form. Back aerial is very strong when sweetspotted. Down aerial hits below the ledge, allowing him to meteor smash opponents onstage. His special moves all posses edgeguarding potential; Flare / Megaflare / Gigaflare work as great and respectable edge trapping tools, especially with the power of the latter two. Shadow flare can interrupt jumps and can easily finish off opponents close to the blast zone upon the five second detonation. Octaslash is very powerful and long ranged and can either be used as a sacrificial KO, or even safely such as when angling it upwards. Lastly, Scintilla is a very strong counter attack when it connects and the automatic particles can also gimp opponents.
*{{SSBU|Sephiroth}}: The very long range of his Masamune allows him to both edgeguard and ledge trap rather effectively. His forward air is a great poking tool which combos into itself effectively when he is in winged form. Back air is very strong when sweetspotted. Down air hits below the ledge, allowing him to meteor smash opponents onstage. His special moves all posses edgeguarding potential; Flare / Megaflare / Gigaflare work as great and respectable edge trapping tools, especially with the power of the latter two. Shadow flare can interrupt jumps and can easily finish off opponents close to the blast zone upon the five second detonation. Octoslash is very powerful and long ranged and can either be used as a sacrificial KO, or even safely such as when angling it upwards. Lastly, Scintilla is a very strong counter attack when it connects and the automatic particles can also gimp opponents.


{{AllGames|Techniques}}
{{AllGames|Techniques}}

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