Editing Edgeguarding
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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 Brawl and Smash 4 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. | ||
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===''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 | *{{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|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|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|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|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. | ||
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===''Ultimate''=== | ===''Ultimate''=== | ||
*{{SSBU|Donkey Kong}}: Down | *{{SSBU|Donkey Kong}}: Down forward air are both powerful meteors with high knockback. Hand Slap is good for catching linear recoveries and can also meteor smash. | ||
*{{SSBU|Pikachu}}: Pikachu is a floaty character, which enables | *{{SSBU|Pikachu}}: Pikachu is a floaty character, which enables them to spend a lot of time in the air. Most of their 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|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|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|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|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|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. | *{{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. 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}} |