Edgeguarding: Difference between revisions
→Ultimate: Added more text
m (Undid edit by 24.94.61.174: I don't think spot is for Smashers. There's also a lot of missing info and context) Tag: Undo |
(→Ultimate: Added more text) Tag: Mobile edit |
||
Line 126: | Line 126: | ||
*{{SSBU|Lucas}}: Down smash is incredibly useful for 2-frame punishes and edgeguarding thanks to its incredibly high knockback and range, the latter of which allows it to hit opponents directly below the stage. His sweetspotted forward tilt is powerful and disjointed and can also be very useful for 2-frame punishes when angled down. PK Freeze sends opponent at a horizontal angle with powerful knockback, which allows it to KO at incredibly early percents and makes it his most feared edgeguarding option, PK Fire and forward aerial are powerful enough to reliably KO opponents off-stage below 100%. PK Thunder is an incredibly effective projectile for gimping, as it can drag opponents to the blast line or send them far enough from the stage so that their recovery fails. Lucas’s back and down aerials are powerful meteor smashes, with the latter being able to effectively gimp characters with poor vertical recoveries. | *{{SSBU|Lucas}}: Down smash is incredibly useful for 2-frame punishes and edgeguarding thanks to its incredibly high knockback and range, the latter of which allows it to hit opponents directly below the stage. His sweetspotted forward tilt is powerful and disjointed and can also be very useful for 2-frame punishes when angled down. PK Freeze sends opponent at a horizontal angle with powerful knockback, which allows it to KO at incredibly early percents and makes it his most feared edgeguarding option, PK Fire and forward aerial are powerful enough to reliably KO opponents off-stage below 100%. PK Thunder is an incredibly effective projectile for gimping, as it can drag opponents to the blast line or send them far enough from the stage so that their recovery fails. Lucas’s back and down aerials are powerful meteor smashes, with the latter being able to effectively gimp characters with poor vertical recoveries. | ||
*{{SSBU|Lucina}}: Neutral, forward, and back aerials have fast startup, disjointed hitboxes and decently strong horizontal knockback, making them effective edgeguarding tools. Her down aerial has a strong meteor smash hitbox as well in addition to its disjoint, making it a rewarding move to land. Lucina's down special, [[Counter]], is also highly effective against recovery moves with damaging hitboxes as well. | *{{SSBU|Lucina}}: Neutral, forward, and back aerials have fast startup, disjointed hitboxes and decently strong horizontal knockback, making them effective edgeguarding tools. Her down aerial has a strong meteor smash hitbox as well in addition to its disjoint, making it a rewarding move to land. Lucina's down special, [[Counter]], is also highly effective against recovery moves with damaging hitboxes as well. | ||
*{{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 stage control thanks to C4 bombs and Hand Grenade, which can edgeguard people offstage. | *{{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|Villager}}: Forward smash has the ability to go off the ledge and KO opponents going for low recoveries. Forward and back aerials as well as opponents' Pocketed projectiles can also gimp opponents effectively. Down aerial can also meteor smash opponents. Neutral aerial is fast and has a lingering hitbox. | *{{SSBU|Villager}}: Forward smash has the ability to go off the ledge and KO opponents going for low recoveries. Forward and back aerials as well as opponents' Pocketed projectiles can also gimp opponents effectively. Down aerial can also meteor smash opponents. Neutral aerial is fast and has a lingering hitbox. | ||
*{{SSBU|Mega Man}}: Forward and back aerials have large, disjointed hitboxes that are also some of his best KO options. Down aerial is a powerful projectile spike that can be used to read low recoveries, although its hitbox is rather small. Metal Blade can also be used in a similar fashion to down aerial, albeit better at intercepting recoveries and stopping aerial momentum. Neutral aerial and Leaf Shield can also gimp opponents with either of their hitboxes. | *{{SSBU|Mega Man}}: Forward and back aerials have large, disjointed hitboxes that are also some of his best KO options. Down aerial is a powerful projectile spike that can be used to read low recoveries, although its hitbox is rather small. Metal Blade can also be used in a similar fashion to down aerial, albeit better at intercepting recoveries and stopping aerial momentum. Neutral aerial and Leaf Shield can also gimp opponents with either of their hitboxes. |