Edgeguarding: Difference between revisions

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→‎Notable edgeguarders: Removed a lot of the fat in Ultimate's subsection as well as further shaving down the Melee roster. Changed the cleanup notice to say Brawl instead of Ult.
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m (→‎Notable edgeguarders: Removed a lot of the fat in Ultimate's subsection as well as further shaving down the Melee roster. Changed the cleanup notice to say Brawl instead of Ult.)
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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.}}
{{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 aerial is a quick and powerful meteor smash with a long duration. His up aerial is a powerful semi-spike during the late hitboxes. Neutral and back aerial are both fast, decently strong, and the former has a lingering hitbox. Down tilt is a quick semi-spike.
*{{SSB|Captain Falcon}}: his down aerial is a quick and powerful meteor smash with a long duration. His up aerial is a powerful semi-spike during the late hitboxes. Neutral and back aerial are both fast, decently strong, and the former has a lingering hitbox. Down tilt is a quick semi-spike.
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*{{SSBM|Falco}}: down aerial has quick startup and a spike hitbox throughout the entire move. Neutral and back aerial 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 aerial has quick startup and a spike hitbox throughout the entire move. Neutral and back aerial 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 his clone, his neutral and back aerial as well as his down smash are also effective.
*{{SSBM|Fox}}: his [[Reflector]] has no startup and [[Shine spike|semi-spikes opponents]]. Like his clone, his neutral and back aerial as well as his down smash are also effective.
*{{SSBM|Ganondorf}}: he has the most powerful meteor smash in the game in his down aerial, which is difficult to survive even with meteor cancelling. He also has a powerful spike in Wizard's Foot, and his up aerial semi-spikes during the late hitboxes. Back aerial and neutral aerial are similar to Captain Falcon's, but even better due to their added knockback. Forward aerial has a disjointed hitbox and is very powerful.
*{{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 aerial are each fast moves with lingering hitboxes.
*{{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 aerial are each fast moves with lingering hitboxes.
*{{SSBM|Marth}}: his down aerial 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 aerial is effective as well.
*{{SSBM|Marth}}: his down aerial 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 aerial is effective as well.
*{{SSBM|Pikachu}}: the middle hitbox of its up aerial is a weak semi-spike that can be chained into itself. Back aerial is fast and decently strong. Thunder Jolt is still a decent gimping option.
*{{SSBM|Pikachu}}: the middle hitbox of its up aerial is a weak semi-spike that can be chained into itself. Back aerial is fast and decently strong. Thunder Jolt is still a decent gimping option.
*{{SSBM|Sheik}}: her forward aerial has quick startup and is a strong semi-spike. Her neutral and back aerial are also effective moves offstage, and have long durations. Needle Storm can sometimes gimp recoveries.


===''Brawl''===
===''Brawl''===
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*{{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|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|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 aerial can be used in conjunction with Ridley's extra jump to perform a Wall of Pain-esque chain, and neutral aerial is fast and checks a lot of different actions an opponent can take. His back aerial 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 aerials 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|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 aerials 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 aerial and a down aerial 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|Incineroar}}: Incineroar’s aerials consist of fast forward and back aerial and a down aerial 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 aerial 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. 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.
*{{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}}