Edge-guard breaking: Difference between revisions
→Fox guard
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Link is also an excellent edge-guard thanks to the powerful horizontal knockback delivered by his [[Spin Attack]] when accompanying either his back throw or forward throw, which can knock opponents off the stage and KO them at record low percentages, especially if the opponent attempts to recover. Although Link's back throw has a higher output of damage and knockback than his forward throw, it may still not be enough to knock certain opponents far enough off the stage so they can't grab the ledge either because the opponent did not receive enough damage or the combo was sourspotted. For most opponents, this is the only time that Link's edge-guarding technique can be officially broken. Immediately following this, the opponent can simply use a ledge attack or a Roll Dodge at this point to get back onto the stage. Therefore, Link must deliver a sufficient amount of damage and knockback prior to using his combo so that it can sufficiently give him enough time to Edge-hog or send the opponent so far that no matter how hard they try to recover, they will only fail to get back onto stage without him having to repeat the combo until the opponent receives enough damage and knockback. This especially applies to [[Pichu]], [[Pikachu]], and [[Yoshi]], as they can easily exploit the direction and distance their recoveries send them. If they manage to get back to the ledge of the stage, they can easily grab it unharmed. If they do not reach a distance safe enough to grab the ledge, Link can instantly use another Spin Attack or just Edge hog them. However, if any other opponent does make a successful recovery attempt, Link can simply knock them off again with another Spin Attack and/or follow it with an Edge hog, depending on how far away the opponent is from the ledge at the last frame of his or her recovery. Thus, this edge-guarding technique can be extremely difficult to break without adequate experience and timing. | Link is also an excellent edge-guard thanks to the powerful horizontal knockback delivered by his [[Spin Attack]] when accompanying either his back throw or forward throw, which can knock opponents off the stage and KO them at record low percentages, especially if the opponent attempts to recover. Although Link's back throw has a higher output of damage and knockback than his forward throw, it may still not be enough to knock certain opponents far enough off the stage so they can't grab the ledge either because the opponent did not receive enough damage or the combo was sourspotted. For most opponents, this is the only time that Link's edge-guarding technique can be officially broken. Immediately following this, the opponent can simply use a ledge attack or a Roll Dodge at this point to get back onto the stage. Therefore, Link must deliver a sufficient amount of damage and knockback prior to using his combo so that it can sufficiently give him enough time to Edge-hog or send the opponent so far that no matter how hard they try to recover, they will only fail to get back onto stage without him having to repeat the combo until the opponent receives enough damage and knockback. This especially applies to [[Pichu]], [[Pikachu]], and [[Yoshi]], as they can easily exploit the direction and distance their recoveries send them. If they manage to get back to the ledge of the stage, they can easily grab it unharmed. If they do not reach a distance safe enough to grab the ledge, Link can instantly use another Spin Attack or just Edge hog them. However, if any other opponent does make a successful recovery attempt, Link can simply knock them off again with another Spin Attack and/or follow it with an Edge hog, depending on how far away the opponent is from the ledge at the last frame of his or her recovery. Thus, this edge-guarding technique can be extremely difficult to break without adequate experience and timing. | ||
==[[Fox]] guard== | ===[[Fox]] guard=== | ||
Aside from [[Shine spike|Shine spiking]], Fox's down throw is quite a unique edge-guarding strategy as it has the capability of KOing any opponent regardless of how much damage they had taken when used right on the edge of the stage due to the high amount of force delivered when Fox throws them. Falco's down throw works in the same way, but only on those lighter than him. If Falco were to attempt this on heavier characters, they can easily get back on the stage due to the stun they received from his blaster. Thus, they would require considerable amounts of damage in order to be sent down with such great force. Additionally, either Falco or Fox's down throw can be sourspotted at any time for no reason at all, which would then result in the opponent falling down onto the stage rather than to the lower blast line. | Aside from [[Shine spike|Shine spiking]], Fox's down throw is quite a unique edge-guarding strategy as it has the capability of KOing any opponent regardless of how much damage they had taken when used right on the edge of the stage due to the high amount of force delivered when Fox throws them. Falco's down throw works in the same way, but only on those lighter than him. If Falco were to attempt this on heavier characters, they can easily get back on the stage due to the stun they received from his blaster. Thus, they would require considerable amounts of damage in order to be sent down with such great force. Additionally, either Falco or Fox's down throw can be sourspotted at any time for no reason at all, which would then result in the opponent falling down onto the stage rather than to the lower blast line. | ||
[[Category:Techniques (SSB)]] | [[Category:Techniques (SSB)]] | ||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] | ||
[[Category:Techniques (SSBB)]] | [[Category:Techniques (SSBB)]] |