Edgeguarding: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(→‎Melee: I forgot this wasn't a thing until S4)
(→‎Smash 4: Oh yeah)
Line 105: Line 105:
*{{SSB4|Lucario}}: with enough [[Aura]], it possesses the strongest back aerial in the game. Neutral aerial can also gimp recoveries due to its deceptive lingering hitbox. Aura Sphere is very powerful and has a massive hitbox with Aura.
*{{SSB4|Lucario}}: with enough [[Aura]], it possesses the strongest back aerial in the game. Neutral aerial can also gimp recoveries due to its deceptive lingering hitbox. Aura Sphere is very powerful and has a massive hitbox with Aura.
*{{SSB4|Luigi}}: can use his [[Luigi Cyclone]] to gimp an opponent, by fastfalling and mashing the special attack 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-lenghted recovery moves. Down aerial is a very quick and effective meteor smash as well. Forward and back aerials are fast, ranged, and effective gimping options. Down smash has little startup and can stage spike opponents near ledges.
*{{SSB4|Luigi}}: can use his [[Luigi Cyclone]] to gimp an opponent, by fastfalling and mashing the special attack 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-lenghted recovery moves. Down aerial is a very quick and effective meteor smash as well. Forward and back aerials are fast, ranged, and effective gimping options. Down smash has little startup and can stage spike opponents near ledges.
*{{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 aerials are both very fast with good hitboxes and decent power.
*{{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 aerials are both very fast with good hitboxes and decent power. Dash attack has little startup and can stage spike opponents near ledges.
*{{SSB4|Marth}}/{{SSB4|Lucina}}: forward and back aerials 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 aerial is a powerful spike.
*{{SSB4|Marth}}/{{SSB4|Lucina}}: forward and back aerials 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 aerial is a powerful spike.
*{{SSB4|Meta Knight}}: his forward and back aerials are deceptively strong, and both have a relatively long range and duration, and his down aerial and down smash are quick semi-spikes. Neutral aerial is also very quick and useful offstage with its deceptively long duration.
*{{SSB4|Meta Knight}}: his forward and back aerials are deceptively strong, and both have a relatively long range and duration, and his down aerial and down smash are quick semi-spikes. Neutral aerial is also very quick and useful offstage with its deceptively long duration.