Edgeguarding: Difference between revisions

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===''Ultimate''===
===''Ultimate''===
*{{SSBU|Mario}}: F.L.U.D.D. and Cape are very useful tools against recovering opponents, the latter being very quick and able to reverse most recovery moves. Forward aerial is a powerful meteor.smash 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, the latter boasting long range and the former a lingering hitbox that can wall out opponents. Fireball is a spammable projectile that can easily intercept recoveries.  
*{{SSBU|Mario}}: F.L.U.D.D. and Cape are very useful tools against recovering opponents, the latter being very quick and able to reverse most recovery moves. Forward aerial is a powerful meteor smash 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, the latter boasting long range and the former a lingering hitbox that can wall out opponents. Fireball is a spammable projectile that can easily intercept recoveries.  
*{{SSBU|Donkey Kong}}: Back aerial is a fast and powerful sex kick with good range and a lingering hitbox. Down aerial and forward aerial can both meteor smash opponents if sweetspotted. His down special, Hand Slap, is good for catching linear recoveries and can also meteor smash.
*{{SSBU|Donkey Kong}}: Back aerial is a fast and powerful sex kick with good range and a lingering hitbox. Down aerial and forward aerial can both meteor smash opponents if sweetspotted. His down special, Hand Slap, is good for catching linear recoveries and can also meteor smash.
*{{SSBU|Link}}: Link's neutral aerial is a sex kick that is safe and can edgeguard with the both the initial and late hitbox. Down aerial is a powerful, disjointed meteor smash against  if sweetspotted. Forward and back aerials are both relatively fast and strong with good range and a disjoint for the former. Remote Bombs are also effective because it can be set off when close to the opponent offstage. Hero's Bow and Boomerang are also capable of gimping.
*{{SSBU|Link}}: Link's neutral aerial is a sex kick that is safe and can edgeguard with the both the initial and late hitbox. Down aerial is a powerful, disjointed meteor smash against  if sweetspotted. Forward and back aerials are both relatively fast and strong with good range and a disjoint for the former. Remote Bombs are also effective because it can be set off when close to the opponent offstage. Hero's Bow and Boomerang are also capable of gimping.
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*{{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 both dangerous projectiles that can edgeguard well, especially the latter. Ness’s aerials are also fast and disjointed and can edgeguard effectively (sans up aerial), 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 both dangerous projectiles that can edgeguard well, especially the latter. Ness’s aerials are also fast and disjointed and can edgeguard effectively (sans up aerial), particularly his down aerial spike.
*{{SSBU|Captain Falcon}}: Forward and back aerial have very powerful horizontal knockback, neutral aerial has relatively strong knockback as well, and down aerial effectively meteor smashes opponents.
*{{SSBU|Captain Falcon}}: Forward and back aerial have very powerful horizontal knockback, neutral aerial has relatively strong knockback as well, and down aerial effectively meteor smashes opponents.
*{{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 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 aerial 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.
*{{SSBU|Ridley}}: Plasma Breath can be used to gimp opponents near the edge, especially if fully charged. Forward aerial can be used in conjunction with Ridley's extra jump to perform a Wall of Pain-esque chain offstage. His back aerial is also a reliable option for scoring a KO, and his down aerial can meteor smash on the clean hit. 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|Ridley}}: Plasma Breath can be used to gimp opponents near the edge, especially if fully charged. Forward aerial can be used in conjunction with Ridley's extra jump to perform a Wall of Pain-esque chain offstage. His back aerial is also a reliable option for scoring a KO, and his down aerial can meteor smash on the clean hit. 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.
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