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Smash Journeyman
Okay, so we all know that using d-smash for edgeguarding is sick, especially characters that can't sweetspot the edge or have a slow horizontal approach to the edge, (Wario, Luigi, DK, Peach, MK, etc etc). The question is, wtf do you do once they're stunned. I've debated in my head about this for ages, trying tons of different things. Here's what I've come up with:
Down-B Spike
B-Air
Up-B Spike
Other
Okay, so what do you guys think, any strengths/weaknesses I've overlooked? Any options I left out? I'm looking for the BEST option, meaning, the MOST Reward for the LEAST Risk. It has to have a low enough risk that I would do this IN COMPETITION and not worry about losing a stock.
Down-B Spike
This is obviously the most popular choice. However, there are very few situations where this is actually guaranteed if you down-b from the stage. If you stunned the character under the stage, there's little to no chance that they'll pop up high enough for you to down-b spike them. Also, at low percentages characters get out of the stun very fast, meaning you probably won't have finished your arc by the time they get out.
To compensate for this, what I've started doing is a drop-off down-b. I run off the edge, DI back into the stage while holding down (to avoid grabbing the ledge) and THEN I down-b. This is a lot easier to aim and the kick will usually hit them directly out of the stun, making it much less avoidable at any percent (even with DI). The drawback to this of course is that you will finish the kick very low and won't be able to recover to the edge without using a tether. If you miss the kick (which shouldn't happen because it's much easier to land) then you are pretty much screwed. They'll probably edgehog on accident just by getting to the edge first.
To compensate for this, what I've started doing is a drop-off down-b. I run off the edge, DI back into the stage while holding down (to avoid grabbing the ledge) and THEN I down-b. This is a lot easier to aim and the kick will usually hit them directly out of the stun, making it much less avoidable at any percent (even with DI). The drawback to this of course is that you will finish the kick very low and won't be able to recover to the edge without using a tether. If you miss the kick (which shouldn't happen because it's much easier to land) then you are pretty much screwed. They'll probably edgehog on accident just by getting to the edge first.
B-Air
I find this to be a great option at high percents. The character is already off the stage and extremely close to the wall, so b-air will easily KO at ~100% depending on the character. The problem is, below 100% you're just gonna knock them up and allow them to recover from a much higher angle. If the character is close to the ledge, a stage spike bair works wonders, but of course still can be teched (very rare).
Up-B Spike
So I tried this out for a little while trying to find an alternative to the down-b spike, and I must say it works really well when it hits. The up-b itself is super fast, so you'll have plenty of time to run underneath the stunned character. You'll also still have both your second jump AND your down-b, so recovery isn't a problem if you miss. However, hitting with the correct spike hitbox on the up-b is painstakingly difficult. A lot of times you'll hit with the juggle hitbox and then the weak spike, and they'll be able to recover anyways. Like I said though, if you hit with the outside strong spike hitbox, it's extremely powerful.
Other
Anything else you guys try out of stun? Forward-B, F-Air, N-Air, I dunno. I don't see anything particularly useful about her other moves, but maybe I'm overlooking something.
Okay, so what do you guys think, any strengths/weaknesses I've overlooked? Any options I left out? I'm looking for the BEST option, meaning, the MOST Reward for the LEAST Risk. It has to have a low enough risk that I would do this IN COMPETITION and not worry about losing a stock.