Dekar173
Justice Man
Video archive (incomplete)
http://www.youtube.com/watch?v=hCnZ28uQn_M
http://www.youtube.com/watch?v=lRsvGFU1JBA
Terminology:
Ledgehop- Dropping from the ledge, then performing a double jump.
Ledgejump- Inputting a jump while hanging from the ledge.
Get up attack- Inputting a smash or attack while on the ledge (they both produce the same thing)
Regular get up- Inputting forward while hanging from the ledge, it causes you to just stand up on top of the ledge.
Basic ledge options-
Get up attack (0-99%):
Pros:
•average get up attack speed
•decent range
•set knock back that will position you to recover
Cons:
•If they shield it, they have a free grab
•Marth's fsmash can tipper you safely from get up attack
•Blizzard easily outspaces this
•DK's fsmash
•It is slow in comparison to just getting up onto the stage
Get up attack (100%+):
Pros:
•Invincible until the hitbox is out
•set knock back allowing you to recover
•VERY good range
Cons:
•If they shield it, they have free (insert lots of moves)
•Marth fsmash, again, can tipper you safely from get up attack
•Blizzard
•It is VERY slow
Roll (0-99%):
Pros:
•Decently fast, for a roll
•puts you on the stage
•messes up the spacing of some attacks, and gives you time to DI if they catch you
Cons:
•Being that it's a roll, it's still SLOW and therefore-
•Easy to punish
•invincible for little over half of the roll
Roll (100%):
Pros:
•lots of invincibility
•puts you on the stage
•again, gives you time to DI retaliatory attacks, and messes up spacing
Cons:
•It's like rolling, but as if your opponent has shadow and the timer ****** your speed. SLOW
•VERY easy to punish, unless if they mess up the spacing
•lots of dead frames where you can get punished
Regular get up (0-99%)
Pros:
•Fast
•decent amount of invincibility frames
•puts you at a 1-2 frame disadvantage against a shielding opponent (for ledge options, that's good)
Cons:
•No active hitbox
•you're still at a frame disadvantage
•Places you in tipper range against a Marth who knows how to edgeguard
•If they're charging a smash, you're probably going to eat it
•Lingering hitboxes
Regular get up (100%+):
Pros:
•Good invincibility frames
Cons:
•No active hitbox
•Sloooow (huge disadvantage framewise)
•Tipper
•Charged smashes/lingering hitboxes will **** this option
Ledgejump (0-99%):
Pros:
•Mix-ups
•Fast, more difficult to read/predict than most other options
•gives you more options than the others, and doesn't give you a frame disadvantage
Cons:
•it puts you in the air, ABOVE a ledgeguarding opponent (positional disadvantage)
•lingering hitboxes will **** this option
Ledgejump (100%+):
Pros:
•Mix-ups
•Moderately fast
•again, no frame disadvantage
•If you buffer uair, you can both hit an unwary opponent and grab a naner if it's close to the edge
Cons:
•positional disadvantage
•lingering hitboxes
Ledge dropping (to my knowledge this is unaffected by %):
Pros:
•Mix-ups
•Tends to "force" reactions
•Punishes impatient opponents
Cons:
•Liable to fall into a pattern
•Ledge grab limit!
Advanced options (AKA, mix-ups ):
Ledgedrop Options
These are options that include a ledgedrop (pushing away from the ledge or down) and then something else.
Ledgehop > Walljump
The desired result is to drop, and then almost immediately walljump, this allows you to naner pluck while being edgeguarded, placing a banana on the stage.
Input- rotate the directional stick from down to up, rotating TOWARDS the stage in between your down to up inputs, double jumping almost immediately and then walljumping afterward.
Example: if you're hanging from the left side of FD, you press down, then rotate the directional stick counter-clockwise to the up position, DJing and then walljumping.
It takes practice.
Pros:
•Your back is towards the opponent, bair/naner pluck territory
•positionally it places you away from the opponent (theoretically, unless if they are chasing you)
Cons:
•Uses your Double Jump
•Places you offstage and even closer to the blastzone
•Does not work on Smashville
Ledgehop > Diddy Hump:
Pros:
A good mix-up for grabbing a shield happy opponent, and getting their pressure off of you
Cons:
The con is that it's rather slow, and easy to punish if your opponent has good range
Ledgehop > Diddy Kick:
Pros:
•A good mix-up for pushing an opponent into a naner, or punishing careless opponents
Cons:
•Again, rather slow and punishable
Drop > Diddy Hump > Walljump (Final Destination, assuming you actually get to play it XD):
Pros:
•gives you the opportunity to naner pluck
•bair poor edgeguarders
•still have your DJ
Cons:
•can be stagespiked if used poorly
•dtilts similar to Ike's will spike you
Drop > Barrel > DON'T grab ledge
Input: Drop (down) > upB > hold down
The effect will be you barreling past the ledge
Pros:
•Hits opponents attempting to fastgrab the ledge
•will barrel cancel against certain attacks
•if hit, you still have your DJ
Cons:
•Can theoretically be edgehogged
•tipperbait
Ledgehop > Wavebounced PGC (popgun cancel):
Inputs: rotate your directional stick from down to back (double jumping in the process) then letting the stick hit the neutral position, neutral B (popgun,) then jam the directional stick forward and press shield almost simultaneously
The desired effect is you dropping, then jumping almost directly onto the stage, with 0 lag
Pros:
•Misleading to your opponent
•Small frame disadvantage
•(if you have a naner in your hand) leads into trip > insert **** against a careless opponent
Cons:
•No doublejump if they intercept you before touching the ground
•Though it is small, you still have a frame disadvantage
Ledgejump options
Options that include pressing jump while on the ledge. REMEMBER- the timing on a ledgejump DIFFER depending on what your percentage is at. 0-99% is FASTER than 100%+
Ledgejump > Buffered Wavebounced PGC:
Inputs: Jump and RIGHT before you jump input your neutral B, then jam your directional stick backwards from the stage, pressing shield to cancel the popgun.
VISUAL Example around 1:25
http://www.youtube.com/watch?v=3cF7rvLu2QI&feature=related
Pros:
•Saves your DJ
•No frame disadvantage
•Places you away from the opponent
•Gives you the opportunity to naner pluck
•Still have Diddy Hump/Kick
Cons:
•Places you in the air
•It's a ledgehop, so lingering hitboxes punish it
Ledgejump > Buffered aerial
Inputs: Jump, then RIGHT before Diddy jumps, input an aerial.
Pros:
•Saves your DJ
•Hits opponents standing on the edge
•Main advantage: it picks up naners laying near the ledge
Cons:
•Lingering hitboxes
•Moderate frame disadvantage, reactive opponents will easily punish it
(Smashville only) Ledgejump > Waveland on platform
Inputs: Jump, and then on the instant that Diddy's frame is on top of the platform, input a dair or downB.
You will ledgejump, but will then be instantly grounded on top of the platform, with 0 lag (if you dair) or with a banana coming out of who knows where, if you input a downB :D
Pros:
•Saves your DJ
•No frame disadvantage
•Gives you the opportunity to naner pluck
•GROUNDS YOU
•Great mix-up, it is so fast that it is very difficult to punish
Cons:
•You are above the opponent
•Most characters are capable of this
•Lingering hitboxes punish it
Options good for when there is a naner near the ledge:
Jedgejump > Buffered Z-catch
Inputs: Jump, then RIGHT before Diddy jumps, press grab, or shield + A
You will jump from the ledge, and the naner (it must be at least somewhat near the ledge) will be instantly placed in your hand.
Pros:
•You have a naner in your hand!
•You are at no frame disadvantage
•You have your DJ
•You have your sideB
•You can pluck naners
Cons:
•You are placed above the opponent
•Lingering hitboxes punish it
•Pretty technical
Ledgehop > instant throw
Pros:
•Relatively safe
•Often unexpected
•Great for mix-ups
•Pressures the edgeguarder
Cons:
•Uses your DJ
•People with good OoS options easily punish
•Naner can be caught when an opponents dash attack or aerials
Options WITH a naner in hand
(Naner in hand) Drop > smash throw naner up > DJ > instant throw naner
Inputs: Drop, then up on c-stick, double jump, and air-dodge cancelled throw the naner forward, up, etc.
Pros:
•Very safe
•Good for pressuring from the ledge
•Allows you to regrab the ledge
•Stalling option
•Good for mix-ups, you can catch the naner instead
Cons:
•Uses your DJ
•Opponents good with items can instant throw the naner back at you
•Does not place you back on the stage
"Instant" walljump > Smash naner pluck > DJ > throw naner on stage (again, can NOT be done on Smashville!)
Pros:
•Pretty safe
•Places you away from the opponent, while simultaneously pressuring them
•Allows you to regrab the ledge
•Great for giving yourself a better position
Cons:
•Uses DJ
•Character specific moves **** this option
•Naners can be taken by opponent
Things that, if practiced, will help you with your ledge options:
wavebounced PGC
B-reversed Diddy Hump
"instant" walljumping
Buffering aerials out of ledgehops (remember, the timing to buffer when you're between 0-99% and when you're at 100%+ are different)
"Autolanding" on moving platforms (as close to wavelanding as Brawl's current metagame allows)
Good luck Diddys, no more complaining about getting ***** on the ledge! :D
http://www.youtube.com/watch?v=hCnZ28uQn_M
http://www.youtube.com/watch?v=lRsvGFU1JBA
Terminology:
Ledgehop- Dropping from the ledge, then performing a double jump.
Ledgejump- Inputting a jump while hanging from the ledge.
Get up attack- Inputting a smash or attack while on the ledge (they both produce the same thing)
Regular get up- Inputting forward while hanging from the ledge, it causes you to just stand up on top of the ledge.
Basic ledge options-
Get up attack (0-99%):
Pros:
•average get up attack speed
•decent range
•set knock back that will position you to recover
Cons:
•If they shield it, they have a free grab
•Marth's fsmash can tipper you safely from get up attack
•Blizzard easily outspaces this
•DK's fsmash
•It is slow in comparison to just getting up onto the stage
Get up attack (100%+):
Pros:
•Invincible until the hitbox is out
•set knock back allowing you to recover
•VERY good range
Cons:
•If they shield it, they have free (insert lots of moves)
•Marth fsmash, again, can tipper you safely from get up attack
•Blizzard
•It is VERY slow
Roll (0-99%):
Pros:
•Decently fast, for a roll
•puts you on the stage
•messes up the spacing of some attacks, and gives you time to DI if they catch you
Cons:
•Being that it's a roll, it's still SLOW and therefore-
•Easy to punish
•invincible for little over half of the roll
Roll (100%):
Pros:
•lots of invincibility
•puts you on the stage
•again, gives you time to DI retaliatory attacks, and messes up spacing
Cons:
•It's like rolling, but as if your opponent has shadow and the timer ****** your speed. SLOW
•VERY easy to punish, unless if they mess up the spacing
•lots of dead frames where you can get punished
Regular get up (0-99%)
Pros:
•Fast
•decent amount of invincibility frames
•puts you at a 1-2 frame disadvantage against a shielding opponent (for ledge options, that's good)
Cons:
•No active hitbox
•you're still at a frame disadvantage
•Places you in tipper range against a Marth who knows how to edgeguard
•If they're charging a smash, you're probably going to eat it
•Lingering hitboxes
Regular get up (100%+):
Pros:
•Good invincibility frames
Cons:
•No active hitbox
•Sloooow (huge disadvantage framewise)
•Tipper
•Charged smashes/lingering hitboxes will **** this option
Ledgejump (0-99%):
Pros:
•Mix-ups
•Fast, more difficult to read/predict than most other options
•gives you more options than the others, and doesn't give you a frame disadvantage
Cons:
•it puts you in the air, ABOVE a ledgeguarding opponent (positional disadvantage)
•lingering hitboxes will **** this option
Ledgejump (100%+):
Pros:
•Mix-ups
•Moderately fast
•again, no frame disadvantage
•If you buffer uair, you can both hit an unwary opponent and grab a naner if it's close to the edge
Cons:
•positional disadvantage
•lingering hitboxes
Ledge dropping (to my knowledge this is unaffected by %):
Pros:
•Mix-ups
•Tends to "force" reactions
•Punishes impatient opponents
Cons:
•Liable to fall into a pattern
•Ledge grab limit!
Advanced options (AKA, mix-ups ):
Ledgedrop Options
These are options that include a ledgedrop (pushing away from the ledge or down) and then something else.
Ledgehop > Walljump
The desired result is to drop, and then almost immediately walljump, this allows you to naner pluck while being edgeguarded, placing a banana on the stage.
Input- rotate the directional stick from down to up, rotating TOWARDS the stage in between your down to up inputs, double jumping almost immediately and then walljumping afterward.
Example: if you're hanging from the left side of FD, you press down, then rotate the directional stick counter-clockwise to the up position, DJing and then walljumping.
It takes practice.
Pros:
•Your back is towards the opponent, bair/naner pluck territory
•positionally it places you away from the opponent (theoretically, unless if they are chasing you)
Cons:
•Uses your Double Jump
•Places you offstage and even closer to the blastzone
•Does not work on Smashville
Ledgehop > Diddy Hump:
Pros:
A good mix-up for grabbing a shield happy opponent, and getting their pressure off of you
Cons:
The con is that it's rather slow, and easy to punish if your opponent has good range
Ledgehop > Diddy Kick:
Pros:
•A good mix-up for pushing an opponent into a naner, or punishing careless opponents
Cons:
•Again, rather slow and punishable
Drop > Diddy Hump > Walljump (Final Destination, assuming you actually get to play it XD):
Pros:
•gives you the opportunity to naner pluck
•bair poor edgeguarders
•still have your DJ
Cons:
•can be stagespiked if used poorly
•dtilts similar to Ike's will spike you
Drop > Barrel > DON'T grab ledge
Input: Drop (down) > upB > hold down
The effect will be you barreling past the ledge
Pros:
•Hits opponents attempting to fastgrab the ledge
•will barrel cancel against certain attacks
•if hit, you still have your DJ
Cons:
•Can theoretically be edgehogged
•tipperbait
Ledgehop > Wavebounced PGC (popgun cancel):
Inputs: rotate your directional stick from down to back (double jumping in the process) then letting the stick hit the neutral position, neutral B (popgun,) then jam the directional stick forward and press shield almost simultaneously
The desired effect is you dropping, then jumping almost directly onto the stage, with 0 lag
Pros:
•Misleading to your opponent
•Small frame disadvantage
•(if you have a naner in your hand) leads into trip > insert **** against a careless opponent
Cons:
•No doublejump if they intercept you before touching the ground
•Though it is small, you still have a frame disadvantage
Ledgejump options
Options that include pressing jump while on the ledge. REMEMBER- the timing on a ledgejump DIFFER depending on what your percentage is at. 0-99% is FASTER than 100%+
Ledgejump > Buffered Wavebounced PGC:
Inputs: Jump and RIGHT before you jump input your neutral B, then jam your directional stick backwards from the stage, pressing shield to cancel the popgun.
VISUAL Example around 1:25
http://www.youtube.com/watch?v=3cF7rvLu2QI&feature=related
Pros:
•Saves your DJ
•No frame disadvantage
•Places you away from the opponent
•Gives you the opportunity to naner pluck
•Still have Diddy Hump/Kick
Cons:
•Places you in the air
•It's a ledgehop, so lingering hitboxes punish it
Ledgejump > Buffered aerial
Inputs: Jump, then RIGHT before Diddy jumps, input an aerial.
Pros:
•Saves your DJ
•Hits opponents standing on the edge
•Main advantage: it picks up naners laying near the ledge
Cons:
•Lingering hitboxes
•Moderate frame disadvantage, reactive opponents will easily punish it
(Smashville only) Ledgejump > Waveland on platform
Inputs: Jump, and then on the instant that Diddy's frame is on top of the platform, input a dair or downB.
You will ledgejump, but will then be instantly grounded on top of the platform, with 0 lag (if you dair) or with a banana coming out of who knows where, if you input a downB :D
Pros:
•Saves your DJ
•No frame disadvantage
•Gives you the opportunity to naner pluck
•GROUNDS YOU
•Great mix-up, it is so fast that it is very difficult to punish
Cons:
•You are above the opponent
•Most characters are capable of this
•Lingering hitboxes punish it
Options good for when there is a naner near the ledge:
Jedgejump > Buffered Z-catch
Inputs: Jump, then RIGHT before Diddy jumps, press grab, or shield + A
You will jump from the ledge, and the naner (it must be at least somewhat near the ledge) will be instantly placed in your hand.
Pros:
•You have a naner in your hand!
•You are at no frame disadvantage
•You have your DJ
•You have your sideB
•You can pluck naners
Cons:
•You are placed above the opponent
•Lingering hitboxes punish it
•Pretty technical
Ledgehop > instant throw
Pros:
•Relatively safe
•Often unexpected
•Great for mix-ups
•Pressures the edgeguarder
Cons:
•Uses your DJ
•People with good OoS options easily punish
•Naner can be caught when an opponents dash attack or aerials
Options WITH a naner in hand
(Naner in hand) Drop > smash throw naner up > DJ > instant throw naner
Inputs: Drop, then up on c-stick, double jump, and air-dodge cancelled throw the naner forward, up, etc.
Pros:
•Very safe
•Good for pressuring from the ledge
•Allows you to regrab the ledge
•Stalling option
•Good for mix-ups, you can catch the naner instead
Cons:
•Uses your DJ
•Opponents good with items can instant throw the naner back at you
•Does not place you back on the stage
"Instant" walljump > Smash naner pluck > DJ > throw naner on stage (again, can NOT be done on Smashville!)
Pros:
•Pretty safe
•Places you away from the opponent, while simultaneously pressuring them
•Allows you to regrab the ledge
•Great for giving yourself a better position
Cons:
•Uses DJ
•Character specific moves **** this option
•Naners can be taken by opponent
Things that, if practiced, will help you with your ledge options:
wavebounced PGC
B-reversed Diddy Hump
"instant" walljumping
Buffering aerials out of ledgehops (remember, the timing to buffer when you're between 0-99% and when you're at 100%+ are different)
"Autolanding" on moving platforms (as close to wavelanding as Brawl's current metagame allows)
Good luck Diddys, no more complaining about getting ***** on the ledge! :D