@@Junkyarddude_PH I agree, I'm a pretty good player (I generally encounter someone of similar rank maybe once or twice per day) but my ledge trapping is extremely underdeveloped. I've only recently been consciously trying to improve it and learn about it, and this video is probably the best/most thought provoking one. Great video
Great thanks for ruining everything for me. I went to my first ever tourney yesterday and, admittedly was a little nervous, but the knowledge I gained from this video helped me calm down. Anyway my opponent grabbed ledge and I reached over and smacked him in the face and now I have a lifetime ban from all my locals
Speaking as someone who was never the greatest at ledgetrapping (I play Pac-Man so hydrant just does it for me LMAO), this was actually a really helpful guide. Kinda odd that the algorithm just decided to recommend this to me two years later tho
I've been playing Incineroar lately, I've found that standing about one Vitruvian Incineroar away from ledge and hitting down smash the instant I see movement works: -Incineroar is tall enough to (usually) hit during the vulnerability frames of both roll get up and neutral get up -the down smash lifts off the ground for (about) enough frames to dodge the get up attack But it's easily punishable with dropping ledge, jump get up, or upB's with enough range (like Cloud's climhazard)
You’re telling me that I came to the exact same conclusion after playing this game for YEARS and I could’ve learned this 2 YEARS AGO??? Thanks RU-vid. Anyways, awesome vid. Anytime I explain ledgetrapping to someone in the future I will refer them to this video.
"Watch the video again." Okay. *proceeds to hit Num 0 to restart video* Edit: No, I did not catch all of that, especially when you asked if I did. It made more sense the second time around. I'm gonna watch it again so it makes even more sense. Edit 2: Subscribed. You've made me a better player. Thank you.
Very good, reminds me a little bit of Bill Wurts, channel. I think I'd recommend keeping the smash background (pausing gameplay?) on some of the smash cuts as it takes a moment to observe the situation everytime you cut back.
Damn, good thing I figured out this stuff like a few days ago (specifically standing at roll distance, as I most people I see stand at neutral getup distance) because my dumbass reaction time can't tell the difference between a roll and neutral getup, leading to me messing up my ledgetraps. I found out that by standing at roll distance, even if they neutral getup and I don't punish it, i still have stage control. If they jump, they can't jump over me as easily, and if they roll, well, I'm sure you can guess how I deal with that. Not that it matters, my ass mains Mii gunner, I'm just gonna spam shit at ledge anyway.
If they play Steve or Sora they might camp under the stage for several minutes using blocks and infinite busted magic in the air, but at some point, you might be able to smack them in the face.
Usually I just an at roll distance while spamming mii gunners grenade neutral B because it covers the ledge for 2 seconds per gernade. And afterwards I follow these steps if my opponent is brave enough to try to make it back on stage.
Do you play with the tag MrLdgTrap by any chance? I played a mii gunner by that name not too long ago and they loved to sit at ledge and assault their B button 😅
jumping out of ledge then airdodging over the plat, to land midstage, gets you out of trouble 90% of the time, can't do it everytime though or they just wait midstage for you.
my problom is im good at smash Acept for comboing... i just cant. il try everything even just look it up and copy and past with same set up and it just never works
Adding on to what the last person said, there's not that many characters where that'll work from that far anyway. In fact, being anywhere closer would make it work a lot more.
@Lala Lala In general reacting online is just inconsistent, especially with 4 frame delay plus speratic lag spikes sometimes things are reactable and sometimes they aren't
@@Rav3n2591 I never have lag spikes anymore since I got a wired connection, delay in matches is consistent I'm pretty sure. That's the main reason the input delay is so high, it's a trade off to provide a consistent experience
@@Bladieblah reactable and ledgetrapping are two differant things. As the word implyes you react to what option they chose not trapping, predicting or covering his option with a trap
@@sipinosapa Ledge trapping simply refers to the advantage state of having an opponent at ledge. More precisely it refers to exploiting that advantage state, what you do or don't do to get a good result out of a ledge scenario. A good deal of ledge trapping involves reacting to your opponents options. They're not different things, one is a part of the other. The problem with defining ledge trapping as involving "traps" is that many times there isn't a trap to speak of. It's just positioning + reactions and the conditioning that comes with it. The only characters who really "trap" are characters like Steve, ROB and Snake that can cover ledge options with projectiles