Best Ledgetrappers In Super Smash Bros Ultimate

Best Ledgetrappers In Super Smash Bros Ultimate



Key Takeaways

  • Ledgetrapping is crucial after reaching the ledge, offering a safer option than edgeguarding to finish off an opponent.
  • Fighters like Link, ROB, and Peach have tools to limit the opponent’s options near the ledge for easy KOs.
  • Characters like Snake, Pacman, and Samus excel at ledgetrapping, using tools like projectiles and unique mechanics to control the stage effectively.



Ledgetrapping is an essential strategy for the advantageous fighter to finish off the opponent in Super Smash Bros. Ultimate. This scenario occurs after a fighter reaches the ledge, hanging on for their dear stocks or standing by the edge. It’s the safest option to KO the opponent compared to edgeguarding, though it’s also safer for the opponent to regain stage control.

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The best way to prevent the opponent from gaining a second chance on stage is to trap them. The optimal method can’t depend on predicting the opponent’s actions, but rather limiting their options to fall into a fatal blow. Several fighters have tools best suited to diminish any time for the opponent to think close to the ledge, including certain projectiles or explosives.


Explosive Hero


The Hero of the Wilds is the best Link to pressure opponents struggling on the ledge. His greatest pressure tool is his neutral air due to its low-end lag. He can mash the attack to cover the opponent’s options or force them to retaliate, which Link can quickly block to punish.

Though his attacks and speed are slower than Young Link and Toon Link, he can easily cover multiple options with his remote bomb. It can explode under his command while being an active hitbox when bouncing on the ground. Even if the opponent stays longer on the ledge or z-catches the bomb, Link can react with his huge forward-tilt or up-special to launch them back offstage.

2 ROB

Spinning Out Of Control


ROB doesn’t need a complex strategy to control the stage with the help of his down-special. His gyro is a bothersome projectile that stays active while spinning, though he can only summon one on stage. The issue is that blocking a gyro makes it disappear, letting him immediately charge and throw another one. Even if the fighters z-catch the gyro, they’re left wide open for ROB to close in for a punish.

Despite having decent zoning tools, ROB can box very well at close range. His rotor arm attacks are weak, but very quick to contest opponents, giving them little openings to counterattacks. He can even hit opponents on ledge effectively with down-tilt without any risk. His ignition attacks like neutral air and back air are slow, but very active and powerful on hit. It’s always best to avoid being too close to him since one of his throws buries a fighter into the ground, allowing him to link a devastating attack.

3 Peach

Ruling Princess


Princess Peach can easily reign over her cornered opponents with her main mechanics: turnips and float. Turnips are a simple solution to pressure opponents from a distance, including when they hang on the ledge. What’s great about her strat is that she can pull as many turnips as she wants while having a rare chance to pull other devastating items. While it’s sometimes best for the opponent to wait, giving the princess enough time to pull her rare turnips or items will only worsen the situation.

Her turnips are one issue, but her float mechanic makes her attacks even scarier. Facing a princess with high mastery over item drop allows her the greatest pressure option against a cornered opponent. She can choose to drop and z-catch the turnips while throwing safe aerials like her down-air and back-air.

4 Samus

Hunting Advantage


Samus easily holds her own during ledgetrap situations with her bounty hunter equipment. She can force cornered players to respond with her bombs and missiles. She’s especially troublesome to challenge during her bomb setups since she shifts into a smaller hurtbox and drifts quickly in the air.

The scariest action is her charging neutral-special. It only takes her one input to blast her current charge in front of her while reacting to an opponent’s option. While it does knock the player back, the weaker blasts open up combo routes like dash attack or back-air. Many characters can’t contest Samus since her move is noncommittal, allowing her to cancel her charge for another attack or tether grab.

5 Isabelle

Fishing For Advantage


Isabelle seems nice as Tom Nook’s coworker, but she’s a menace when the opponent is trapped on the ledge. Her Lloid and fishing rod help to cover multiple options to catch the cornered opponent. Her fishing rod isn’t a grab, though it easily catches the opponent on ledge before they have time to block.

Not only can she utilize her C4 projectile and mid-range attack throw, but she can also use her pocket. Isabelle can pocket any projectile from certain fighters like Mewtwo and Sephiroth. An opponent that carelessly zones against Isabelle will feel their plan backfire when she can instantly throw the projectile back at them during her ledgetraps.

6 Pacman

Fruitful Plan

Pacman can create one of the most elaborate setups with his specials. The use of neutral special offers him multiple options with each fruit designed with varied power, speed, and angles. The worst scenario is when he gets the bell item, which paralyzes the opponent on hit for a KO confirm.


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His more advanced setups involve the combined force of his neutral-special and down-special. His hydrant shoots pairs of water that push anything in its direction, including Pacman himself or his fruit. If dealt enough damage, the hydrant can bounce as an active hitbox for the user. If done by Pacman, the cornered opponent has to deal with the angles of his fruit, hydrant, and the hungry user all at once.

7 Min-Min

Armed Combatant

Min-Min was designed as one of the dangerous distance demons with her ranged normals. She can zone with physical normals, making it impossible for certain fighters to reflect her attacks. She has three types of arms to enhance either her attack strength or speed. She can cover the ledge easily with her arms, which can angle down toward the opponent.


She mainly covers the horizontal range, though she can cover more options by moving and jumping during her attacks. She even has a tether grab, making it scarier for opponents to shield her long attacks. She’s one of the very few fighters to throw aerial smash attacks, making her punishes more rewarding. What’s better for her is that she can also throw another arm behind her if she misreads the opponent’s action.

8 Plant

Plan Of Nature

For a low tier, Piranha Plant has amazing options when it gets an advantage. Its best option to handle ledgetrap scenarios is its neutral-special. When using it on stages with platforms near the ledge, it can throw Ptooie on the platform to cover any recovery attempts in the air. The opponent must be careful of the move since it’s very active during the slightest movement, even when held by Plant.


Another great option is Plant’s side special. The poison cloud covers the area before it, dealing quick damage to any enemy within the cloud. It can also hit opponents on the ledge, which forces them to immediately take action before taking too much damage. If Plant stands in the poison cloud, it’s impossible to see what it will do, whether to prepare Ptooie or react to an opponent’s response with its stubby, quick attacks.

9 Zelda

Knightly Plan

Zelda is tremendously powerful when she gains the upper hand during the match. Her down-special is the most fearsome tool that scares any opponent at a disadvantage. It takes time for her to charge, though it can attack anytime to cover in front of Zelda under her simple command and reaction.


Her method is simple, yet her knight’s large attack makes dodging it tricky. Depending on her charge time can change the attack for an overhead or uppercut slash, limiting the opponent’s choices. With enough charge time, Zelda can move freely with the knight ready to strike, especially when she attacks or grabs the opponent for a devastating slash.

10 Shulk

Foreseeing Strategy

Shulk doesn’t require a complex setup since his weapon is more than enough to restrict the opponent’s recovery options. His monado gives him one of the longest sword ranges while providing wide attack coverage. He can poke far with forward smash and back-air while catching any getup options with his forward-tilt and forward-air. It’s difficult to maneuver around his active slashes since he has little end lag, letting him mash the attack constantly.


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While his aerials are scary to deal with, what makes them better through stat enhancement is his monado arts. His speed art is very effective at throwing aerials more quickly with its lower jump height while his buster art can provide him more damage and combo routes. The scariest monado art is his Smash art, which greatly raises his knockback power for easy KOs. Even if the opponent gets off from ledge, a quick smash art throw is all Shulk needs to take a stock.

11 Belmonts

Vanquishing The Darkness

What Richter and Simon lack in their disadvantage is made up with their terrifying advantage. Their normal attacks provide an excellent range to knock the enemy back offstage like forward tilt. They can even distantly reach an opponent hiding on the ledge with angled forward air, back air, and forward smash. While their whips are effective at zoning the enemy, their other specials can easily close the opponent’s attempts to return to neutral.


Each special covers a specific vicinity, including an aerial arch with an axe. Their best tool is holy water, a multi-hit attack that can trap opponents on the ledge. The enemy must remain cautious when handling all these lingering hitboxes, especially when accumulating enough damage for a Belmont to gain an easy KO with just a whip strike.

12 Mii Gunner

Gunning For Ledge

Miis can customize their specials for an ideal playstyle, though the scariest Mii to handle ledgetrapping is Mii Gunner. Their best moves during their advantage are the grenade launcher and bomb drop. Their setup is similar to Samus’ plan, though their specials are more rewarding through their plus frames. When the Mii Gunner is positioned right, the grenade launcher diminishes the opponent’s chance to regain stage control.


Mii Gunner doesn’t only need to depend on their specials, but their normals as well. Their forward-air and forward smash cover huge range in front of them while up-air catches any opponent drifting above them. The combined might of their specials and disjointed normals make them an almost impenetrable wall to get past.

13 Steve

Crafting The Situation

Steve’s toolkit allows him to mix his setup during battle, especially in a ledge scenario. What opponents are not supposed to do against Steve is give him time to mine. After acquiring certain materials, he can craft his weapons to strengthen his attack power for damaging combos. This also opens up more tools for him to craft, which pressures the opponent to make hasty decisions.


It seems straightforward to stop him, though Steve can cover himself with blocks. He can create his own platforms and walls to prepare elaborate setups to confuse the opponent, such as dropping an anvil on weakened blocks or rolling the empty minecart towards the opponent. Both iron attacks deal great damage with Steve controlling them, though minecart changes into a command grab when left to roll itself. He also has a TNT block with a huge explosion radius to place anywhere, including the ledge. There are even some advanced techs for him to explode the TNT up close without damaging himself.

14 Rosalina

Cosmic Issue

Rosalina has decent methods to pressure cornered opponents with the help of Luma. Her puppeteer mechanic allows her to be within two places at once, covering both ground options for the opponent to recover on stage by throwing any cosmic attacks. The only option to avoid this is to respond before she positions herself and Luma at their ideal positions.


It’s easy for her to respond to an opponent’s action when commanding Luma in front of her. Both teammates can attack on the ground or allow Luma to cover the stage while Rosalina throws active aerials above. The opponent must remain cautious of the pair since either partner can assist the other, even if Rosalina gets hit.

15 Mr. Game & Watch

2D Danger

Mr Game & Watch has more than enough tools to pressure a trapped opponent. The scariest option during his advantage state is his neutral special, which throws pieces of food before him. Standing perfectly at roll distance while chucking food gives the opponent minimal options to escape due to lingering cooked hitboxes. The special move doesn’t have many recovery frames, giving the user enough time to react to the opponent’s response.


Even if the opponent gets up on the ledge, they have to deal with Mr. Game and Watch’s wide attacks. His aerials provide great coverage around the fighter while having little recovery frames, especially his forward air and neutral air. It’s risky to contest him during his smash attack since they’re huge and cover a lot of the fighter, including his invincible up smash.

16 Snake

Soldier Power

Snake is equipped with one of the best tools to cover every option for the soldier. His ideal tactics involve setting C4 at roll distance from the ledge before mashing up-smash to catch any jumping opponents. Despite being closer to the C4, Snake has a smaller hurtbox during his C4 explosions, unlike his opponents.


It’s hard enough to avoid Snake’s dominating traps, though retaking stage control is another challenge to overcome. Snake’s attacks are quite huge despite using just his long limbs. His grab game is strong due to his unique mechanic to force the opponent on the ground to link an attack. When the opponent is at higher percents, he can easily combo with his moves like forward-tilt and up-tilt. Sometimes, Snake’s best strategy is to do nothing and wait for an opponent to respond out of impulsive fear of blowing up, leaving them exposed to a fatal launch.

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Released
December 7, 2018

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