Master Ledge Trapping with Sora in Smash Ultimate
Table of Contents:
- Introduction
- Understanding Ledge Trapping Mechanics and Fundamentals
- Sora's Ledge Trapping Position 1: Just Outside of Regular Getup Range
3.1 Punishing Neutral Getup
3.2 Punishing Ledge Roll
3.3 Punishing Ledge Jump
3.4 Punishing Ledge Attack
3.5 Punishing Ledge Stall
3.6 Punishing Dropping Off with a Double Jump
- Sora's Ledge Trapping Position 2: Just Within Roll Distance
4.1 Punishing Neutral Getup
4.2 Punishing Ledge Roll
4.3 Punishing Ledge Jump
4.4 Punishing Ledge Attack
4.5 Punishing Ledge Stall
4.6 Punishing Dropping Off with a Double Jump
- Sora's Ledge Trapping Position 3: Directly at the Ledge
5.1 Punishing Neutral Getup
5.2 Punishing Ledge Roll
5.3 Punishing Ledge Jump
5.4 Punishing Ledge Attack
5.5 Punishing Ledge Stall
5.6 Punishing Dropping Off with a Double Jump
- Conclusion
Ledge Trapping with Sora: Mastering the Fundamentals and Punishes
Introduction
Welcome back, everyone, to another exciting Sora tech video! In this installment, we will Delve into the fundamental aspects of ledge trapping and how they Apply specifically to Sora's gameplay. Ledge trapping is a crucial skill to master in competitive play and can give You a significant AdVantage over your opponents. We will cover everything from general ledge trapping mechanics to Sora's specific ledge trapping positions and the various punish options available to him. So, let's jump right in and unlock the secrets to dominating your opponents at the ledge!
Understanding Ledge Trapping Mechanics and Fundamentals
Before we dive into Sora's ledge trapping prowess, it's essential to have a solid grasp of the mechanics and fundamentals that underpin this crucial aspect of gameplay. When your opponent is hanging onto the ledge, they have six main options for getting back onstage: neutral getup, ledge roll, ledge jump, ledge attack, stalling at the ledge, and dropping off with a double jump.
Each of these options has specific frame data, including invulnerable frames and total frames, that you need to consider when planning your punish. For example, while some options may have invulnerability frames at the start, they become vulnerable and punishable towards the end of the move. Reacting to these options requires a combination of your own reaction time and the frame data of your chosen punish.
Sora's Ledge Trapping Position 1: Just Outside of Regular Getup Range
Now, let's shift our focus to Sora's first ledge trapping position, which is just outside of regular getup range. In this position, Sora is strategically placed to cover all six of his opponent's ledge options. From here, Sora can unleash a barrage of punishing attacks and spells that will keep his opponents guessing.
Punishing Neutral Getup
When your opponent chooses the neutral getup option, Sora has several punish options at his disposal. His jab, tilts, or a quick dash can catch the opponent easily and reset the ledge trap. Some attacks can even lead to devastating combos or high percent stock takers. With Sora's lingering hitboxes, hitting your opponent becomes a relatively straightforward task. Even his aerial moves like neutral air and forward air can reset the situation on reaction, while other aerials might require a well-timed Read. For example, a well-executed short hop down air or back air could secure you an unexpected and cheeky stock.
Punishing Ledge Roll
When the opponent chooses to roll from the ledge, Sora's options become slightly more limited. However, his grab becomes an excellent tool in this Scenario. A quick dash back followed by a grab and back throw can reset the situation and potentially secure a stock. Additionally, Sora's tilts can predict the opponent's roll and either reset the trap or initiate a combo. For a kill option, a well-timed forward or up smash can catch the opponent off guard and end their stock prematurely. Utilizing spells like B-reversed Blizzaga and turnaround Up B can also result in punishing the roll option effectively.
Punishing Ledge Jump
Dealing with ledge jumps can be tricky, as it requires prediction rather than reaction. However, due to Sora's strategic positioning, he still retains a wide array of tools to counter this option. Even something as simple as a jab or forward tilt can catch the opponent at the beginning of their jump. Sora's aerial moves can also effectively stuff out ledge jumps, especially if the opponent doesn't buffer an air dodge. The mighty forward smash provides a killing blow, and spells Continue to serve their purpose by resetting the situation or potentially taking stocks.
Punishing Ledge Attack
When your opponent chooses to perform a getup attack, your options for a punishing counter increase significantly. Shielding the attack allows you to execute Sora's out-of-shield moves like grab, up smash, and up B. Alternatively, you can opt to drop shield and respond with a fast move like down tilt. If you manage to parry the getup attack, you gain access to even more potent moves, such as forward smash and down smash. The intangibility frames of down smash can even power through the getup attack, resulting in a punishing stock. Additionally, Sora's counter can deliver a surprising early kill if timed correctly.
Punishing Ledge Stall
The ledge stall can be a pesky option to deal with, but Sora's first ledge trapping position allows for punishing opportunities. If your opponent's invincibility runs out and they attempt a stall, Sora's forward tilt can hit below the ledge, potentially leading to a stock. His jab can also catch opponents off guard, disrupting their stall and providing you an opening to punish. A well-executed ledge trump back air can also be a powerful tool in this situation, giving you a chance to secure a stock.
By mastering the art of ledge trapping and familiarizing yourself with the punishing options available in Sora's first ledge trapping position, you can gain a significant advantage over your opponents. Now, let's move on to position 2 and explore Sora's options when he is positioned just within roll distance from the ledge.
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