Smash Ultimate Tips: Escaping Ledgetraps

Previously, I’ve covered disadvantage, advantage state, and basic zoning tactics. Today, I want to cover a few quick methods to help you escape ledgetrapping.

Ike mains are quite fond of repeated Aether mixups. This gives them multiple options.

At a basic level, recovering from the ledge comes with several options: attack, roll, or jump. You can also drop off the ledge. However, snapping the ledge again, before touching the ground, can get you punished as you lose your invincibility frames.

At first, you might be wary of re-snapping the ledge in order to avoid this scenario.

Despite that, ledge dropping also offers the most effective variety of tools to help you recover. Not only do you need to focus on your options but remember to implement proper timing as well.

Proper Timing and Proximity

The first thing to know about escaping from the ledge is timing. Don’t punch in an option right as you snap the ledge. Oftentimes, your opponent likely isn’t going to clip you the moment you’re vulnerable. Even after your ledgesnap invincibility wears off, you have at least a little more time to consider where you want to go and what you want to do.

Not everyone has an option to hit you while you snap the ledge. Some attacks surprisingly miss.

If your opponent sits right at the ledge, they may be goading you to roll. If they’re away, they might be ready to punish a jump or neutral recovery. Close-ranged attackers may also dash away and right back to punish a whiffed ledge attack.

Before you mash a button, take a sec to consider your opponent’s location. Do you really want to roll?

Oftentimes, your fighter might have an aerial or Special move that can provide a projectile or disjointed hitbox in front of you. This can punish their options from the ledge. Drop off the ledge, hop (towards or away), use your move, and if they’re hit, get back to stage. If not, snap the ledge again. As mentioned earlier, few characters will be able to just double-snap punish you.

You’ve surely played at least one Peach who mixed up Peach Bomber on you.

It’s all about patiently waiting for your chance to return to ledge. By being patient, you can check your opponent’s place on the ledge, what it looks like they’re planning to do, and how to either evade it or punish you. Don’t feel like you have to go to center stage immediately. Deal with the threat in between it first.

Ledge Drop: From Below

When you do a below ledge drop, you can snap the ledge again. Certain characters, such as Ike, can airhop into a Uair or Fair. This disjointed move can punish an enemy too close to the stage. Marth and Lucina’s Dolphin Slash (Up B) can also punish an enemy with a rather strong hitbox. Sometimes this will knock your opponent away.

Safe, disjointed moves can knock your opponent away without sticking your neck out.

Players who try to recover safely may also use tether grabs. While you’ll lose your invincibility on that second snap, just being able to use tether a second time could throw your opponent off. You can also come up with different options to mixup when you finally decide to recover.

Ledge Drop Canceling: To the Side

The most common method of returning to the stage is by ledgedropping (press away from the stage) and airhopping away into another move. One of the more common methods Mario players use is ledgedrop Cape, airhop, and then Bair as they’re coming back up. This is a basic maneuver that gives Mario a new option that’s relatively safe. Be sure to practice it.

Mario mains swear by this mixup. Your fighter might have a similar option as well.

As such, any character can do similar options. Wolf can jump up and Blaster or even mixup into Fire Wolf. Marth and Lucina can also use Dancing Blade which provides a far-reaching hitbox. Sephiroth has Flare or can even use Scintilla to counter an incoming move or even punish an opponent when it bursts. Terry’s particularly good at this thanks to Crack Shoot crossing up opponents, weakening shields, and being relatively safe to recover from.

Hits twice, solid shieldstun, weakens shields, and you can go in front or behind your opponent.

Experiment with your aerials and special moves off of a ledgedrop and find safe ways to return to the stage.

You could also use a non-directional air dodge, which has a safer landing, to pass through your opponent.

Double Snapping

What I love about double snapping is that it’s not a death sentence. While you do put yourself into a more prone position, the double-edge to this is that you’ve also bought yourself more time to recover back to stage. If you use Ike’s Quick Draw and the opponent blocks it, you go right back to the ledge. If they don’t have a move to punish you on the ledge, you have another chance to get back.

Wolf mains swear by this mixup. Is he gonna pass through the stage and punish or snap the ledge?

Additionally, if you successfully knock back your opponent and then snap the ledge, depending on their percent and the launch distance, they probably won’t get to punish you by the time you double-snap the ledge and make it back onto stage. This is how you can effectively reset neutral.

Take your time getting back up. Everyone has different options and yours might surprise you.

Remember that not every character can reach down to KO you from a double snap. Falcon and Samus have UTilt while Shulk and Rosalina can down-angle FSmash you. But against the likes of Terry, for instance, you’re less likely to be scooped up or spiked down due to their lack of hitboxes extending below the ledge. Keep this in mind as they can also drop down to your level to Bair stage spike you, however.

Remember the Lucario from earlier? Sail safely past your opponent and take the center stage from there.

All in all, just remember to stay patient when hanging on the ledge. Read out your opponent’s options and use ledge-drop options to get back on stage.

Remember. Your patience and adaptability could spell the difference between life and death.

I hope this guide helps you. If you enjoyed this content, please consider following my blog.

Also, if you seek further training and improvement, I hope you’ll consider a coaching session from me. Feel free to book me on Metafy!

Smash Ultimate Tips writer. SUPERJUMP contributor. Metafy coach. I also write game reviews!