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GeezerVison is showing www.ssbwiki.com — Edge EdgeFrom SmashWiki, the Super Smash Bros. wiki
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An edge, also known as a ledge and coded internally as cliff (崖), is any part of a stage from which one can grab or tether (not to be confused with a wall grapple). Edges are often found at the ends of a stage's main platform. The edge therefore becomes an important element in the battle between an edge-guarder and a recovering opponent. Some stages can have many edges or none at all; on most tournament legal stages, there is an edge on both ends of the stage (e.g. Final Destination). The majority of edges on hard and semisoft platforms can be grabbed. Some edges cannot be grabbed, and so make recovery from that side of the stage significantly more difficult. Examples of ungrabbable edges include the moving platform of Peach's Castle (in Smash 64 only), the lower sides of Summit, and all Stage Builder blocks aside from the standard one (and even then, only if the edge is at least two blocks above a floor). Generally, soft platforms do not have grabbable edges, the main exception being those on Norfair. In the original Super Smash Bros. and in Super Smash Bros. Melee, a character cannot grab the edge if facing the opposite direction, with some exceptions, such as when using Falcon Dive and Spinning Kong in Melee. In Super Smash Bros. Brawl, Super Smash Bros. 4, and Super Smash Bros. Ultimate, characters can grab an edge behind them, but with a range of 40% less than in front. Characters will automatically grab a nearby edge while in the air unless the player is actively holding down on the control stick or D-pad. Multiple characters cannot hold onto an edge at the same time, with the exception of the Ice Climbers in Brawl and Ultimate, where both climbers belonging to one player can grab the same edge. When a character grabs an edge, they will briefly become intangible. The amount of intangibility gained depends on the game and if certain conditions are met. In Melee and Brawl, if a character lets go of the ledge, they will keep their intangibility. This is the basis of ledgestalling (see that article for more detailed analysis of how edge-grabbing works in Melee). This ledge intangibility could also be carried over with regular ledge options. If the intangibility of a ledge option ends but the player still has carried over ledge intangibility, they will stay intangible until the ledge intangibility ends. This is mainly relevant with ledge attacks and ledge jumps, allowing players to stay intangible for a longer period of time if they ledge attack/jump as early as possible after grabbing an edge. However, in Smash 64, Smash 4 and Ultimate, the intangibility immediately ends once a player lets go of the ledge by pressing down or back on the control stick, preventing characters from having indefinite ledge intangibility. The intangibility from ledge options also completely overrides ledge intangibility in these games. The physics of grabbing edges have undergone a massive overhaul in Super Smash Bros. 4. In this game, air time and damage of a character affect how much intangibility is earned by grabbing the ledge; a healthy character with a high amount of air time earns more intangibility. Damage no longer affects a character's recovery animations, so they always use their fast ones. A character can also be stopped from grabbing a ledge for 55 frames if they are hit, forcing most characters to predictably delay their recovery in order to sweetspot the ledge. Finally and arguably most importantly, trying to grab an edge that another character is already grabbing will gently remove them from the edge and then grab it, removing edge-hogging, and grabbing an edge a second time without touching the ground or being hit will not grant intangibility, negating planking. Grabbing and stealing edge while someone hangs from it as well is commonly known as ledge trumping. In Ultimate, in the same vein as Ike's Aether in previous games, characters can only grab an edge up to six times without either touching the ground or sustaining hitstun; subsequent attempts will still show the visual effect for an edge grab if the character comes in contact, but without it actually happening. This further reduces the effectiveness of planking strategies. ClimbingA chart showing different ways for a character to edge recover in Brawl. When hanging onto an edge, the player has five possible actions:
Fast versus slow edge actionsPrior to Super Smash Bros. 4, when a character's damage is lower than 100%, the character is considered "fresh", and is able to climb back onto the stage from the edge rather quickly. However, at percentages of 100% and above, the character can be considered "tired", and climbing becomes a harder task. As a result, all edge actions aside from letting go have two possible animations: one with the character performing the action in a fluent and fast manner, and another with the character doing so in a clumsy and slow manner. The fast and slow animations are often noticeably different in execution, such as a quick flip kick versus a slow trip kick, or a quick roll versus a slow crawl. The slow actions were removed in Smash 4. Intangibility durationThe amount of intangibility gained upon grabbing an edge differs between games, but is generally a fixed value. This changes starting in Smash 4, where both air time and percentage have an effect.
The following behaviors arise from the system in Smash 4 and Ultimate:
Grounded actionable ledge intangibilityIt is possible to get up from an edge and become actionable before the intangibility gained from grabbing said edge runs out. This window of time is known as grounded actionable ledge intangibility (often shortened to GALINT). A common way to gain GALINT is the ledge dash in Melee, which involves dropping from an edge, then jumping and air dodging at the right time depending on the character to bypass the getup animation and be actionable sooner than anticipated. The window to perform this technique and the amount of possible GALINT varies by character, as some are slower in the air than others and thus have less GALINT. Advanced techniques exist to achieve more GALINT, either by becoming actionable sooner or gaining more intangibility frames. Examples include performing a no-impact land to bypass landing lag as well as Peach in Melee grabbing an edge with Peach Parasol before the parasol opens, which changes her collision box in such a way that a precise ledge dash will grant Peach up to 9 frames of GALINT instead of her usual 0. Hang timeThe amount of damage a character has affects how long they can hang on an edge before automatically dropping off and beginning to tumble.
These durations can only be altered in SSB4 with Lingering Edge and Hasty Edge equipment; nothing else has any effect, such as character properties or item-provided statuses. Ledge regrab penaltiesStarting in Ultimate, in addition to fighters no longer receiving ledge intangibility when regrabbing the ledge without landing or sustaining hitstun, 3 other penalties are applied to fighters when regrabbing the ledge as well. The first penalty is that a player can only grab the ledge a maximum of 6 times before having to land on stage. Attempts to regrab the ledge after this limit will show the particle effect, but the player will not snap to the ledge at all, providing a nearly guaranteed self-destruct. However, if the player is put into hitstun, the 6 grab limit is reset, allowing 6 more regrabs. Interestingly, regrabbing the edge with tether recoveries will still grant intangibility on ledge hanging while decreasing the intangibility on getups.[1] Unlike other special moves, Extreme Speed can grab the ledge after Lucario has grabbed the edge 6 times. However, this will not restore normal edge grabbing outside of Extreme Speed.[2] The second penalty is that the intangibility granted by all ledge getup options (standard, jump, attack and roll) is reduced for each ledge regrab, applying a multiplier of 0.8× after the first regrab, 0.5× after the second, and being disabled entirely from the third regrab onwards. This penalty resets when the character becomes grounded again. The third penalty regards how quickly the fighter can act after grabbing the ledge; before a fighter can use a getup option or drop off the ledge, their ledge grabbing animation must finish first. For all fighters, this lasts 19 frames by default, preventing action until frame 20. However, regrabbing the ledge multiple times reduces the speed of the animation, extending its duration and therefore how long the opponent is unable to act after grabbing the ledge. The penalties are as follows:
LedgetrappingLedgetrapping is the act of limiting only six options to leave the ledge and granting coverage of them: regular getup, getup attack, ledgeroll, ledge jump, drop down ledge attack, or staying on the ledge. This is an effective strategy for players who are trying to read their option by using a move that covers most of their choices. A simple way of ledgetrapping for all characters is shielding at the ledge as it covers four out of the six ledge options, two of which must be reacted upon (regular getup, getup attack, ledge roll, and jump). If the ledgetrapper shielding gets one of the options, they can grab the opponent and send them back past the ledge for them to try again. Notable examples of effective ledgetrapping
2 frame punishA two frame punish is a mechanic introduced in Smash 4 that allows a potential edge guarder to attack an opponent attempting to recover without even leaving the stage or hardly coming off. When a character grabs the ledge, there are exactly two frames (or 1/30th of a second) before the intangibility activates. This was most likely added to compensate for the removal of edge-hogging, as it still allows players to be punished for going for a ledge grab, even though it is more difficult and less consistent than edge-hogging. The two frames of punish time don't appear if the character recovering grabs the ledge not by coming up, but by going past the ledge and grabbing it on the way back down, or just jumping and not using their up special, though both can lead to punishment regardless. If the recovering character uses a teleport recovery (like Sheik's Vanish) starting from above the ledge, the two vulnerable frames don't apply and there will be no room for punishment. Tilts and Z-Dropped items are generally the best tactics to make use of the frames. Any attack that goes below the ledge will work, but they're the least punishable. The downward half of Ike's Aether and Mii Brawler's Soaring Axe Kick can act as an extremely powerful meteor smash or sacrificial KO if landed during this period. TerminologyA handful of terms are used to describe how easily or consistently moves can two-frame and pressure players holding a ledge.
Any move that reaches the ledge hits at ground level, able to hit most (but not all) ledge-hanging fighters as a result. In SSB4 and SSBU, a good way to test this is to stand on a row of breakable blocks on the Super Mario Maker stage. Moves that at least reach the ledge, such as Meta Knight's forward smash and Mii Swordfighter's down smash will be able to break the blocks.
Any move that clips the ledge hits below ground level by enough to hit any ledge-hanging fighter in the cast. In SSBU, a good way to test this is to grab the edge as Ganondorf, wait for his intangibility to run out, and then test the move in question with another fighter. Ganondorf has the lowest ledge hurtbox in SSBU, so moves that hit him from said position will work against everyone else. Moves such as Bowser's forward tilt, or Kirby's down tilt, clip the ledge.
Any move that pierces the ledge goes all the way through it to the other side (at least 8 units below ground level). While these can of course two-frame, doing so is often unnecessary, as they reach low enough to hit many fighters attempting a recovery before they even have the chance to grab the edge. Moves such as R.O.B.'s down aerial, or Pyra's down aerial, pierce the ledge. Edge sweet spotThe edge sweet spot is the point farthest away from the edge at which a character can still grab the ledge. This is normally in reference to a recovery move such as an up special move, but is also active when a fighter is double jumping, tether recovering, or falling downwards and not using an aerial. This distance varies for each character and each type of recovery move, with some recovery moves having large edge sweet spots, while other moves cannot sweet spot at all. In addition, some fighters have notoriously large edge sweet spot hitboxes, particularly in Smash 4, which has led to many players jokingly referring to the feature as "magnet hands". All characters have two hitboxes, one in front and one behind them, usually towards their head area, which when overlapping with the ledge will result in the character grabbing the ledge. Some special moves only enable the front edge sweet spot hitbox to be active, while some do not allow for either part of, or the entire duration of the special move. Notable recovery moves that cannot edge-sweetspot are Captain Falcon and Ganondorf's up specials in Melee (though their up specials can grab ledges that are behind them), along with Little Mac's Rising Uppercut, Cloud's Climhazzard (if he is not under Limit Break status), and Terry’s Rising Tackle. It is generally safer, if going for the ledge, to aim for recovery moves to narrowly grab the ledge without peeking above it, in order to evade an edgeguard from the opponent, though overextending for this can lead to a self-destruct. It can also be strategic to aim for the ledge in a sweet-spotting manner even when the character can very safely make it back to the stage. The edges on Battlefield in Melee are quite infamous for being difficult to grab on to. Super Smash Bros. for Wii U digital manual description"If you get close enough to an edge, your character will grab on to it. Pressing left or right, jumping, or pressing the attack or shield button will let you climb up off the edge in a variety of ways."
ReferencesExternal linksSee alsoRetrieved from "https://www.ssbwiki.com/index.php?title=Edge&oldid=2058821" Meta category: | |||||||||||||||||||||||||||||||||||||||||||||
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