Editing Edge

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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 trump]]ing.
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 trump]]ing.


In ''Ultimate'', grabbing an edge consecutively without landing or taking hitstun decreases the intangibility frames of subsequent edge recovery options, with a reduction factor of 0.8× for the second edge grab, 0.5× for the third one, and no intangibility at all from the fourth one onward. Additionally, in the same vein as Ike's [[Aether]] in previous games, characters can only grab an edge up to six times under these conditions; subsequent attempts will still show the visual effect for an edge grab if the character comes in contact, but without it actually happening. These mechanics further reduce the effectiveness of planking strategies.
In ''Ultimate'', grabbing an edge consecutively without landing or taking hitstun decreases the intangibility frames of subsequent edge recovery options, with a reduction factor of 0.8× for the second edge grab, 0.5× for the third one, and no intangibility at all from the fourth one onward. Additionally, in a similar vein to Ike's [[Aether]] in previous games, characters can only grab an edge up to six times under these conditions; subsequent attempts will still show the visual effect for an edge grab if the character comes in contact, but without it actually happening. These mechanics further reduce the effectiveness of planking strategies.


==Climbing==
==Climbing==

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