Super Smash Bros. series
This article's title is unofficial.

Gimp: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (moved Gimp kill to Gimp: simpler title)
(Oh wow you missed your first-grade punctuation lesson)
(48 intermediate revisions by 32 users not shown)
Line 1: Line 1:
A '''gimp kill''' is a very low-percent KO that can put a really large swing on the outcome of a match. [[Fox|Fox's]] [[Shine spike]] , [[Marth|Marth's]] [[d-tilt]] and [[spike]], [[Link]]'s [[Spin Attack]], [[Ganondorf]]'s uncharged [[down smash]] and air [[Wizard's Foot]], and Fox and [[Falco]]'s [[Down throw|Down Throw]] are very effective for gimp KOs, and Marth's game in particular became very conducive to a variety of gimp kills with the generation of pros such as [[Mew2King]] and [[KoreanDJ]]. Gimp KOs range from large knockback moves, spikes, edge-guarding, as well as various other techniques. They are most effective on characters with low vertical and/or slow recoveries, like Link and [[Donkey Kong]].
{{ArticleIcons|series=y|unofficial=y}}
[[File:Brawl-OlimarGimp.gif|200px|thumb|{{SSBB|Olimar}} gimping {{SSBB|Ness}} by [[Pikmin Throw|throwing a Pikmin]], intercepting his [[PK Thunder]].]]
[[File:MarthGimpTaj.gif|200px|thumb|{{Sm|Taj}} ({{SSBM|Marth}}) gimps {{Sm|Mango}} ({{SSBM|Falco}}) in ''Melee'' by using a jab to prevent his recovery and then proceeding to followup with two down tilts.]]
A '''gimp''' is the action of [[KO]]ing a [[recover]]ing opponent by interrupting their recovery, often with a rather weak attack that would not KO the opponent otherwise. Gimps tend to involve hitting an opponent off the stage followed by interrupting their recovery, capable of resulting in sometimes earlier KOs; simply interrupting a recovery that is otherwise sure to succeed can also be considered a gimp. Gimps put a large swing on a match, as they can happen at very low percentages, sometimes saving over a hundred points of damage needed to KO the opponent. Sometimes the term "gimp" is used to describe accidental [[SD]]s due to failed recoveries.


==Fox & Falco==
Gimping is related to and sometimes confused with [[edge guard]]ing. [[Ganondorf]] hitting an opponent at 125% offstage with a sweetspotted [[up aerial]] and KOing them would not be considered a gimp, but just successful edge guarding. However, Ganondorf hitting that opponent at 50% with a reverse up aerial, semi-spiking them and causing their recovery to fail would be considered a gimp. Edgeguarding involves continued and/or powerful hits that stop the opponent's recovery and possibly KO them; gimping is more "fluky", involving a relatively weak attack whose placement happens to net the KO for the attacker.


Fox and Falco's down throw are an effective gimp KO only if they grab their opponent while they stand on the edge of the stage. Fox's gimp KO works on all characters, including [[Weight|heavy]] characters, such as [[Bowser]], but unfortunately Falco's only works on those lighter than him or equal to his weight and those with a fast [[falling speed]], such as [[Kirby]] although Falco is stronger than Fox. If Falco uses this on someone heavier and or with a slower falling speed than him, they will  only fall halfway and they will need an extremely high amount of damage to be perfectly executed. If done correctly, Fox or Falco will do a very powerful Judo Slam and quickly shoot their opponent down so far that they won't be able to recover no matter how effective their [[recovery]] is. This is either a [[sweetspot]] or a [[glitch]] of Fox and Falco's Down Throw and will be considered a [[Meteor Smash]]. This method does not work on stages such as [[Onett]], [[Mute City]], or [[Flat Zone 2]], where there is no edge that, if the opponent is meteor smashed from, will fall. Although most gimp KOs are harder to master, doing a gimp KO using Fox or Falco's Down Throw is one of the quickest, strongest, and easiest gimp KOs of all. It can kill anybody at a damage percentage as low as 4% to 5% and may sometimes be a [[OHKO]]. A simple way to do this is to [[Camping|camp]], throw the opponent off the stage, and [[grab]] the opponent when the player has the chance to stand on the edge of the stage.  
Common examples of gimps include:
==Link==
*Interrupting the [[double jump]] of a character that needs it to recover (e.g. [[Yoshi]]); this can prove especially deadly when interrupting at the beginning of the jump.
Link's Spin Attack focuses a high amount of knockback at its edge. Link can throw off his opponent and use Spin Attack to send his opponents far and edge-hog for an effective gimp KO.
*Blocking haltable recoveries such as Ness's [[PK Thunder]] or {{SSBB|Ike}}'s [[Quick Draw]].
==Ganondorf==
*[[Edgehogging]] characters with [[tether recovery|tether recoveries]].
Ganondorf's Wizard's Foot focuses a spike when used in the air. This must be done near close to the ledge. Ganondorf can use uncharged down smash to hit his opponent. The opponent must DI the first hit. While opponent is recovering by using midair jump, he can use all of his jumps and use Wizard's Foot. If done correctly, the opponent will try to recover, but will never make it back to the stage.
*Using non-flinching attacks such as [[F.L.U.D.D.]] or [[Water Gun]] to push an opponent using their recovery farther away from the stage.
[[Category:Terms]]
*Reversing the opponent's direction with a move such as [[Cape]], possibly ruining their recovery.  
*Using the [[grab release glitch]] to deprive characters including {{SSBB|Snake}}, {{SSBB|Sonic}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Pit}} of their recoveries.
*Using an aerial attack to knock an opponent underneath the stage or into a [[stage spike]].
*Hitting a recovering opponent with a [[semi-spike]] or [[meteor smash]] that is not strong enough to outright KO them, but causes their recovery to fail.
*Hitting a [[fast-faller]] with a weak attack off the edge of a stage with a high bottom [[blast line]], causing them to plummet before they can react.
*Using projectiles such as Sonic's [[Spring Jump|spring]] to interrupt the opponent's recovery.
*[[Footstool]]ing a recovering opponent, which due to the brief moment of tumbling down, can potentially cause them not to be able to make it back on stage.
*Using a [[Gust Bellows]] to blow an opponent away during their recovery move.
 
A [[List of bonuses|bonus]] somewhat related to gimping exists in ''Melee'' called Shameful Fall; it's granted by being at 50% or less and being KO'd by an opponent with 100% or more. The bonus penalises 1500 points.
 
{{AllGames|Techniques}}

Revision as of 21:10, February 14, 2022

Olimar gimping Ness by throwing a Pikmin, intercepting his PK Thunder.
Taj (Marth) gimps Mango (Falco) in Melee by using a jab to prevent his recovery and then proceeding to followup with two down tilts.

A gimp is the action of KOing a recovering opponent by interrupting their recovery, often with a rather weak attack that would not KO the opponent otherwise. Gimps tend to involve hitting an opponent off the stage followed by interrupting their recovery, capable of resulting in sometimes earlier KOs; simply interrupting a recovery that is otherwise sure to succeed can also be considered a gimp. Gimps put a large swing on a match, as they can happen at very low percentages, sometimes saving over a hundred points of damage needed to KO the opponent. Sometimes the term "gimp" is used to describe accidental SDs due to failed recoveries.

Gimping is related to and sometimes confused with edge guarding. Ganondorf hitting an opponent at 125% offstage with a sweetspotted up aerial and KOing them would not be considered a gimp, but just successful edge guarding. However, Ganondorf hitting that opponent at 50% with a reverse up aerial, semi-spiking them and causing their recovery to fail would be considered a gimp. Edgeguarding involves continued and/or powerful hits that stop the opponent's recovery and possibly KO them; gimping is more "fluky", involving a relatively weak attack whose placement happens to net the KO for the attacker.

Common examples of gimps include:

  • Interrupting the double jump of a character that needs it to recover (e.g. Yoshi); this can prove especially deadly when interrupting at the beginning of the jump.
  • Blocking haltable recoveries such as Ness's PK Thunder or Ike's Quick Draw.
  • Edgehogging characters with tether recoveries.
  • Using non-flinching attacks such as F.L.U.D.D. or Water Gun to push an opponent using their recovery farther away from the stage.
  • Reversing the opponent's direction with a move such as Cape, possibly ruining their recovery.
  • Using the grab release glitch to deprive characters including Snake, Sonic, Mr. Game & Watch, and Pit of their recoveries.
  • Using an aerial attack to knock an opponent underneath the stage or into a stage spike.
  • Hitting a recovering opponent with a semi-spike or meteor smash that is not strong enough to outright KO them, but causes their recovery to fail.
  • Hitting a fast-faller with a weak attack off the edge of a stage with a high bottom blast line, causing them to plummet before they can react.
  • Using projectiles such as Sonic's spring to interrupt the opponent's recovery.
  • Footstooling a recovering opponent, which due to the brief moment of tumbling down, can potentially cause them not to be able to make it back on stage.
  • Using a Gust Bellows to blow an opponent away during their recovery move.

A bonus somewhat related to gimping exists in Melee called Shameful Fall; it's granted by being at 50% or less and being KO'd by an opponent with 100% or more. The bonus penalises 1500 points.