Edge: Difference between revisions

146 bytes added ,  5 months ago
m (I removed Ultimate's inclusion in this section as GALINT is not possible in the game. Dropping ledge removes ledge intangibility, and thus it cannot be carried over onto the stage)
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==Edge sweet spot==
==Edge sweet spot==
The edge sweet spot is the range around a fighter from the edge of a [[platform]] at which a character can still grab the edge. This is normally in reference to a [[recovery]] move such as an [[up special move]], but is also active when a fighter is 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 others cannot sweetspot 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 either for either part of or the entire duration of the special. Notable recovery moves that cannot edge-sweetspot are {{SSBM|Captain Falcon}} and {{SSBM|Ganondorf}}'s up specials in ''[[Melee]]'', along with {{SSB4|Little Mac}}'s [[Rising Uppercut]], {{SSB4|Cloud}}'s [[Climhazzard]] (if he is not under [[Limit Charge|Limit Break]] status). and {{SSBU|Terry}}’s [[Rising Tackle]]. Typically, when attempting a recovery, it is more useful to aim up special moves for the ledge in an attempt to sweetspot the ledge (if possible), rather than recovering to the stage. The edges on {{SSBM|Battlefield}} in ''Melee'' are quite infamous for being difficult to grab on to.
The edge sweet spot is the range around a fighter from the edge of a [[platform]] at which a character can still grab the edge. This is normally in reference to a [[recovery]] move such as an [[up special move]], but is also active when a fighter is 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 others cannot sweetspot 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 either for either part of or the entire duration of the special. Notable recovery moves that cannot edge-sweetspot are {{SSBM|Captain Falcon}} and {{SSBM|Ganondorf}}'s up specials in ''[[Melee]]'', along with {{SSB4|Little Mac}}'s [[Rising Uppercut]], {{SSB4|Cloud}}'s [[Climhazzard]] (if he is not under [[Limit Charge|Limit Break]] status). and {{SSBU|Terry}}’s [[Rising Tackle]].  
 
Typically, when attempting a recovery, it is more useful to aim up special moves for the ledge in an attempt to sweetspot the ledge (if possible), rather than recovering to the stage, as grabbing the ledge offers brief intangibility and multiple getup options which will give the opponent a harder time with [[edgeguarding]]. The edges on {{SSBM|Battlefield}} in ''Melee'' are quite infamous for being difficult to grab on to.


==''Super Smash Bros. for Wii U'' digital manual description==
==''Super Smash Bros. for Wii U'' digital manual description==
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