Editing Edge
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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]]. | 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. | 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 [[ledgestall]]ing (see that article for more detailed analysis of how edge-grabbing works in ''Melee''). 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. | ||
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 [[ledgestall]]ing (see that article for more detailed analysis of how edge-grabbing works in ''Melee'') | |||
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. | ||
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===Fast versus slow edge actions=== | ===Fast versus slow edge actions=== | ||
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''. | The slow actions were removed in ''Smash 4''. | ||
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===Grounded actionable ledge intangibility=== | ===Grounded actionable ledge intangibility=== | ||
It 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. | It 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'' and ''Ultimate'', 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 {{SSBM|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. | 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 {{SSBM|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. | ||
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*{{SSBU|Pikachu}}: Thunder Jolt covers roll, regular getup, getup attack, and staying on the ledge because it travels under the ledge. He can also do back airs out of shield to force a reaction and can shield poke the regular getup. | *{{SSBU|Pikachu}}: Thunder Jolt covers roll, regular getup, getup attack, and staying on the ledge because it travels under the ledge. He can also do back airs out of shield to force a reaction and can shield poke the regular getup. | ||
*{{SSBU|Ness}}: PK Fire is effective at catching some reckless options, including jump, regular getup, and getup attack. Ness also can use yo-yo at the ledge to cover jump, roll, and staying on the ledge, especially. | *{{SSBU|Ness}}: PK Fire is effective at catching some reckless options, including jump, regular getup, and getup attack. Ness also can use yo-yo at the ledge to cover jump, roll, and staying on the ledge, especially. | ||
*{{SSBU|Zelda}}: Phantom Slash at the ledge covers all options and if the opponent is shielding, Zelda can get a free grab. | *{{SSBU|Zelda}}: Phantom Slash at the ledge covers all options and if the opponent is shielding, Zelda can get a free grab. | ||
*{{SSBU|Dr. Mario}}: Megavitamins have a tricky trajectory and bounce and if it covers an option, he can confirm into any aerial. Dr. Tornado is also effective at ledge and it covers jump if mashed, regular getup, getup attack if the heavy armor is initiated on startup, and staying on the ledge as an edgeguarding tool. Just like Mario, up smash covers the same options. | *{{SSBU|Dr. Mario}}: Megavitamins have a tricky trajectory and bounce and if it covers an option, he can confirm into any aerial. Dr. Tornado is also effective at ledge and it covers jump if mashed, regular getup, getup attack if the heavy armor is initiated on startup, and staying on the ledge as an edgeguarding tool. Just like Mario, up smash covers the same options. | ||
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==2 frame punish== | ==2 frame punish== | ||
A 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 two [[frames]] (or 1/30th of a second) of tangibility directly before they grab the ledge. 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 | A 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 two [[frames]] (or 1/30th of a second) of tangibility directly before they grab the ledge. 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-b, 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 [[Kirby]]'s [[Final Cutter]] and [[Cloud]]'s [[Climhazzard]] can act as an extremely powerful [[meteor smash]] or [[sacrificial KO]] if landed during this period. | |||
Any | |||
==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". | 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. | ||
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 | |||
==''Super Smash Bros. for Wii U'' digital manual description== | ==''Super Smash Bros. for Wii U'' digital manual description== |