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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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 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. | 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 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 [[Mii Brawler (SSBU)/Up special|Soaring Axe Kick]] can act as an extremely powerful [[meteor smash]] or [[sacrificial KO]] if landed during this period. | 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 (SSB4)]]'s [[Mii Brawler (SSBU)/Up special|Soaring Axe Kick]] can act as an extremely powerful [[meteor smash]] or [[sacrificial KO]] if landed during this period. | ||
===Terminology=== | ===Terminology=== | ||
A handful of terms are used to describe how easily or consistently moves can two-frame. | A handful of terms are used to describe how easily or consistently moves can two-frame. | ||
*Reaching | *Reaching | ||
Any move that '''reaches''' the ledge hits at ground level, able to two-frame most (but not all) fighters as a result. In ''[[SSB4]]'' and '' | Any move that '''reaches''' the ledge hits at ground level, able to two-frame most (but not all) 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 (SSBU)/Forward smash|Meta Knight's forward smash]] and [[Mii Swordfighter (SSBU)/Down smash|Mii Swordfighter's down smash]] will be able to break the blocks. | ||
*Clipping | *Clipping | ||
Any move that '''clips''' the ledge hits below ground level by enough to two frame anyone in the cast. In ''SSBU'', a good way to test this is to grab the edge as {{SSBU|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 (SSBU)/Forward tilt|Bowser's forward tilt]], or [[Kirby (SSBU)/Down tilt|Kirby's down tilt]], clip the ledge. | Any move that '''clips''' the ledge hits below ground level by enough to two frame anyone in the cast. In ''SSBU'', a good way to test this is to grab the edge as {{SSBU|Ganondorf}}, wait for his intangibility to run out, and then test the move in question with another fighter. [[Ganondorf (SSBU)|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 (SSBU)/Forward tilt|Bowser's forward tilt]], or [[Kirby (SSBU)/Down tilt|Kirby's down tilt]], clip the ledge. | ||
*Piercing | *Piercing | ||
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 unnecessary, as they reach low enough to hit fighters attempting a recovery before they even have the chance to grab the edge. Moves such as [[R.O.B. (SSBU)/Down aerial|R.O.B.'s down aerial]], or [[Pyra (SSBU)/Down aerial|Pyra's down aerial]], pierce 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 unnecessary, as they reach low enough to hit fighters attempting a recovery before they even have the chance to grab the edge. Moves such as [[R.O.B. (SSBU)/Down aerial|R.O.B.'s down aerial]], or [[Pyra (SSBU)/Down aerial|Pyra's down aerial]], pierce the ledge. |