Editing Edge hopping
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Edge hopping is the most flexible way to return to the stage- players may perform almost any aerial attack or special attack that can be done in the air, or air dodge in any direction, directly after edge hopping. However, if the opponent can read the edge hopper and interrupt them during the process, they can be hit off-stage without a second jump, a very unsafe position that is basically a [[self-destruct]] for some characters. It should be noted that characters experience fewer [[intangibility]] frames when edge hopping than when rolling or jumping from the ledge. | Edge hopping is the most flexible way to return to the stage- players may perform almost any aerial attack or special attack that can be done in the air, or air dodge in any direction, directly after edge hopping. However, if the opponent can read the edge hopper and interrupt them during the process, they can be hit off-stage without a second jump, a very unsafe position that is basically a [[self-destruct]] for some characters. It should be noted that characters experience fewer [[intangibility]] frames when edge hopping than when rolling or jumping from the ledge. | ||
''[[Super Smash Bros. Brawl]]'' removed the | ''[[Super Smash Bros. Brawl]]'' removed the direction air dodge, removing edge hopping options with it, making recovering more predictable as a result. In ''[[Super Smash Bros. 4]]'', its usefulness depends on air time and damage of a character affect how much intangibility is earned by grabbing the edge. Edge hopping is now a significantly more risky option; if the player regrabs the ledge without landing on the stage, they will receive no invincibility at all after several consecutive regrabs. The introduction of ledge stealing, however, allows players to knock an opponent off the ledge through their ledge intangibility and set up edgeguarding attacks. ''[[Super Smash Bros. Ultimate]]'' retained these changes, but also reinstated the directional air dodge, reintroducing that layer of edge hopping. Players will also not be able to grab the ledge at all after 6 regrabs, nerfing edgehogging in that way, but attempts to edgeguard by putting a player in hitstun will refresh that regrab limit, buffing edgehopping in that way. | ||
==See also== | ==See also== |