Editing Edge slipping

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==Mechanics==
==Mechanics==
The mechanics of edge slipping are determined by the direction that the character is facing. If a character is facing forward while they slip off an edge, they are free to perform any action immediately upon falling off the platform. However, if a character edge slips in the reverse direction they were looking, they will enter their edge slip animation, and be unable to perform any action for a certain amount of frames. For every character, they are able to [[DI]] the fall left or right after the eighth [[frame]], but are still unable to affect the vertical momentum of their fall or perform any other action. For how many frames a character will be unable to perform an action varies for each character; for example, {{SSBB|Snake}} and {{SSBB|Marth}} will be unable to perform any action for 27 frames. Once these frames are up, a character may jump or attack out of their edge slip animation. An important thing to note is that while in these frames during their edge slip animation, a character cannot [[tech]] upon hitting the ground, thus they will always end up in their knocked down state if they hit the ground during these frames. In ''Ultimate'', teching is possible.
The mechanics of edge slipping are determined by the direction that the character is facing. If a character is facing forward while they slip off an edge, they are free to perform any action immediately upon falling off the platform. However, if a character edge slips in the reverse direction they were looking, they will enter their edge slip animation, and be unable to perform any action for a certain amount of frames. For every character, they are able to [[DI]] the fall left or right after the eighth [[frame]], but are still unable to affect the vertical momentum of their fall or perform any other action. For how many frames a character will be unable to perform an action varies for each character; for example, {{SSBB|Snake}} and {{SSBB|Marth}} will be unable to perform any action for 27 frames. Once these frames are up, a character may jump or attack out of their edge slip animation. An important thing to note is that while in these frames during their edge slip animation, a character cannot [[tech]] upon hitting the ground, thus they will always end up in their knocked down state if they hit the ground during these frames.


How far a character slips off an edge is directly related to the knockback of the hitbox that pushed them off the ledge. For example, {{SSBB|Luigi}}'s forward tilt knocking a shielding opponent into their edge slip animation off a platform will result in the opponent moving barely away from the platform. But his forward smash would send the same opponent a considerable distance away from the platform.
How far a character slips off an edge is directly related to the knockback of the hitbox that pushed them off the ledge. For example, {{SSBB|Luigi}}'s forward tilt knocking a shielding opponent into their edge slip animation off a platform will result in the opponent moving barely away from the platform. But his forward smash would send the same opponent a considerable distance away from the platform.

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