Editing Edge slipping

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[[File:Edge Slipping Snake Brawl.gif|thumb|250px|{{SSBB|Snake}} being edge slipped by {{SSBB|Captain Falcon}}.]]
'''Defenestration''' is the [[technique]] of knocking a [[shield]]ing opponent off the platform above the attacker and down to their level. It is usually used to set up a [[KO]]. [[Wikipedia:Defenestration|Defenestration]] literally is the action of throwing someone or something out of a window.
'''Edge slipping''' is a mechanic that occurs in all but the first ''Super Smash Bros.'' game, where a character is knocked off a [[platform]] while they were still on their feet. This often occurs when a [[shield]]ing [[character]] slides off a platform from shield [[knockback]], but it may also occur when [[hitbox]]es that produce too low of knockback to lift a character off the ground are landed, which causes a character to slide off the platform. Certain rapid-fire neutral attacks also push the user backwards with prolonged use, and if they're standing on an edge while doing so, they can slip off that way. If the edge is grabbable, then they will always grab it.


In ''Super Smash Bros. Melee'''s [[Debug Mode]], this animation is referred to as "Missfoot".
==How it works==
 
Defenestration is not a specific technique; that is, it can be performed in many ways, not just one. To defenestrate a character on a platform above the attacker, a strong attack must generally be used (usually an [[up smash]], but it is possible to do this with an [[up tilt]], or even jumping and using an [[aerial]]). However, multi-hit up-smashes, like [[Sonic (SSBB)|Sonic's]], work fairly well too. Usually, the opponent shields, preventing them from taking damage - however, even shielded characters will take some knockback, sliding across the ground. If the attack is strong enough, the enemy will slide right off the platform and enter their [[tumble]] animation, as if they had been [[Footstool Jump|Footstooled]], and land on the ground next to the attacker, leaving them wide open for a powerful blow. An additional advantage is that the landing cannot be [[tech]]ed.
==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.
 
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.
 
===Frame Data===
{| class="wikitable sortable"
!colspan=2|Ultimate
|-
!Character
!Frames
|-
|Mario
|26
|-
|Donkey Kong
|25
|-
|Link
|26
|-
|Samus
|26
|-
|Dark Samus
|26
|-
|Yoshi
|25
|-
|Kirby
|26
|-
|Fox
|26
|-
|Pikachu
|25
|-
|Luigi
|26
|-
|Ness
|26
|-
|Captain Falcon
|26
|-
|Jigglypuff
|26
|-
|Peach
|28
|-
|Daisy
|28
|-
|Bowser
|26
|-
|Ice Climbers
|26
|-
|Sheik
|30
|-
|Zelda
|28
|-
|Dr. Mario
|26
|-
|Pichu
|25
|-
|Falco
|26
|-
|Marth
|26
|-
|Lucina
|26
|-
|Young Link
|26
|-
|Ganondorf
|26
|-
|Mewtwo
|26
|-
|Roy
|26
|-
|Chrom
|26
|-
|Mr. Game & Watch
|26
|-
|Meta Knight
|27
|-
|Pit
|26
|-
|Dark Pit
|26
|-
|Zero Suit Samus
|29
|-
|Wario
|24
|-
|Snake
|26
|-
|Ike
|26
|-
|Squirtle
|26
|-
|Ivysaur
|26
|-
|Charizard
|26
|-
|Diddy Kong
|25
|-
|Lucas
|26
|-
|Sonic
|30
|-
|King Dedede
|24
|-
|Olimar
|26
|-
|Lucario
|26
|-
|R.O.B.
|26
|-
|Toon Link
|26
|-
|Wolf
|26
|-
|Villager
|26
|-
|Mega Man
|26
|-
|Wii Fit Trainer
|27
|-
|Rosalina & Luma
|26
|-
|Little Mac
|26
|-
|Greninja
|30
|-
|Mii Brawler
|26
|-
|Mii Swordfighter
|26
|-
|Mii Gunner
|26
|-
|Palutena
|26
|-
|Pac-Man
|26
|-
|Robin
|26
|-
|Shulk
|26
|-
|Bowser Jr.
|26
|-
|Duck Hunt
|26
|-
|Ryu
|26
|-
|Ken
|26
|-
|Cloud
|26
|-
|Bayonetta
|28
|-
|Inkling
|26
|-
|Ridley
|29
|-
|Simon
|26
|-
|Richter
|26
|-
|King K. Rool
|25
|-
|Isabelle
|26
|-
|Incineroar
|27
|-
|Piranha Plant
|26
|-
|Joker
|28
|-
|Hero
|26
|-
|Banjo & Kazooie
|26
|-
|Terry
|26
|-
|Byleth
|26
|-
|-
|Min Min
|26
|-
|Steve
|26
|-
|Sephiroth
|26
|-
|Pyra
|26
|-
|Mythra
|26
|-
|Kazuya
|26
|-
|Sora
|26
|}
 
==Drop-counter==
A drop-counter is a [[technique]] that can be performed in all five [[Super Smash Bros. (series)|''Super Smash Bros.'' games]]. The technique is performed by having a player standing next to an edge. Afterwards, a recovering opponent must use a short-ranged attack.  The standing player must shield against it. The knockback must be strong enough to make the shielding player slide off the edge of the platform, allowing the player to retaliate instantly with an aerial attack.
 
This technique is also known as a very efficient way to [[gimp]] {{SSBM|Marth}} in ''[[Melee]]'', as when Marth uses his [[Dolphin Slash]] to attempt to recover on to the stage, his sword will hit the farthest edge of the opponent's shield, causing them to topple backward and [[edgehog]] the ledge, sending Marth to his doom. Two ways to counter this are to [[Sweet spot (ledge)|sweet spot]] the ledge or land on the stage.


==Uses==
==Uses==
Edge slipping is often used to set up a powerful but slow attack, to set up [[lock]]s that work on knocked down opponents, or to simply set up a free punish. For example, while fighting on {{SSBB|Battlefield}}, Player A is using {{SSBB|Bowser}} while their opponent Player B is using {{SSBB|Wario}}. At one point, Player A catches player B shielding on one of the middle platforms, from where Player A attacks Player B from below with an [[autocancel]]led [[short hop]]ped forward aerial. This causes Player B's Wario to slide off the platform backward and enter their edge slip animation, from where Player A immediately follows up with Bowser's forward smash, which hits Player B's Wario who cannot avoid the forward smash, resulting in a [[KO]].
A particularly good user of this move is [[Bowser (SSBB)|Bowser]]. His ko moves are generally slow. However, he can defenestrate very easily because of his powerful, wide up-smash. A Bowser player on [[Battlefield (SSBB)|Battlefield]], for instance, could force an opponent onto one of the low platforms, up-smash, and then use one of his powerful finishers on his tumbling opponent. Other characters with powerful up-smashes ([[Donkey Kong (SSBB)|Donkey Kong]]) or multi-hit up smashes ([[Sonic (SSBB)|Sonic]], [[Meta Knight (SSBB)|Meta Knight]]) can also put this technique to good use. The player can also use it to start up a jab or laser lock with ease.
 
Another scenario on Battlefield involves Player C who is using {{SSBB|Falco}}, and Player D who is using {{SSBB|Donkey Kong}}. During the match, Player D is at 0% while standing on a middle platform with their back to the edge. Player C catches this and attacks with Falco's back aerial, which causes Player D's Donkey Kong to slide off the edge and into their edge slip animation. Upon Player D's Donkey Kong hitting the ground, Player C immediately follows up with Falco's [[Blaster]], trapping Player D's Donkey Kong in a laser lock. The slip can also be used for a quick jab [[lock]].
 
==Video==
*[http://www.youtube.com/watch?v=lyFtJDxsqMs&feature=related Video showing in detail the mechanics of edge slipping]


{{AllGames|Techniques}}
==Disadvantages==
[[Category:Game physics]]
The main problem with defenestration is that the opponent can break out of the tumble animation with an attack if they have quick enough reflexes. The technique completely relies on a player being too slow to realize what has happened until too late.
[[Category:Techniques]]
[[Category:Techniques (SSBB)]]

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