Editing Ladder (technique)

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{{ArticleIcons|allgames=y|unofficial=y}}
{{ArticleIcons|allgames=y|unofficial=y}}
{{for|other usage of ladder|Ladder (disambiguation)}}
{{for|other usage of ladder|Ladder (disambiguation)}}
[[File:LuigiLadder-Melee.gif|200px|thumb|A ladder can be used to stall infinitely past the blast line.]]
[[Image:LuigiLadder-Melee.gif|200px|thumb|right|A ladder can be used to stall infinitely past the blast line.]]
A '''ladder''' is a technique usable by a team of two players using the same character that allows them both to attain normally unreachable heights.
A '''ladder''' is a technique usable by a team of two players using the same character that allows them both to attain normally unreachable heights.
==Variations==
==Variations==
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The technique can be performed in every game in the series, though its applications can be varied. In ''[[Super Smash Bros.]]'', Super Jump Punch grants some horizontal distance, allowing to act as a method for [[stage jump|stage jumping]].  
The technique can be performed in every game in the series, though its applications can be varied. In ''[[Super Smash Bros.]]'', Super Jump Punch grants some horizontal distance, allowing to act as a method for [[stage jump|stage jumping]].  


The technique's use, however, is most infamous in ''Melee''. Changes to Luigi's Super Jump Punch causes the technique to instead send the two Luigis straight upward, and the team can even jump up beyond the upper [[blast line]]. Applied usage of the technique can also allow for recovery options, though the lack of horizontal distance from Super Jump Punch makes this a situational use. The Luigis do not KO each other since Super Jump Punch has no [[knockback]]. Similar variants of the technique involving attacks like {{SSBM|Link}}'s [[Spin Attack]] and {{SSBM|Samus}}' [[Screw Attack (move)|Screw Attack]] end up KOing the characters when they cross the blast line.
The technique's use, however, is most infamous in ''Melee''. Changes to Luigi's Super Jump Punch causes the technique to instead send the two Luigi's straight upward, and the team can even jump up beyond the upper [[blast line]]. Applied usage of the technique can also allow for recovery options, though the lack of horizontal distance from Super Jump Punch makes this a situational use. The Luigis do not KO each other since Super Jump Punch has no [[knockback]]. Similar variants of the technique involving attacks like {{SSBM|Link}}'s [[Spin Attack]] and {{SSBM|Samus}}' [[Screw Attack (move)|Screw Attack]] end up KOing the characters when they cross the blast line.


While carried over for ''Brawl'', the two Luigis now KO each other upon crossing the upper blast line; despite this, it can be used for stalling against a ceiling. This is retained in ''Smash 4''.
While carried over for ''Brawl'', the two Luigis now KO each other upon crossing the upper blast line; despite this, it can be used for stalling against a ceiling.


In ''Ultimate'', like ''Melee'', the Luigi ladder does not KO at the upper blast line, however, this property invokes a glitch. As the two Luigi's continually rise, the character markers on the edge of the screen start to leave the middle of the top of the screen and start going to the sides. Once they reaching the sides, they go to the bottom of the screen and begin to come to the middle as the Luigis rise. Adding to that, the character markers show the many sprites of the Luigis as they rise. In addition to this, if at least one Luigi is on his last stock, the [[Finish Zoom]] effect will constantly play after the Luigis reach the upper blast line, however neither of the Luigis will get KOed.
In ''Ultimate'', like ''Melee'', the Luigi ladder does not KO at the upper blast line, however, this property invokes a glitch. As the two Luigi's continually rise, the character markers on the edge of the screen start to leave the middle of the top of the screen and start going to the sides. Once they reaching the sides, they go to the bottom of the screen and begin to come to the middle as the Luigis rise. Adding to that, the character markers show the many sprites of the Luigis as they rise. In addition to this, if both Luigis are on their last stock, the [[Finish Zoom]] effect will constantly play after the Luigis reach the upper blast line, however neither of the Luigis will get KOed.


===Pac-Ladder===
===Pac-Ladder===
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===Cloud ladder===
===Cloud ladder===
The Cloud ladder functions similarly to the Shulk ladder, with two {{SSB4|Cloud}}s repeatedly using [[Climhazzard]] one after the other and canceling helplessness using the other player's attack. However, the laddering players must be wary of their [[Limit]], as this technique will slowly charge each player's Limit Gauge. If a player fully charges their Limit Gauge, it is possible to preserve the ladder by waiting a moment and falling a bit before using Limit Climhazzard; however, at high percents, a rising hit will KO the other Cloud. It is possible to continue laddering after a Limit Climhazzard under a stage like [[Smashville]] or a wall-less [[Ω form]] stage if the attacked Cloud successfully performs a [[tech]] on the ceiling, but this is not safe: not only could the Cloud miss the tech, but many characters can access those areas of stages and interrupt the ladder without risk of losing a stock, such as with {{SSB4|Sheik}}'s [[Bouncing Fish]] or with a straight-flying projectile like {{SSB4|Link}}'s [[Boomerang]].
The Cloud ladder functions similarly to the Shulk ladder, with two {{SSB4|Cloud}}s repeatedly using [[Climhazzard]] one after the other and canceling helplessness using the other player's attack. However, the laddering players must be weary of their [[Limit]], as this technique will slowly charge each player's Limit Gauge. If a player fully charges their Limit Gauge, it is possible to preserve the ladder by waiting a moment and falling a bit before using Limit Climhazzard; however, at high percents, a rising hit will KO the other Cloud. It is possible to continue laddering after a Limit Climhazzard under a stage like [[Smashville]] or a wall-less [[Ω form]] stage if the attacked Cloud successfully performs a [[tech]] on the ceiling, but this is not safe: not only could the Cloud miss the tech, but many characters can access those areas of stages and interrupt the ladder without risk of losing a stock, such as with {{SSB4|Sheik}}'s [[Bouncing Fish]] or with a straight-flying projectile like {{SSB4|Link}}'s [[Boomerang]].


Another option would be for the Limit Cloud to [[fast fall]] until he reaches a safe distance, where he can perform Limit [[Blade Beam]] or Limit [[Cross Slash]] while the other Cloud falls normally and awaits a normal Climhazzard. However, the amount of distance the Cloud players fall during this period of time will definitely leave them open to attack.
Another option would be for the Limit Cloud to [[fast fall]] until he reaches a safe distance, where he can perform Limit [[Blade Beam]] or Limit [[Cross Slash]] while the other Cloud falls normally and awaits a normal Climhazzard. However, the amount of distance the Cloud players fall during this period of time will definitely leave them open to attack.
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Ultimately, this ladder is not as consistent in the long run as others.
Ultimately, this ladder is not as consistent in the long run as others.


===Mega Man Ladder===
===Megaman Ladder===
This is similar to the Pac-Ladder. One [[Mega Man (SSB4)|Mega Man]] player uses [[Rush Coil]], launching them and an adjacent teammate into the air. The one who used the up special must jump up to the same height as the other player, who then uses their Coil, restoring the double jump and up special of the first player. Because Rush Coil has no hitboxes, this doesn't require Team Attack to be switched off or on, and never damages the players using the ladder. This, combined with its quick height gain compared to most other ladders, makes it arguably the most effective. An video demonstrating this ladder can be found [https://www.youtube.com/watch?v=0kxwAcgOVRM&t=8s here.]
This is similar to the Pac-Ladder. One [[Mega Man (SSB4)|Mega Man]] player uses [[Rush Coil]], launching them and an adjacent teammate into the air. The one who used the up special must jump up to the same height as the other player, who then uses their Coil, restoring the double jump and up special of the first player. Because Rush Coil has no hitboxes, this doesn't require Team Attack to be switched off or on, and never damages the players using the ladder. This, combined with its quick height gain compared to most other ladders, makes it arguably the most effective. An video demonstrating this ladder can be found [https://www.youtube.com/watch?v=0kxwAcgOVRM&t=8s here.]


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