Editing Ledgedash

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A '''ledgedash''' is an advanced technique in ''[[Super Smash Bros. Melee]]'', used to allow a character to quickly return to the stage from the [[ledge]]; the technique is performed by releasing from the ledge, jumping, and immediately [[waveland]]ing onto the stage (by [[air dodging]] diagonally into the ground). When performed successfully, it allows the character to immediately move or attack from the ground (known as “actionability”). Compared to the standard methods of climbing off the ledge, the ledgedash is much faster and provides the performer with much greater control over their character, and is much more difficult to [[punish]].  
A '''ledgedash''' is an advanced technique in ''[[Super Smash Bros. Melee]]'', used to allow a character to quickly return to the stage from the [[ledge]]; the technique is performed by releasing from the ledge, jumping, and immediately [[waveland]]ing onto the stage (by [[air dodging]] diagonally into the ground). When performed successfully, it allows the character to immediately move or attack from the ground (known as “actionability”). Compared to the standard methods of climbing off the ledge, the ledgedash is much faster and provides the performer with much greater control over their character, and is much more difficult to [[punish]].  


When performed immediately after grabbing the ledge, the ledgedash also allows the character to keep any remaining ledge [[intangibility]] frames; as such, a well-timed ledgedash allows most characters to perform a variety of movements and attacks while fully invincible. '''GALINT''' (an abbreviation of '''g'''rounded '''a'''ctionable '''l'''edge '''int'''angibility) refers to the timeframe when a character both fully invincible and can move or attack freely after a ledgedash. The maximum number of GALINT frames (via a frame perfect ledgedash) varies among each character, though most characters still receive GALINT with even an imperfect ledgedash.
When performed immediately after grabbing the ledge, the ledgedash also allows the character to keep any remaining ledge invincibility frames; as such, a well-timed ledgedash allows most characters to perform a variety of movements and attacks while fully invincible. '''GALINT''' (an abbreviation of '''g'''rounded '''a'''ctionable '''l'''edge '''int'''angibility) refers to the timeframe when a character is fully invincible after a ledgedash. The maximum number of GALINT frames (via a frame perfect ledgedash) varies among each character, though most characters still receive GALINT with even an imperfect ledgedash.


The ledgedash is well known for its highly technical requirements, and for being a rewarding but highly risky technique to perform. A successful invincible ledgedash requires numerous precisely-timed inputs to perform, and an improper ledgedash can result in the player air dodging off stage and [[self-destruct]]ing, or performing a heavily punishable standard getup option. Nonetheless, invincible ledgedashing is frequently used by skilled ''Melee'' players, as it grants certain characters a major advantage while returning from the ledge, which is normally an extremely vulnerable position.
The ledgedash is well known for its highly technical requirements, and for being a rewarding but highly risky technique to perform. A successful invincible ledgedash requires numerous precisely-timed inputs to perform, and an improper ledgedash can result in the player air dodging off stage and [[self-destruct]]ing, or performing a heavily punishable standard getup option. Nonetheless, invincible ledgedashing is frequently used by skilled ''Melee'' players, as it grants certain characters a major advantage while returning from the ledge, which is normally an extremely vulnerable position.
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==Technical data==
==Technical data==
After grabbing the ledge, a perfect ledgedash (achieving maximum GALINT) requires the player to let go of the ledge using the [[Control Stick]] or [[C-Stick]] at frame 9 (the earliest frame possible), and instantly jump then air dodge diagonally into the stage; the 37 frames of ledge intangibility will continue to protect the user once they are back onstage. (The one exception is {{SSBM|Link}}, due to his shorter 3 frame cliffcatch timer; he must let go of the ledge on frame 5, and has 33 frames of intangibility upon grabbing the ledge).
After grabbing the ledge, a perfect ledgedash (achieving maximum GALINT) requires the player to let go of the ledge using the [[Control Stick]] or [[C-Stick]] at frame 9 (the earliest frame possible), and instantly jump then air dodge diagonally into the stage; the 37 frames of ledge intangibility will continue to protect the user once they are back onstage. (The one exception is {{SSBM|Link}}, due to his shorter 3 frame cliffcatch timer; he must let go of the ledge on frame 5, and has 33 frames of intangibility upon grabbing the ledge).


Due to the ledgedash’s extremely precise input requirements, there are many chances for the player to misinput and risk [[self-destruct]]ing off stage, or leaving themselves vulnerable on stage. Attempting to let go of the ledge early (before frame 9) will cause the initial stick input to perform no option, so the game will only read the player’s jump or air dodge input. This will cause the player to perform a jump from ledge, regular getup, or roll from ledge, all of which can be easily punished; the jump from ledge leaves the character especially vulnerable due to its very high ending lag, and is commonly known as the “tournament winner” as it causes players to get KOed so frequently. Meanwhile, air dodging too early (before the character model goes above the main platform) will cause the character to air dodge against the side of the stage, falling to their death. Air dodging too late will cause the character to perform a standard air dodge without wavelanding on the ground, leaving them vulnerable to a punish.
Due to the ledgedash’s extremely precise input requirements, there are many chances for the player to misinput and risk [[self-destruct]]ing off stage, or leaving themselves vulnerable on stage. Attempting to let go of the ledge early (before frame 9) will cause the initial stick input to perform no option, so the game will only read the player’s jump or air dodge input. This will cause the player to perform a jump from ledge, regular getup, or roll from ledge, all of which can be easily punished; the jump from ledge leaves the character especially vulnerable due to its very high ending lag, and is commonly known as the “tournament winner” as it causes players to get KOed so frequently. Meanwhile, air dodging too early (before the character model goes above the main platform) will cause the character to air dodge against the side of the stage, falling to their death. Air dodging too late will cause the character to perform a standard air dodge without wavelanding on the ground, leaving them vulnerable to a punish.
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The risk of misinputting can be minimized by performing a less precise ledgedash, for example, by letting go of the ledge after frame 9, or timing the air dodge later to lessen the threat of air dodging off stage. A suboptimal ledgedash requires less precise timing, but can still grant the character some GALINT frames; as such, there is a tradeoff between gaining maximum GALINT frames vs. decreasing the risk of SDing.
The risk of misinputting can be minimized by performing a less precise ledgedash, for example, by letting go of the ledge after frame 9, or timing the air dodge later to lessen the threat of air dodging off stage. A suboptimal ledgedash requires less precise timing, but can still grant the character some GALINT frames; as such, there is a tradeoff between gaining maximum GALINT frames vs. decreasing the risk of SDing.


Each character gains a certain amount of maximum GALINT frames from a perfect ledgedash; as such, some characters can perform a ledgedash faster than others, and have stronger ledgedashes. A character’s ledgedash speed is determined by their [[double jump]] speed, height, and the size of their [[environmental collision box]]. Shorter characters, and characters with faster double jumps, reach the stage faster, and thus gain more GALINT. {{SSBM|Fox}} and {{SSBM|Pichu}} are tied for the most GALINT from a perfect ledgedash at 15 frames, while {{SSBM|Peach}} is the only character who receives 0 GALINT from a perfect ledgedash; this is because her double jump causes her to dip slightly lower before rising upwards. In addition, there is no direct relationship between a character’s perfect and suboptimal ledgedashes; some characters suboptimal ledgedashes grant more frames than their perfect ledgedashes would suggest, and every character's suboptimal ledgedash has a different timing and leniency window.
Each character gains a certain amount of maximum GALINT frames from a perfect ledgedash; as such, some characters can perform a ledgedash faster than others, and have stronger ledgedashes. A character’s ledgedash speed is determined by their [[double jump]] speed, height, and the size of their [[environmental collision box]]. Shorter characters, and characters with faster double jumps, reach the stage faster, and thus gain more GALINT. {{SSBM|Fox}} and {{SSBM|Pichu}} and tied for the most GALINT from a perfect ledgedash at 15 frames, while {{SSBM|Peach}} is the only character who receives 0 GALINT from a perfect ledgedash; this is because her double jump causes her to dip slightly lower before rising upwards. In addition, there is no direct relationship between a character’s perfect and suboptimal ledgedashes; some characters suboptimal ledgedashes grant more frames than their perfect ledgedashes would suggest, and every character's suboptimal ledgedash has a different timing and leniency window.


Ledgedashing is slightly more powerful on stages with slanted edges (such as [[Yoshi's Story]]), as these slants allow players to waveland farther towards center stage by air dodging at a more horizontal angle. Exact times per character can also vary based on whether the player does a regular fall or fastfall from the ledge.
Ledgedashing is slightly more powerful on stages with slanted edges (such as [[Yoshi's Story]]), as these slants allow players to waveland farther towards center stage by air dodging at a more horizontal angle. Exact times per character can also vary based on whether the player does a regular fall or fastfall from the ledge.


===Ledgedash variations===
===Ledgedash variations===
Many characters can perform a variation of the standard ledgedash. This is done by using certain attacks to alter the character’s environmental collision box, either before grabbing the ledge, or while double jumping from the ledge to the stage (replacing the air dodge), known as an aerial interrupt. For some of these characters, their ledgedash variation grants them more GALINT frames than the standard ledgedash. However, many of these are highly situational, requiring specific setups beforehand or only working on certain stages (most commonly {{SSBM|Battlefield}}, due to the stage's unique thin ledges); some techniques have extremely tight, often frame-perfect windows, and can only be consistently performed with [[TAS]] levels of precision, making such techniques less practical in competitive play.
Many characters can perform a variation of the standard ledgedash. This is done by using certain attacks to alter the character’s environmental collision box, either before grabbing the ledge, or while double jumping from the ledge to the stage (replacing the air dodge), known as an aerial interrupt. For some of these characters, their ledgedash variation grants them more GALINT frames than the standard ledgedash. However, many of these are highly situational, requiring specific setups beforehand or only working on certain stages (most commonly {{SSBM|Battlefield}}); some techniques have extremely tight, often frame-perfect windows, and can only be consistently performed with [[TAS]] levels of precision, making such techniques less practical in competitive play.


*Several characters, including {{SSBM|Falco}}, {{SSBM|Fox}}, {{SSBM|Pichu}}, {{SSBM|Pikachu}}, and {{SSBM|Sheik}} can gain additional frames of GALINT by double jumping and then regrabbing the ledge before doing a ledgedash; this bring Fox and Pichu up 1 to 16 max frames of GALINT, Falco up 1 to 15, Pikachu up 2 to 15, and Sheik up 1 to 12. Sheik gains an additional 2 frames with this method on {{SSBM|Battlefield}}, allowing her to gain up to 13 frames of GALINT on that stage.<ref>{{cite web|url=http://www.meleeitonme.com/sheik-ledgedash/|title=Sheik ledgedash mechanics}}</ref><ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/vyszk1/fools_gold_the_trap_of_foxs_15galint_ledgedash/|title=Fox ledgedash mechanics}}</ref>
*Several characters, including {{SSBM|Falco}}, {{SSBM|Fox}}, {{SSBM|Pichu}}, {{SSBM|Pikachu}}, and {{SSBM|Sheik}} can gain additional frames of GALINT by double jumping and then regrabbing the ledge before doing a ledgedash; this bring Fox and Pichu up 1 to 16 max frames of GALINT, Falco up 1 to 15, Pikachu up 2 to 15, and Sheik up 1 to 12. Sheik gains an additional 2 frames with this method on {{SSBM|Battlefield}}, allowing her to gain up to 13 frames of GALINT on that stage.<ref>{{cite web|url=http://www.meleeitonme.com/sheik-ledgedash/|title=Sheik ledgedash mechanics}}</ref><ref>{{cite web|url=https://www.reddit.com/r/SSBM/comments/vyszk1/fools_gold_the_trap_of_foxs_15galint_ledgedash/|title=Fox ledgedash mechanics}}</ref>

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