Editing Ledgedash

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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.

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