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Edge getup: Difference between revisions

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[[Image:Get up attack.png|thumb|200px|Link, using an edge attack in brawl]]
 
'''Edge recoveries''' are a set of moves that can be executed while a character is hanging on an [[edge]]. Along with grabbing the edge, these moves typically give a character [[invincibility frame]]s to aid in recovery. It is often prudent to return to the [[stage]] before the invincibility frames expire. Edge recovery maneuvers are sometimes used to [[edge-guard]], especially when releasing and re-grabbing the ledge to refresh [[midair jump]]s. Edge recovery moves also sometimes play a role in [[stalling]].
[[File:Get up attack.png|thumb|200px|Link, using an edge attack in ''Brawl''.]]
An '''Edge getup''', also known as an '''Edge recovery''', is a set of moves that can be executed while a character is hanging on an [[edge]]. Along with grabbing the edge, these moves typically give a character [[invincibility frame]]s to aid in recovery. It is often prudent to return to the [[stage]] before the invincibility frames expire. Edge getup maneuvers are sometimes used to [[edge-guard]], especially when releasing and re-grabbing the ledge to refresh [[midair jump]]s. Edge getup moves also sometimes play a role in [[stalling]].


==Types of recovery moves==
==Types of recovery moves==
[[Image:Edge Recovery.png|250px|right]]
[[File:Edge Recovery.png|250px|right]]


There are five general recovery moves which may be performed while grabbing the edge. Each technique generally becomes slower and/or more powerful at [[damage]] percentages equal to or greater than 100%, with the exception of letting go/fast falling off the edge; this distinction has been removed in ''[[Super Smash Bros. 4]]''.
There are five general recovery moves which may be performed while grabbing the edge. Prior to ''Super Smash Bros 4.'', each technique (with the exception of letting go of the ledge) becomes slower once the opponents percent is equal to or greater than 100%. Starting from ''Smash 4'' however, the player's ledge options function identically regardless of the player's percent. The slower ledge options in earlier titles left the player on the ledge much more vulnerable to an on stage punish although they could keep hold onto the ledge for longer to [[edge hog]] more easily.


*Climb: By pushing the [[control stick]] towards the edge, the character will climb up onto the stage. When the character has 100% damage or more, the action of climbing back to the stage is significantly slower.
*Climb: By pushing the [[control stick]] towards the edge, the character will climb up onto the stage. Prior to ''Smash 4'', when the character has 100% damage or more, the action of climbing back to the stage is significantly slower.
*Attack: By pressing an attack button, a character will climb up onto the stage while performing an edge attack. This is primarily useful when the opponent is next to the edge, as a counter attack. When the character has 100% damage or more, the getting up to attack motion is significantly slower. On the plus side however, almost all edge attacks deal more damage (except for {{SSBB|Captain Falcon}}'s) and the character still has invincibility frames when hitboxes come out, unlike with the normal edge attack.
*Attack: By pressing an attack button, a character will climb up onto the stage while performing an edge attack. This is primarily useful when the opponent is next to the edge, as a counter attack. Prior to ''Ultimate'', the amount of intangibilty ledge attacks had varied from character to character, ending shortly before the hitboxes became active in a vast majority of cases. In ''Ultimate'', attacks are intangible until hitboxes are no longer active. Prior to ''Smash 4'', when the character has 100% damage or more, they will perform a different, significantly slower ledge attack. On the plus side however, almost all edge attacks deal more damage (except for {{SSBB|Captain Falcon}}'s) and the character still has invincibility frames when hitboxes are active, unlike with most normal edge attacks. Over 100% ledge attacks can have other advanatges/disadvantages such as more/less range or more/less relative ending lag.
*Roll: By pressing a [[shield]] button, a character will climb up and roll forward a moderate distance. When the character has at least 100% damage, the action of getting back up to roll is significantly slower, however the roll itself covers slightly more distance.
*Roll: By pressing a [[shield]] button, a character will climb up and roll forward a moderate distance. Prior to ''Smash 4'', when the character has 100% damage or more, ledge rolling is significantly slower, however the roll itself covers slightly more distance.
*{{anchor|Tournament winner}}Jump: By pressing a jump button or pushing the analog stick up, a character will leap upwards and slightly forward. However, this move does not give a character invincibility frames. This option is not available in the first ''[[Super Smash Bros.]]'', and in ''Brawl'', characters typically jump higher than they did in ''Melee'', and have less ending lag on the jump, allowing them to perform other actions sooner, making it overall more useful. When the character has at least 100% damage, there is slight delay before the character jumps, though this increase in start-up lag is much less severe than with the other edge options over 100%. In ''Melee'', this is sometimes sarcastically referred to as the '''tournament winner''', due to its [[punish]]ability.
*Jump: Introduced in ''Melee'', by pressing a jump button or pushing the analog stick up, a character will leap upwards and slightly forward. The jump has two parts: jumping off the ledge and the actual jump itself. The jump off the ledge is intangible but the player is vulnerable once they are jumping (although in ''Melee'' and ''Brawl'', the player can carry their ledge intangibility into the jump). In ''Melee'', the player is stuck in the jumping animation (which is fairly lengthy) and they cannot do anything until the animation is over, leaving them very vulnerable. Carrying over ledge intangibility can alleviate this although in a vast majority of cases, this is not enough. Ledge jumps in ''Melee'' are largely useless outside of specific cases as they are too slow, they are too punishable and they are heavily outclassed by simply dropping off the ledge and jumping back onto the stage (with ledge jumps jokingly having the nickname '''tournament winner''' due to its big risk). Starting from ''Brawl'' however, the player can immediately act out of the ledge jump, making it far more useful and much harder to punish. The player can quickly attack or edge dodge with the opponent having a very small punish window. In ''Brawl'' specifically, if the player carries over ledge intangibility to the ledge jump, they are fully intangible for a period of time during the ledge jump, allowing for fully intangible air dodges and attacks. Prior to ''Smash 4'', when the character has 100% damage or more, jumping off the ledge is slightly slower although the speed decrease is much less severe compared to other ledge attacks.
*Let go (away): By pressing the control stick away from an edge, a character will let go or leap away from the stage. Pressing the control stick away and jumping at the same time has the same effect of performing a reverse [[midair jump]] in place. Depending on the character, following the release with a double jump and then an aerial attack can be faster than using the edge attack. This is especially useful in ''Smash 64,'' wherein ledge jumps do not exist, as it allows a pseudo-ledge jump that opens new recovery and attack options (such as {{SSB|Captain Falcon}} and {{SSB|Pikachu}} [[planking]] with up aerials). Some characters have other benefits from double jumping after releasing the edge, such as Yoshi, whose double jump gives him [[armor]].
*Letting go: By pressing the control stick away from an edge or downwards, a character will let go of the edge and they can immediately act. This gives the opponent access to any aerial options which can be useful for getting back onto the stage or edgeguarding. This is especially powerful in ''Melee'' and ''Brawl'' as the player can carry over their ledge intangibility which can allow for some extremely powerful ledge sequences.
*Let go (down): By pressing the stick down, a character will let go and fall downward. [[tap|Tapping]] the control stick down will cause the character to [[fast-falling|fast-fall]]. Some common applications for this include [[mindgame|mindgames]] with the opponent and [[planking]].


===Inputs in ''[[Super Smash Bros. Melee]]''===
===Inputs in ''[[Super Smash Bros. Melee]]''===
[[File:CliffWait ANA options.png|thumb|Options that can be triggered with the control stick when hanging on the righthand ledge.]]
[[File:CliffWait ANA options.png|thumb|Options that can be triggered with the {{button|GCN|Control Stick}} when hanging on the righthand ledge.]]
Sorted by priority. For example, pressing A and R at the same frame will result in an edge attack.
Sorted by priority. For example, pressing {{button|GCN|A}} and {{button|GCN|R}} at the same frame will result in an edge attack.
*Attack: Press A, B, Z or move the C-stick upwards.
*Attack: Press {{button|GCN|A}}, {{button|GCN|B}}, {{button|GCN|Z}} or move the {{button|GCN|C-Stick}} upwards.
*Roll: Press L, R or move the C-Stick towards the stage.
*Roll: Press {{button|GCN|L}}, {{button|GCN|R}} or move the {{button|GCN|C-Stick}} towards the stage.
*Jump: Press X, Y or move the control stick upwards.
*Jump: Press {{button|GCN|X}}, {{button|GCN|Y}} or move the {{button|GCN|Control Stick}} upwards.
*Climb: Control stick up / towards (for all possible value combinations, see the image on the right).
*Climb: {{button|GCN|Control Stick}} up / towards (for all possible value combinations, see the image on the right).
*Let go: Control stick down / away (for all possible value combinations, see the image on the right) or C-stick away or down.
*Let go: {{button|GCN|Control Stick}} down / away (for all possible value combinations, see the image on the right) or {{button|GCN|C-Stick}} away or down.


==Edge attacks==
==Edge attacks==
{{Main|Edge attack}}
{{Main|Edge attack}}


{{Template:Attacks}}
{{Attacks}}


[[Category:Game controls]]
[[Category:Game controls]]

Latest revision as of 16:24, June 13, 2024

Link, using an edge attack in Brawl.

An Edge getup, also known as an Edge recovery, is a set of moves that can be executed while a character is hanging on an edge. Along with grabbing the edge, these moves typically give a character invincibility frames to aid in recovery. It is often prudent to return to the stage before the invincibility frames expire. Edge getup maneuvers are sometimes used to edge-guard, especially when releasing and re-grabbing the ledge to refresh midair jumps. Edge getup moves also sometimes play a role in stalling.

Types of recovery moves[edit]

Edge Recovery.png

There are five general recovery moves which may be performed while grabbing the edge. Prior to Super Smash Bros 4., each technique (with the exception of letting go of the ledge) becomes slower once the opponents percent is equal to or greater than 100%. Starting from Smash 4 however, the player's ledge options function identically regardless of the player's percent. The slower ledge options in earlier titles left the player on the ledge much more vulnerable to an on stage punish although they could keep hold onto the ledge for longer to edge hog more easily.

  • Climb: By pushing the control stick towards the edge, the character will climb up onto the stage. Prior to Smash 4, when the character has 100% damage or more, the action of climbing back to the stage is significantly slower.
  • Attack: By pressing an attack button, a character will climb up onto the stage while performing an edge attack. This is primarily useful when the opponent is next to the edge, as a counter attack. Prior to Ultimate, the amount of intangibilty ledge attacks had varied from character to character, ending shortly before the hitboxes became active in a vast majority of cases. In Ultimate, attacks are intangible until hitboxes are no longer active. Prior to Smash 4, when the character has 100% damage or more, they will perform a different, significantly slower ledge attack. On the plus side however, almost all edge attacks deal more damage (except for Captain Falcon's) and the character still has invincibility frames when hitboxes are active, unlike with most normal edge attacks. Over 100% ledge attacks can have other advanatges/disadvantages such as more/less range or more/less relative ending lag.
  • Roll: By pressing a shield button, a character will climb up and roll forward a moderate distance. Prior to Smash 4, when the character has 100% damage or more, ledge rolling is significantly slower, however the roll itself covers slightly more distance.
  • Jump: Introduced in Melee, by pressing a jump button or pushing the analog stick up, a character will leap upwards and slightly forward. The jump has two parts: jumping off the ledge and the actual jump itself. The jump off the ledge is intangible but the player is vulnerable once they are jumping (although in Melee and Brawl, the player can carry their ledge intangibility into the jump). In Melee, the player is stuck in the jumping animation (which is fairly lengthy) and they cannot do anything until the animation is over, leaving them very vulnerable. Carrying over ledge intangibility can alleviate this although in a vast majority of cases, this is not enough. Ledge jumps in Melee are largely useless outside of specific cases as they are too slow, they are too punishable and they are heavily outclassed by simply dropping off the ledge and jumping back onto the stage (with ledge jumps jokingly having the nickname tournament winner due to its big risk). Starting from Brawl however, the player can immediately act out of the ledge jump, making it far more useful and much harder to punish. The player can quickly attack or edge dodge with the opponent having a very small punish window. In Brawl specifically, if the player carries over ledge intangibility to the ledge jump, they are fully intangible for a period of time during the ledge jump, allowing for fully intangible air dodges and attacks. Prior to Smash 4, when the character has 100% damage or more, jumping off the ledge is slightly slower although the speed decrease is much less severe compared to other ledge attacks.
  • Letting go: By pressing the control stick away from an edge or downwards, a character will let go of the edge and they can immediately act. This gives the opponent access to any aerial options which can be useful for getting back onto the stage or edgeguarding. This is especially powerful in Melee and Brawl as the player can carry over their ledge intangibility which can allow for some extremely powerful ledge sequences.

Inputs in Super Smash Bros. Melee[edit]

Options that can be triggered with the Control Stick when hanging on the righthand ledge.

Sorted by priority. For example, pressing A and R at the same frame will result in an edge attack.

  • Attack: Press A, B, Z or move the C-Stick upwards.
  • Roll: Press L, R or move the C-Stick towards the stage.
  • Jump: Press X, Y or move the Control Stick upwards.
  • Climb: Control Stick up / towards (for all possible value combinations, see the image on the right).
  • Let go: Control Stick down / away (for all possible value combinations, see the image on the right) or C-Stick away or down.

Edge attacks[edit]

Main article: Edge attack