Super Smash Bros. Melee

Peach (SSBM)/Edge attack (fast): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (→‎Overview: Fixed ref for, I hope, last time.)
m (One final final ref "fix", they should go after punctuation :). Title italics isn't typically done, but I don't see an issue with it. Replacing links with redirects)
 
(One intermediate revision by one other user not shown)
Line 4: Line 4:
Peach hoists herself onto the stage, before flinging herself backwards, hip first, towards center-stage. The move is the 3rd-fastest [[ledge attack]] in the game, coming out on [[frame]] 10 and is also 1 of only 3 ledge attacks in the game to be unreactable, beating the average human's reaction time of 250 ms (15 frames), making it a surprisingly effective tool for getting back on stage from the [[ledge]]. However, this is counterbalanced by the move's long [[end lag]], taking a full ⅔ of a second before Peach is actionable, meaning players can punish the move on reaction.
Peach hoists herself onto the stage, before flinging herself backwards, hip first, towards center-stage. The move is the 3rd-fastest [[ledge attack]] in the game, coming out on [[frame]] 10 and is also 1 of only 3 ledge attacks in the game to be unreactable, beating the average human's reaction time of 250 ms (15 frames), making it a surprisingly effective tool for getting back on stage from the [[ledge]]. However, this is counterbalanced by the move's long [[end lag]], taking a full ⅔ of a second before Peach is actionable, meaning players can punish the move on reaction.


Among fast ledge attacks, Peach's is seen quite regularly. This is partly due to the move's own merits (mainly speed) and partly due to Peach's terrible ledge game: she has the worst [[ledgedash]] in the game, leaving her completely vulnerable for 9 frames<ref name="Invincibility in Competitive Melee">[https://www.youtube.com/watch?v=8XGk-LxiphQ&t=350s]</ref>, and, due to her [[Midair_jump#Delayed_double_jumps|delayed double jump]], is slow to get back on stage by letting go of ledge. Attempting to get back on-stage via letting go, double jumping and [[Air dodge|air dodging]] or aerialing can leave Peach in a vulnerable state should the opponent hit her mid-air back off stage, forcing her to recover without her double jump. It is for these reasons that many Peach players opt to go for ''traditional'' ledge options, such as her [[tournament winner]] or quick ledge attack. Should Peach hit the opponent, it will likely lead to a [[tech chase]], thanks to the move's ability to [[tumble]] most characters, with the exception of those [[Weight#Super_Smash_Bros._Melee_weight_values|heavier than Captain Falcon]], and the aforementioned unreactability, meaning it's unlikely for the opponent to [[tech]] it.
Among fast ledge attacks, Peach's is seen quite regularly. This is partly due to the move's own merits (mainly speed) and partly due to Peach's terrible ledge game: she has the worst [[ledgedash]] in the game, leaving her completely vulnerable for 9 frames,<ref>[https://www.youtube.com/watch?v=8XGk-LxiphQ&t=350s ''Invincibility in Competitive Melee'' by AsumSaus]</ref> and, due to her [[delayed double jump]], is slow to get back on stage by letting go of ledge. Attempting to get back on-stage via letting go, double jumping and [[air dodging]] or aerialing can leave Peach in a vulnerable state should the opponent hit her mid-air back off stage, forcing her to recover without her double jump. It is for these reasons that many Peach players opt to go for "traditional" ledge options, such as her [[tournament winner]] or quick ledge attack. Should Peach hit the opponent, it will likely lead to a [[tech chase]], thanks to the move's ability to [[tumble]] most characters, with the exception of those [[Weight#Super_Smash_Bros._Melee_weight_values|heavier than Captain Falcon]], and the aforementioned unreactability, meaning it's unlikely for the opponent to [[tech]] it.


==Hitboxes==
==Hitboxes==
Line 43: Line 43:


{{FrameIconLegend|lag=y|hitbox=y|intangible=y|vulnerable=y}}
{{FrameIconLegend|lag=y|hitbox=y|intangible=y|vulnerable=y}}
==References==
{{Reflist}}


{{MvSubNavPeach|g=SSBM}}
{{MvSubNavPeach|g=SSBM}}

Latest revision as of 15:28, December 10, 2024

Hitbox visualization showing Peach's fast ledge attack.

Overview[edit]

Peach hoists herself onto the stage, before flinging herself backwards, hip first, towards center-stage. The move is the 3rd-fastest ledge attack in the game, coming out on frame 10 and is also 1 of only 3 ledge attacks in the game to be unreactable, beating the average human's reaction time of 250 ms (15 frames), making it a surprisingly effective tool for getting back on stage from the ledge. However, this is counterbalanced by the move's long end lag, taking a full ⅔ of a second before Peach is actionable, meaning players can punish the move on reaction.

Among fast ledge attacks, Peach's is seen quite regularly. This is partly due to the move's own merits (mainly speed) and partly due to Peach's terrible ledge game: she has the worst ledgedash in the game, leaving her completely vulnerable for 9 frames,[1] and, due to her delayed double jump, is slow to get back on stage by letting go of ledge. Attempting to get back on-stage via letting go, double jumping and air dodging or aerialing can leave Peach in a vulnerable state should the opponent hit her mid-air back off stage, forcing her to recover without her double jump. It is for these reasons that many Peach players opt to go for "traditional" ledge options, such as her tournament winner or quick ledge attack. Should Peach hit the opponent, it will likely lead to a tech chase, thanks to the move's ability to tumble most characters, with the exception of those heavier than Captain Falcon, and the aforementioned unreactability, meaning it's unlikely for the opponent to tech it.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 6% 1 Sakurai angle 0 100 90 5.4684 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing[edit]

Intangible 1-6
Hitboxes 10-14
Animation length 54
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible

References[edit]