Edge getup: Difference between revisions

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(A bit of strategy)
(Toon Link walljumps away from the wall, unlike others)
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*Roll: By pressing a shield button, a character will climb up and roll forward a short distance, typically enough to reach the other side of an attacker.
*Roll: By pressing a shield button, a character will climb up and roll forward a short distance, typically enough to reach the other side of an attacker.
*Jump: By pressing a jump button or pushing the Stick up, a character will leap upwards and forwards, hopefully over any enemy on the edge. However, this move does not give a character invincibility frames.
*Jump: By pressing a jump button or pushing the Stick up, a character will leap upwards and forwards, hopefully over any enemy on the edge. However, this move does not give a character invincibility frames.
*Let Go: By pressing the Stick away from an edge, a character will let go. This may seem counter-productive at first, but it is useful if a character wishes to double jump and then air dodge, or for certain other purposes such as using Yoshi's double jump launch resistance. Also, depending on the character, double-jumping then using an aerial attack can be faster than using the recovery attack.
*Let Go: By pressing the Stick away from an edge, a character will let go. This may seem counter-productive at first, but it is useful if a character wishes to double jump and then air dodge, or for certain other purposes such as using Yoshi's double jump launch resistance. It should be noted that Toon Link wall jumps away from the wall after letting go, which is a useful alternate to jumping in a few cases. Also, depending on the character, double-jumping then using an aerial attack can be faster than using the recovery attack.
*[[Fastfall]]: By pressing the Stick down, a character will let go and enter a fastfall. This is generally not useful for recovering.
*[[Fastfall]]: By pressing the Stick down, a character will let go and enter a fastfall. This is generally not useful for recovering.



Revision as of 02:09, June 24, 2009

Link, using a ledge attack.

Ledge Recoveries are a set of moves a character can use when hanging on a ledge. Once a character's invincibility frames gained from grabbing a ledge expire, it is usually prudent to get up off the edge and return to the stage proper. Typically, these moves give a character invincibility frames and allow a semi-safe recovery. This can be done in a variety of ways:

  • Climb: By pushing the Control Stick towards the ledge, a character will simply climb up onto the stage with no flair.
  • Attack: By pressing an attack button, a character will climb up onto the stage while attacking. This is intended to protect against enemies breathing down a character's neck (if applicable).
  • Roll: By pressing a shield button, a character will climb up and roll forward a short distance, typically enough to reach the other side of an attacker.
  • Jump: By pressing a jump button or pushing the Stick up, a character will leap upwards and forwards, hopefully over any enemy on the edge. However, this move does not give a character invincibility frames.
  • Let Go: By pressing the Stick away from an edge, a character will let go. This may seem counter-productive at first, but it is useful if a character wishes to double jump and then air dodge, or for certain other purposes such as using Yoshi's double jump launch resistance. It should be noted that Toon Link wall jumps away from the wall after letting go, which is a useful alternate to jumping in a few cases. Also, depending on the character, double-jumping then using an aerial attack can be faster than using the recovery attack.
  • Fastfall: By pressing the Stick down, a character will let go and enter a fastfall. This is generally not useful for recovering.

It is important to note that, at percentages at or above 100%, a character becomes less agile when recovering from the edge - all of their moves get slower. In addition, a character's edge attack changes at 100% or above to become not only slower but more powerful. For example, Yoshi's edge attack involves a quick 6% tail whip, while when at high damage, it becomes a slow 12% headbutt.