Edge slipping: Difference between revisions

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m (moved Defenestration to Edge slip: More intuitive/recognisable name, no opposition to this particular name on the talk page.)
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{{cleanup|better description of what it does and a vid/image showing it would be nice. }}  


'''Defenestration''' is the [[technique]] of knocking a [[shield]]ing opponent off the platform above the attacker and down to their level. It is usually used to set up a [[KO]]. [[Wikipedia:Defenestration|Defenestration]] literally is the action of throwing someone or something out of a window.
'''Edge slipping''' is a mechanic that occurs in ''[[Super Smash Bros. Brawl]]'' where a character is knocked off a [[platform]] while they were still on their feet. This often occurs when a [[shield|shielding]] [[character]] slides off a platform from shield [[knockback]], but it may also occur when [[hitbox|hitboxes]] that produce too low of knockback to lift a character off the ground are landed, which causes a character to slide off the platform.


==How it works==
==Mechanics==
Defenestration is not a specific technique; that is, it can be performed in many ways, not just one. To defenestrate a character on a platform above the attacker, a strong attack must generally be used (usually an [[up smash]], but it is possible to do this with an [[up tilt]], or even jumping and using an [[aerial]]). However, multi-hit up-smashes, like [[Sonic (SSBB)|Sonic's]], work fairly well too. Usually, the opponent shields, preventing them from taking damage - however, even shielded characters will take some knockback, sliding across the ground. If the attack is strong enough, the enemy will slide right off the platform and enter their [[tumble]] animation, as if they had been [[Footstool Jump|Footstooled]], and land on the ground next to the attacker, leaving them wide open for a powerful blow. An additional advantage is that the landing cannot be [[tech]]ed.
What direction a character is facing determines the exact mechanics. If a character is facing forward while they slip off an edge, they are free to perform any action immediately upon falling off the platform. However, if a character edge slips in the reverse direction they were looking, they will enter their edge slip animation, and be unable to perform any action for a certain amount of frames. For every character, they are able to [[DI]] the fall left or right after the eighth [[frame]], but are still unable to affect the vertical momentum of their fall or perform any other action. For how many frames a character will be unable to perform an action varies for each character; for example, [[Snake (SSBB)|Snake]] and [[Marth (SSBB)|Marth]] will be unable to perform any action for 27 frames. Once these frames are up, a character may jump or attack out of their edge slip animation. An important thing to note is that while in these frames during their edge slip animation, a character cannot [[tech]] upon hitting the ground, thus they will always end up in their knocked down state if they hit the ground during these frames.
 
How far a character slips off an edge is directly related to the knockback of the hitbox that pushed them off the ledge. For example, [[Luigi (SSBB)|Luigi's]] [[forward tilt]] knocking a shielding opponent into their edge slip animation off a platform will result in the opponent moving barely away from the platform. But his [[forward smash]] would send the same opponent a considerable distance away from the platform.


==Uses==
==Uses==
A particularly good user of this move is [[Bowser (SSBB)|Bowser]]. His ko moves are generally slow. However, he can defenestrate very easily because of his powerful, wide up-smash. A Bowser player on [[Battlefield (SSBB)|Battlefield]], for instance, could force an opponent onto one of the low platforms, up-smash, and then use one of his powerful finishers on his tumbling opponent. Other characters with powerful up-smashes ([[Donkey Kong (SSBB)|Donkey Kong]]) or multi-hit up smashes ([[Sonic (SSBB)|Sonic]], [[Meta Knight (SSBB)|Meta Knight]]) can also put this technique to good use. The player can also use it to start up a jab or laser lock with ease.
Edge slipping is often exploited to set up the landing of a powerful, but normally difficult to land attack, to set up [[lock|locks]] that work on knocked down opponents, or to simply set up a free punish. For example, while fighting on [[Battlefield]], Player A is using [[Bowser (SSBB)|Bowser]] while their opponent Player B is using [[Wario (SSBB)|Wario]]. At one point, Player A catches player B shielding on one of the middle platforms, from where Player A attacks Player B from below with an autocancelled short hop [[forward aerial]]. This causes Player B's Wario to slide off the platform backward and enter their edge slip animation, from where Player A immediately follows up with Bowser's forward smash, which hits Player B's Wario who cannot avoid the forward smash, resulting in a [[KO]].  


==Disadvantages==
Another scenario on Battlefield involves Player C who is using [[Falco (SSBB)|Falco]], and Player D who is using [[Donkey Kong (SSBB)|Donkey Kong]]. During the match, Player D is at 0% while standing on a middle platform with their back to the edge. Player C catches this and attacks with Falco's back aerial, which causes Player D's Donkey Kong to slide off the edge and into their edge slip animation. Upon Player D's Donkey Kong hitting the ground, Player C immediately follows up with Falco's [[Blaster]], trapping Player D's Donkey Kong in a laser lock.
The main problem with defenestration is that the opponent can break out of the tumble animation with an attack if they have quick enough reflexes. The technique completely relies on a player being too slow to realize what has happened until too late.


==Video==
==Video==
<youtube>http://www.youtube.com/watch?v=lyFtJDxsqMs&feature=related</youtube>
*[http://www.youtube.com/watch?v=lyFtJDxsqMs&feature=related Video showing in detail the mechanics of edge slipping]
 
[[Category:Techniques]]
[[Category:Techniques]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]

Revision as of 16:06, May 24, 2011

Template:UnofficialName

Edge slipping is a mechanic that occurs in Super Smash Bros. Brawl where a character is knocked off a platform while they were still on their feet. This often occurs when a shielding character slides off a platform from shield knockback, but it may also occur when hitboxes that produce too low of knockback to lift a character off the ground are landed, which causes a character to slide off the platform.

Mechanics

What direction a character is facing determines the exact mechanics. If a character is facing forward while they slip off an edge, they are free to perform any action immediately upon falling off the platform. However, if a character edge slips in the reverse direction they were looking, they will enter their edge slip animation, and be unable to perform any action for a certain amount of frames. For every character, they are able to DI the fall left or right after the eighth frame, but are still unable to affect the vertical momentum of their fall or perform any other action. For how many frames a character will be unable to perform an action varies for each character; for example, Snake and Marth will be unable to perform any action for 27 frames. Once these frames are up, a character may jump or attack out of their edge slip animation. An important thing to note is that while in these frames during their edge slip animation, a character cannot tech upon hitting the ground, thus they will always end up in their knocked down state if they hit the ground during these frames.

How far a character slips off an edge is directly related to the knockback of the hitbox that pushed them off the ledge. For example, Luigi's forward tilt knocking a shielding opponent into their edge slip animation off a platform will result in the opponent moving barely away from the platform. But his forward smash would send the same opponent a considerable distance away from the platform.

Uses

Edge slipping is often exploited to set up the landing of a powerful, but normally difficult to land attack, to set up locks that work on knocked down opponents, or to simply set up a free punish. For example, while fighting on Battlefield, Player A is using Bowser while their opponent Player B is using Wario. At one point, Player A catches player B shielding on one of the middle platforms, from where Player A attacks Player B from below with an autocancelled short hop forward aerial. This causes Player B's Wario to slide off the platform backward and enter their edge slip animation, from where Player A immediately follows up with Bowser's forward smash, which hits Player B's Wario who cannot avoid the forward smash, resulting in a KO.

Another scenario on Battlefield involves Player C who is using Falco, and Player D who is using Donkey Kong. During the match, Player D is at 0% while standing on a middle platform with their back to the edge. Player C catches this and attacks with Falco's back aerial, which causes Player D's Donkey Kong to slide off the edge and into their edge slip animation. Upon Player D's Donkey Kong hitting the ground, Player C immediately follows up with Falco's Blaster, trapping Player D's Donkey Kong in a laser lock.

Video