Edge getup: Difference between revisions

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*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. 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.
*{{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.
*{{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.
*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 [[launch resistance]].
*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]].
*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]].
*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]].