Super Smash Bros. series

Edge: Difference between revisions

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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
{{move|Edge|Shorter, equivalent in meaning, more common on SmashBoards, far more common in technique names}}
 
[[Image:Ledge Grab.png|right|250px|thumb|Marth grabbing the ledge of [[Final Destination (SSBB)|Final Destination]] in ''Brawl''.]]
[[Image:Ledge Grab.png|right|250px|thumb|Marth grabbing the ledge of [[Final Destination (SSBB)|Final Destination]] in ''Brawl''.]]
A '''ledge''' (also known as an "edge") is any part of a [[stage]] from which one can hang or [[Tether Recovery|tether]]. Ledges are often found at the far ends of a stage's main [[platform]].  When a character grabs a ledge, they are invincible for about half a second. Some stages have ledges in the middle of the stage, or none at all. On most [[Tournament legal|neutral stage]]s, however, there are two ledges, one on each end of the stage (e.g. Final Destination). The ledge, therefore, becomes an important factor in the battle between an [[edge-guarding|edge-guarder]] and a [[recovery|recovering]] opponent. On certain stages (namely [[Norfair]]), there are passable platforms with ledges. In the first two games, one can't grab the ledge if one is facing the opposite direction, but this doesn't matter in ''[[Brawl]]''. Ledges cannot be grabbed if holding down on the [[control stick]] or [[D-pad]].
An '''edge''' (also known as a '''ledge''', coded internally as '''cliff''') is any part of a [[stage]] from which one can hang or [[Tether Recovery|tether]]. Edges are often found at the far ends of a stage's main [[platform]].  When a character grabs an edge, they are invincible for about half a second. Some stages have edges in the middle of the stage, or none at all. On most [[Tournament legal|neutral stage]]s, however, there are two edges, one on each end of the stage (e.g. Final Destination). The edge, therefore, becomes an important factor in the battle between an [[edge-guarding|edge-guarder]] and a [[recovery|recovering]] opponent. On certain stages (namely [[Norfair]]), there are passable platforms with edges. In the first two games, one can't grab the edge if one is facing the opposite direction, but this doesn't matter in ''[[Brawl]]''. Edges cannot be grabbed if holding down on the [[control stick]] or [[D-pad]].


In ''Brawl'''s [[Stage Builder]], only normal blocks can be "grabbed", and only if they are at least two units above a floor surface. Ice, [[Drop Block]]s, slopes, and other objects cannot be grabbed.
In ''Brawl'''s [[Stage Builder]], only normal blocks can be "grabbed", and only if they are at least two units above a floor surface. Ice, [[Drop Block]]s, slopes, and other objects cannot be grabbed.
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==Climbing==
==Climbing==
[[Image:Edge Recovery.png|thumb|left|A chart showing different way for Yoshi to ledge recover.]]
[[Image:Edge Recovery.png|thumb|left|A chart showing different way for Yoshi to ledge recover.]]
{{Main|Ledge recovery}}
{{Main|Edge recovery}}
When hanging on a ledge, the player has 6 possible actions:
When hanging on an edge, the player has 6 possible actions:
*Climbing
*Climbing
*Attacking
*Attacking
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==Hang time==
==Hang time==
Regardless of the character's physical strength, fighters can hold on to a ledge for a determined amount of time. This amount cannot increase or decrease with usual methods. For instance, grabbing a ledge repeatedly within a short interval would logically decrease the amount of time. This, however, is not true in the games. The duration is also not affected by [[Metal Box]]es, the character's size (mega or tiny), or any items he or she is carrying.
Regardless of the character's physical strength, fighters can hold on to an edge for a determined amount of time. This amount cannot increase or decrease with usual methods. For instance, grabbing a edge repeatedly within a short interval would logically decrease the amount of time. This, however, is not true in the games. The duration is also not affected by [[Metal Box]]es, the character's size (mega or tiny), or any items he or she is carrying.


However, after 100%, the amount of time allowed is practically halved. The following is a short list with the hang duration for each game.
However, after 100%, the amount of time allowed is practically halved. The following is a short list with the hang duration for each game.

Revision as of 23:33, July 30, 2013

Marth grabbing the ledge of Final Destination in Brawl.

An edge (also known as a ledge, coded internally as cliff) is any part of a stage from which one can hang or tether. Edges are often found at the far ends of a stage's main platform. When a character grabs an edge, they are invincible for about half a second. Some stages have edges in the middle of the stage, or none at all. On most neutral stages, however, there are two edges, one on each end of the stage (e.g. Final Destination). The edge, therefore, becomes an important factor in the battle between an edge-guarder and a recovering opponent. On certain stages (namely Norfair), there are passable platforms with edges. In the first two games, one can't grab the edge if one is facing the opposite direction, but this doesn't matter in Brawl. Edges cannot be grabbed if holding down on the control stick or D-pad.

In Brawl's Stage Builder, only normal blocks can be "grabbed", and only if they are at least two units above a floor surface. Ice, Drop Blocks, slopes, and other objects cannot be grabbed.

Climbing

A chart showing different way for Yoshi to ledge recover.
Main article: Edge recovery

When hanging on an edge, the player has 6 possible actions:

  • Climbing
  • Attacking
  • Rolling
  • Jumping
  • Dropping
  • Fast-falling

Fast versus slow edge actions

When a character's damage is lower than 100%, the character is considered "fresh", and is able to climb back onto the stage from the edge rather quickly. However, at percentages of 100% and above, the character can be considered "tired", and climbing becomes a harder task. As a result, all edge actions aside from letting go have two possible animations: one with the character performing the action in a fluent and fast manner, and another with the character in a messy and slow manner. The fast and slow animations are often noticably different in execution, such as a quick flip kick versus a slow trip kick, or a quick roll versus a slow crawl.

Template:-

Hang time

Regardless of the character's physical strength, fighters can hold on to an edge for a determined amount of time. This amount cannot increase or decrease with usual methods. For instance, grabbing a edge repeatedly within a short interval would logically decrease the amount of time. This, however, is not true in the games. The duration is also not affected by Metal Boxes, the character's size (mega or tiny), or any items he or she is carrying.

However, after 100%, the amount of time allowed is practically halved. The following is a short list with the hang duration for each game.

SSB SSBM SSBB
Under 100% 18 seconds 11 seconds 6 seconds
100% or more 8 seconds 8 seconds 5 seconds

See also