Super Smash Bros. series

Edge getup: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Added to the description, general descriptive improvements, made technique types their own section. - YOU ONLY LIVE ONCE)
(Added some key information to jumping while holding away)
Line 1: Line 1:
{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
[[Image:Get_up_attack.png|thumb|200px|right|Link, using an edge attack in brawl]]
[[Image:Get_up_attack.png|thumb|200px|right|Link, using an edge attack in brawl]]
'''Edge recoveries''' are a set of moves that can be executed while a character is hanging on an [[edge]]. Along with grabbing the edge, these moves typically give a character invincibility frames to aid in recovery. It is often prudent to return to the [[stage]] before the invincibility frames expire. Edge recovery maneuvers are sometimes used to [[edge-guard]], especially when releasing and re-grabbing the ledge to [[refresh]] [[jumping|jumps]]. Edge recovery moves also sometimes play a role in [[stalling]].
'''Edge recoveries''' are a set of moves that can be executed while a character is hanging on an [[edge]]. Along with grabbing the edge, these moves typically give a character [[invincibility frame]]s to aid in recovery. It is often prudent to return to the [[stage]] before the invincibility frames expire. Edge recovery maneuvers are sometimes used to [[edge-guard]], especially when releasing and re-grabbing the ledge to [[refresh]] [[jumping|jumps]]. Edge recovery moves also sometimes play a role in [[stalling]].


==Types of recovery moves==
==Types of recovery moves==
Line 12: Line 12:
*Roll: By pressing a [[shield]] button, a character will climb up and roll forward a moderate distance. When the character has over 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 over 100% damage, the action of getting back up to roll is significantly slower, however the roll itself covers slightly more distance.
*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 over 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%.
*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 over 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%.
*Let go (away): By pressing the stick away from an edge, a character will let go or leap away from the stage. Depending on the character, following the release with a double jump and then an aerial attack can be faster than using the edge attack. Some character 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. Some character have other benefits from double jumping after releasing the edge, such as Yoshi, whose double jump gives him [[launch resistance]].
*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]].



Revision as of 13:54, September 3, 2013

Link, using an edge attack in brawl

Edge recoveries are a set of moves that can be executed while a character is hanging on an edge. Along with grabbing the edge, these moves typically give a character invincibility frames to aid in recovery. It is often prudent to return to the stage before the invincibility frames expire. Edge recovery maneuvers are sometimes used to edge-guard, especially when releasing and re-grabbing the ledge to refresh jumps. Edge recovery moves also sometimes play a role in stalling.

Types of recovery moves

Edge Recovery.png

There are five general recovery moves which may be performed while grabbing the edge. Each technique generally becomes slower and/or or more powerful at damage percentages past 100%, with the exception of letting go of the edge.

  • Climb: By pushing the control stick towards the edge, the character will climb up onto the stage. When the character has more than 100% damage, the action of climbing back to the stage is significantly slower.
  • Attack: By pressing an attack button, a character will climb up onto the stage while performing an edge attack. This is primarily useful when the opponent is next to the edge, as a counter attack. When the character has more than 100% damage, the getting up to attack motion is significantly slower. On the plus side however, almost all edge attacks deal more damage (except for Captain Falcon's) and the character still has invincibility frames when hitboxes come out, unlike with the normal edge attack.
  • Roll: By pressing a shield button, a character will climb up and roll forward a moderate distance. When the character has over 100% damage, the action of getting back up to roll is significantly slower, however the roll itself covers slightly more distance.
  • 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 over 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%.
  • 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. Some character have other benefits from double jumping after releasing the edge, such as Yoshi, whose double jump gives him launch resistance.
  • Let go (down): By pressing the stick down, a character will let go and fall downward. Tapping the control stick down will cause the character to fast-fall. Some common applications for this include mindgames with the opponent and planking.

Edge recovery attack

An icon for denoting incomplete things.

An edge recovery attack is an attack performed by pressing the attack button while hanging on an edge. The character will get up while performing an attack. There are 2-3 different Edge Recovery attacks for each character.

Once a character has received 100% of damage, they begin to perform a different edge attack than normal. The attacks are usually slower, but do more damage to opponents, although the increase is usually only 3-5%. For example, Yoshi's edge attack involves a quick 6% tail whip, while when at high damage, it becomes a slow 12% headbutt.

Edge attacks are generally avoided in competitive play due to their slow speed and limited usefulness. Players will often use other techniques or attacks to return to the stage instead. However, players will often mix in edge attacks to catch the opponent offguard, especially if their character's edge attack has great reach (like Ganondorf's under 100% edge attack and King Dedede's over 100% edge attack), and/or has invincibility frames (which are safer to punish an opponent caught charging smash attacks near the edge with than other edge options).

List of edge attacks (SSB)

Captain Falcon

  • Under 100%: Climbs onto the stage and performs a low kick. 6% damage.
  • Over 100%: Climbs onto the stage and quickly jabs. 4% damage.

Donkey Kong

  • Under 100%: Turns around 180 degrees and jabs the opponent with his rear. 6% damage, does not hit opponents right next to the edge.
  • Over 100%: Slaps the edge and then climbs on. 6% damage.

Fox

  • Under 100%: Flips and kicks onto the stage, then dashes backwards. 4% damage.
  • Over 100%: Quickly flips and kicks onto the stage. 4% damage.

Jigglypuff

  • Under 100%: Jumps onto the edge and kicks, than performs a small backflip. 4% damage.
  • Over 100%: Climbs onto the edge, dashes forward, than backflips. 4% damage.

Kirby

  • Under 100%: Does a front-flip, kicking.
  • Over 100%: Climbs up onto the edge, then does a headbutt.

Link

  • Under 100%: Flips onto the stage while slashing with his sword. 4%
  • Over 100%: Slowly pulls himself up and slashes upwards with his sword. 4%

Luigi

  • Under 100%: Climbs onto the edge and kicks the area around him.
  • Over 100% Climbs on and kicks the area in front of him.

Mario

  • Under 100%: Performs a motion similar to a cartwheel
  • Over 100%: Climbs on and kicks the area in from him.

Ness

  • Under 100%: Performs an attack which looks a cartwheel attack. Very similar to Mario's
  • Over 100%: Climbs on slowly then kicks with his right leg.

Pikachu

  • Under 100%: Does a cartwheel-like kick with right leg.
  • Over 100%: Climbs on then attacks with its tail.

Samus

  • Under 100%: Does a kick with her right leg.
  • Over 100%: Slowly climbs up and punches with left hand.

Yoshi

  • Under 100%: Spins his tail.
  • Over 100%: Climbs on and attacks with his head.

List of edge attacks (SSBM)

Bowser

  • Under 100%: Rolls quickly onto the stage
  • Over 100%: Climbs up onto the stage and swipes claws

Captain Falcon

  • Under 100%: Jump Kicks onto the stage
  • Over 100%: Climbs onto the stage while throwing an uppercut

Donkey Kong

  • Under 100%: Flying Butt bump
  • Over 100%: Climbs up and slaps

Dr. Mario

  • Under 100%: Cartwheels onto the stage with a double kick
  • Over 100%: Climbs onto the stage with a straight kick

Falco

  • Under 100%: Double kick onto the stage
  • Over 100%: Front-flip-kick onto the stage

Fox

  • Under 100%: Double Kick onto the stage
  • Over 100%: Front-flip-kick onto the stage

Ganondorf

  • Under 100%: Jump kicks onto the stage
  • Over 100%: Climbs onto the stage while throwing an uppercut

Ice Climbers

  • Under 100%: Swings hammer in an arc while climbing onto stage
  • Over 100%: Crawls onto the stage, swinging hammer at floor level

Jigglypuff

  • Under 100%: Flip kick onto the stage
  • Over 100%: Split kick onto the stage

Kirby

  • Under 100%: Flip kick onto the stage
  • Over 100%: Spinning Split kicks onto the stage

Link

  • Under 100%: Flips onto the stage with a downward sword slice
  • Over 100%: Climbs onto the stage with a sword thrust

Luigi

  • Under 100%: Cartwheels onto the stage with a double kick
  • Over 100% Climbs onto the stage with a straight kick

Mario

  • Under 100%: Cartwheels onto the stage with a double kick
  • Over 100%: Climbs onto the stage with a straight kick

Marth

  • Under 100%: Jumps onto the stage with a downward sword slice
  • Over 100%: Climbs onto the stage with a sweeping upward sword slice

Mewtwo

  • Under 100%: Flips onto the stage while tail whipping
  • Over 100%: Climbs onto the stage with an arm swipe

Mr. Game & Watch

  • Under 100%: Climbs onto the stage, swinging a bell
  • Over 100%: Climbs slowly onto the stage, swinging a bell

Mr. Game & Watch's edge attacks are the only ones to not deal fixed knockback, instead dealing the same strength of knockback as floor attacks.

Ness

  • Under 100%: Cartwheels onto the stage with a double kick
  • Over 100%: Climbs onto the stage with a jump kick

Peach

  • Under 100%: Jumps onto the stage with a hip bump
  • Over 100%: Climbs on stage with a low spin kick

Pichu

  • Under 100%: Climbs onto the stage with a quick front-flip-kick
  • Over 100%: Climbs onto the stage with a tail smack

Pikachu

  • Under 100%: Climbs onto the stage with a quick front-flip-kick
  • Over 100%: Climbs onto the stage with a tail smack

Roy

  • Under 100%: Jumps onto the stage with a downward sword slice
  • Over 100%: Climbs onto the stage with a sweeping upward sword slice

Samus

  • Under 100%: Leaps onto stage with a kick
  • Over 100%: Climbs onto the stage with a cannon thrust

Sheik

  • Under 100%: Climbs onto stage with a double kick
  • Over 100%: Climbs onto the stage and elbows

Yoshi

  • Under 100%: Tail spins onto the stage
  • Over 100%: Headbutts onto the stage

Young Link

  • Under 100%: Flips onto the stage with a downward sword slice
  • Over 100%: Climbs onto the stage with a sword thrust

Zelda

  • Under 100%: Climbs onto the stage with a slap
  • Over 100%: Climbs onto the stage with a low spin kick

List of edge attacks (SSBB)

Bowser

  • Under 100%: Hits the opponent with a spinning attack when Bowser is in his shell. 8% damage.
  • Over 100%: Does a slow claw swipe as he pulls himself up for 10%.

Captain Falcon

  • Under 100%: Flips himself up with a fast kick. 10%
  • Over 100%: Climbs up, then does a small uppercut as he stands up. Oddly, does less damage than his "Under 100%" attack, dealing 8%.

Charizard

  • Under 100%: Does a fast headbutt. 8% normally, 5% when exhausted.
  • Over 100%: Makes a slow swing of his tail. 10% normally, 7% when exhausted.

Diddy Kong

  • Under 100%: Sweeps his tail along the ground for 8%.
  • Over 100%: Performs a low kick for 10%.

Donkey Kong

  • Under 100%: Thrusts his whole body forward, back-first, for 8%. Covers quite a bit of distance for an edge-attack.
  • Over 100%: Slaps low to the ground. 10%

Falco

  • Under 100%: Slides forward with both legs for 8%. Shares this animation with Fox and Wolf.
  • Over 100%: Delivers a flip-kick for 10%. Shares this animation with Fox and Wolf.

Fox

  • Under 100%: Slides forward with both legs for 8%. Shares this animation with Falco and Wolf.
  • Over 100%: Delivers a flip-kick for 10%. Shares this animation with Falco and Wolf.

Ganondorf

  • Under 100%: Quickly delivers a backhand. 10%.
  • Over 100%: Climbs up and thrusts one leg forward. 10%.

Ice Climbers

  • Under 100%: Thrusts their hammers overhead. Both climbers deal 8%.
  • Over 100%: Sweep their hammers low to the ground. Both climbers deal 10%.

Ike

  • Under 100%: Gets up and does a low, spinning slash for 8%.
  • Over 100%: Pulls up slowly, then does a short slash parallel to the ground, much like his Quick Draw. 10%.

Ivysaur

  • Under 100%: Sweeps one of its vines forward. 8% normally, 5% when exhausted.
  • Over 100%: Does a short range tackle. 10% normally, 7% when exhausted.

Jigglypuff

  • Under 100%: Does a flipping kick, much like Kirby. 6%
  • Over 100%: Pulls up and does a spinning split kick. 6%. Shares this animation with Kirby.

King Dedede

  • Under 100%: Thrusts one foot forward, similar to his down-tilt, for 8%.
  • Over 100%: Swings his hammer overhead for 10%.

Kirby

  • Under 100%: Does a kick as he flips over the edge for 6%.
  • Over 100%: Scoots up, then does a low spinning kick, similar to his Down Smash for 6%.

Link

  • Under 100%: Performs an overhead slash for 8%.
  • Over 100%: Slowly climbs up, then thrusts his sword forward, similar to the final hit of his Neutral attack combo. 10%.

Lucario

  • Under 100%: Quickly pulls up onto the stage strikes with both palms. Fast and Good Range. Damage varies, dealing anywhere from 3-12%, depending on the strength of his aura.
  • Over 100%: Slowly pulls up onto the stage and does a flip kick. Damage varies, dealing anywhere from 10-19%, depending on his aura. At full power, this is the strongest edge attack in the game.

Lucas

  • Under 100%: Flips onto the stage, kicking with both legs for 8%. Shares this animation with Ness.
  • Over 100%: Slowly delivers a powerful punch for 10%. Shares this animation with Ness.

Luigi

  • Under 100%: Flips over the edge, kicking the opponent with both legs. 8% damage. Shares this animation with Mario.
  • Over 100% Slowly gets up and kicks. 10% damage. Shares this animation with Mario.

Mario

  • Under 100%: Does a somersault and then kicks upwards, from a laying down position. 8% damage. Shares this animation with Luigi.
  • Over 100%: Gets up then does an attack similar to his down tilt. 10% damage. Shares this animation with Luigi.

Marth

  • Under 100%: Flips onto edge with a quick downward diagonal slash from left to right. 6% base. 8% tip.
  • Over 100%: Quick, low, horizontal slash with medium lag. Less range than normal edge attack. 10% base and tip.

Meta Knight

  • Under 100%: Leaps onto stage and slashes for 8%.
  • Over 100%: Virtually the same as the above, but slower, dealing 10%.

Mr. Game & Watch

  • Under 100%: Climbs up, and swings his bell forward. 8%.
  • Over 100%: Virtually the same as the above, but slower, dealing 10%.

Ness

  • Under 100%: Flips onto the stage with a kick for 8%. Shares this animation with Lucas.
  • Over 100%: Delivers a powerful punch for 10%. Shares this animation with Lucas.

Olimar

  • Under 100%: Somersaults onto the stage headbutting. Deals 8%.
  • Over 100%: Thrusts his legs along the ground for 10%.

Peach

  • Under 100%: Quickly thrusts her rump forward for 6%.
  • Over 100%: Slowly sweeps both legs along the floor for 10%.

Pikachu

  • Under 100%: Flips forward with his tail overhead. 8%.
  • Over 100%: Pokes its tail forward for 10%.

Pit

  • Under 100%: Flips onto the stage with a kick, dealing 8%.
  • Over 100%: Thrusts his bow forward for a stab that deals 10%.

R.O.B.

  • Under 100%: Thrusts both hands forward, similar to his forward-air. 7%.
  • Over 100%: Thrusts one arm forward for 10%. Covers more ground than his other edge attack.

Samus

  • Under 100%: Does a high-arcing kick for 6%.
  • Over 100%: Climbs up with a punch from her arm cannon for 10%.

Sheik

  • Under 100%: Flips up and does a two-legged sliding kick for 8%.
  • Over 100%: Does an elbow jab dealing 8%.

Snake

  • Under 100%: Flips around, kicking with his heel for 8%
  • Over 100%: Slowly kicks both legs forward. Deals 10%.

Sonic

  • Under 100%: Charges forward a short distance in spinball form. 8%.
  • Over 100%: Delivers two kicks. The first does 6%, the second for 7%. The first kick rarely leads the opponent into the second.

Squirtle

  • Under 100%: Crouches and swipes its tail with a spin. 8% normally, 5% when exhausted.
  • Over 100%: Does a slow headbutt. 10% normally, 7% when exhausted.

Toon Link

  • Under 100%: Swings his sword overhead for 8%.
  • Over 100%: Thrusts his sword forward for a stab, similar to the final hit of his Neutral attack combo. 10%.

Wario

  • Under 100%: Crawls up the edge and flips onto his back, attacking with his head. 8%
  • Over 100%: Crawls up the edge and slides his hand across the ground. Similar to his down tilt. 10%

Wolf

  • Under 100%: Slides forward, attacking with both legs for 8%. Shares this animation with Fox and Falco.
  • Over 100%: Flips onto the stage with a kick, dealing 10%. Shares this animation with Fox and Falco.

Yoshi

  • Under 100%: Quickly sweeps his tail forward for 6%.
  • Over 100%: Slowly swings his head forward for 12%. Similar to his Forward smash.

Zelda

  • Under 100%: Does a low spinning sweep before she stands. 6%.
  • Over 100%: Slaps in front of her for 10%.

Zero Suit Samus

  • Under 100%: Does a low spinning kick for 8%.
  • Over 100%: Does a turning forearm thrust dealing 10%.