Gimp: Difference between revisions
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*Using an aerial attack to knock an opponent underneath the stage or into a [[stage spike]] | *Using an aerial attack to knock an opponent underneath the stage or into a [[stage spike]] | ||
*Hitting a recovering opponent with a [[semi-spike]] or [[meteor smash]] that is not strong enough to outright KO them, but causes their recovery to fail | *Hitting a recovering opponent with a [[semi-spike]] or [[meteor smash]] that is not strong enough to outright KO them, but causes their recovery to fail | ||
*Hitting a [[fast-faller]] with a weak attack off the edge of a stage with a high bottom blast line, causing them to plummet before they can react | *Hitting a [[fast-faller]] with a weak attack off the edge of a stage with a high bottom [[blast line]], causing them to plummet before they can react | ||
Gimping is related to, and sometimes confused with, [[edge guard]]ing. [[Ganondorf]] hitting an opponent at 125% offstage with a sweetspotted [[up aerial]] and KOing them, would not be considered a gimp, but just successful edge guarding. However, Ganondorf hitting that opponent at 50% with a reverse up aerial, semi-spiking them and causing their recovery to fail, would be considered a gimp. | Gimping is related to, and sometimes confused with, [[edge guard]]ing. [[Ganondorf]] hitting an opponent at 125% offstage with a sweetspotted [[up aerial]] and KOing them, would not be considered a gimp, but just successful edge guarding. However, Ganondorf hitting that opponent at 50% with a reverse up aerial, semi-spiking them and causing their recovery to fail, would be considered a gimp. |
Revision as of 18:05, September 28, 2014
A gimp, based on a term meaning to cripple or impair, is when one KOs a recovering opponent by interrupting their recovery and causing it to fail, often with a rather weak attack that would not KO the opponent otherwise. Gimps tend to involve hitting an opponent off the stage followed by interrupting their recovery, capable of resulting in surprisingly early KOs; simply interrupting a recovery that is otherwise sure to succeed can also be considered a gimp. Gimps put a large swing on a match, as they can happen at very low percentages, sometimes saving over a hundred points of damage needed to KO the opponent. Sometimes the term "gimp" is used to describe accidental SDs due to failed recoveries.
Common examples of gimps include:
- Interrupting the double jump of a character that needs it to recover (such as Yoshi)
- Blocking haltable recoveries such as Ness's PK Thunder or Ike's Quick Draw
- Edgehogging characters with tether recoveries
- Using non-flinching attacks such as F.L.U.D.D. or Water Gun to push an opponent using their recovery farther away from the stage
- Using the grab release glitch to deprive characters including Snake, Sonic, Mr. Game & Watch, and Pit of their recoveries
- Using an aerial attack to knock an opponent underneath the stage or into a stage spike
- Hitting a recovering opponent with a semi-spike or meteor smash that is not strong enough to outright KO them, but causes their recovery to fail
- Hitting a fast-faller with a weak attack off the edge of a stage with a high bottom blast line, causing them to plummet before they can react
Gimping is related to, and sometimes confused with, edge guarding. Ganondorf hitting an opponent at 125% offstage with a sweetspotted up aerial and KOing them, would not be considered a gimp, but just successful edge guarding. However, Ganondorf hitting that opponent at 50% with a reverse up aerial, semi-spiking them and causing their recovery to fail, would be considered a gimp.
A bonus somewhat related to gimping exists in Melee called Shameful Fall; it's granted by being at 50% or less and being KO'd by an opponent with 100% or more. The bonus penalises 1500 points.