Editing Edge

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*{{SSBU|Pikachu}}: Thunder Jolt covers roll, regular getup, getup attack, and staying on the ledge because it travels under the ledge. He can also do back airs out of shield to force a reaction and can shield poke the regular getup.
*{{SSBU|Pikachu}}: Thunder Jolt covers roll, regular getup, getup attack, and staying on the ledge because it travels under the ledge. He can also do back airs out of shield to force a reaction and can shield poke the regular getup.
*{{SSBU|Ness}}: PK Fire is effective at catching some reckless options, including jump, regular getup, and getup attack. Ness also can use yo-yo at the ledge to cover jump, roll, and staying on the ledge, especially.
*{{SSBU|Ness}}: PK Fire is effective at catching some reckless options, including jump, regular getup, and getup attack. Ness also can use yo-yo at the ledge to cover jump, roll, and staying on the ledge, especially.
*{{SSBU|Captain Falcon}}: Holding shield a few steps from ledge while facing away from it can cover any option. Reacting to getup attack or jump from ledge with a parry or using up special out of shield, reacting to jump with a Full Hop back air or up special out of shield, reacting to normal getup with up special out of shield, and reacting to ledge roll with grab.
*{{SSBU|Captain Falcon}}: Holding shield a few steps from ledge while facing away from it can cover any option. Reacting to getup attack or jump from ledge with a parry or using Up Special out of shield, reacting to jump with a Full Hop back air or Up Special out of shield, reacting to normal getup with Up special out of shield, and reacting to ledge roll with grab.
*{{SSBU|Zelda}}: Phantom Slash at the ledge covers all options and if the opponent is shielding, Zelda can get a free grab.
*{{SSBU|Zelda}}: Phantom Slash at the ledge covers all options and if the opponent is shielding, Zelda can get a free grab.
*{{SSBU|Dr. Mario}}: Megavitamins have a tricky trajectory and bounce and if it covers an option, he can confirm into any aerial. Dr. Tornado is also effective at ledge and it covers jump if mashed, regular getup, getup attack if the heavy armor is initiated on startup, and staying on the ledge as an edgeguarding tool. Just like Mario, up smash covers the same options.
*{{SSBU|Dr. Mario}}: Megavitamins have a tricky trajectory and bounce and if it covers an option, he can confirm into any aerial. Dr. Tornado is also effective at ledge and it covers jump if mashed, regular getup, getup attack if the heavy armor is initiated on startup, and staying on the ledge as an edgeguarding tool. Just like Mario, up smash covers the same options.
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==2 frame punish==
==2 frame punish==
A two frame punish is a mechanic introduced in ''Smash 4'' that allows a potential edge guarder to attack an opponent attempting to recover without even leaving the stage or hardly coming off. When a character grabs the ledge, there are two [[frames]] (or 1/30th of a second) of tangibility directly before they grab the ledge. This was most likely added to compensate for the removal of edge-hogging, as it still allows players to be punished for going for a ledge grab, even though it is more difficult and less consistent than edge-hogging. The two frames of punish time don't appear if the character recovering grabs the ledge not by coming up, but by going past the ledge and grabbing it on the way back down, or just jumping and not using their up special, though both can lead to punishment regardless. If the recovering character uses a teleport recovery (like [[Sheik]]'s [[Vanish]]) starting from above the ledge, the two vulnerable frames don't apply and there will be no room for punishment.
A two frame punish is a mechanic introduced in ''Smash 4'' that allows a potential edge guarder to attack an opponent attempting to recover without even leaving the stage or hardly coming off. When a character grabs the ledge, there are two [[frames]] (or 1/30th of a second) of tangibility directly before they grab the ledge. This was most likely added to compensate for the removal of edge-hogging, as it still allows players to be punished for going for a ledge grab, even though it is more difficult and less consistent than edge-hogging. The two frames of punish time don't appear if the character recovering grabs the ledge not by coming up, but by going past the ledge and grabbing it on the way back down, or just jumping and not using their up-b, though both can lead to punishment regardless. If the recovering character uses a teleport recovery (like [[Sheik]]'s [[Vanish]]) starting from above the ledge, the two vulnerable frames don't apply and there will be no room for punishment.


Tilts and Z-Dropped items are generally the best tactics to make use of the frames. Any attack that goes below the ledge will work, but they're the least punishable. The downward half of [[Kirby]]'s [[Final Cutter]] and [[Cloud]]'s [[Climhazzard]] can act as an extremely powerful [[meteor smash]] or [[sacrificial KO]] if landed during this period.
Tilts and Z-Dropped items are generally the best tactics to make use of the frames. Any attack that goes below the ledge will work, but they're the least punishable. The downward half of [[Kirby]]'s [[Final Cutter]] and [[Cloud]]'s [[Climhazzard]] can act as an extremely powerful [[meteor smash]] or [[sacrificial KO]] if landed during this period.

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