Editing Edge getup
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**[[No-impact land]] ('''NIL'''): The same principle as a ledgedash, but less game-specific and more character-specific. If a fighter's double jump gives them ''just'' enough height, then they can fast fall for a few frames, then immediately land on stage. In ''Melee'' specifically, this is usually better than a ledgedash for the characters who have access to it, as it can give them up to 10 extra frames of '''GALINT'''. | **[[No-impact land]] ('''NIL'''): The same principle as a ledgedash, but less game-specific and more character-specific. If a fighter's double jump gives them ''just'' enough height, then they can fast fall for a few frames, then immediately land on stage. In ''Melee'' specifically, this is usually better than a ledgedash for the characters who have access to it, as it can give them up to 10 extra frames of '''GALINT'''. | ||
**[[Aerial interrupt]]: The same principle as a ledgedash or '''NIL''', being a way to get onto stage faster than an edge climb. Like a '''NIL''', it's character-specific. Unlike a '''NIL''', the fighter can immediately double-jump after letting go of ledge, thereby usually providing better frame advantage. | **[[Aerial interrupt]]: The same principle as a ledgedash or '''NIL''', being a way to get onto stage faster than an edge climb. Like a '''NIL''', it's character-specific. Unlike a '''NIL''', the fighter can immediately double-jump after letting go of ledge, thereby usually providing better frame advantage. | ||
===Inputs in ''[[Super Smash Bros. Melee]]''=== | ===Inputs in ''[[Super Smash Bros. Melee]]''=== | ||