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.
**[[Doraki Walljump]]: A way to jump away from the stage without using up your double jump, and only able to be performed on {{SSBM|Final Destination}} with {{SSBM|Fox}}, {{SSBM|Mario}}, {{SSBM|Young Link}}, and {{SSBM|Pichu}}. This option is really only used for edgeguarding and, because of the stage and fighter limitations, is rarely seen.


===Inputs in ''[[Super Smash Bros. Melee]]''===
===Inputs in ''[[Super Smash Bros. Melee]]''===

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