Editing Ledgestall
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==Explanation== | ==Explanation== | ||
As soon as a character grabs the [[ledge]], they will enter the ''CliffCatch'' animation that lasts 7 frames (3 for {{SSBM|Link}}) and will have complete intangibility that lasts 30 frames longer than the ''CliffCatch'' animation. On the last frame of ''CliffCatch'', they will be able to perform all ledge options except for letting go (ledge attack, ledge roll, ledge climb, or ledge jump). If they don't perform any of these, they will enter the ''CliffWait'' animation during which they can also let go of the ledge. To do this, they will need to move either the control stick or the C-stick from the neutral position to either a downward or a backward input | As soon as a character grabs the [[ledge]], they will enter the ''CliffCatch'' animation that lasts 7 frames (3 for {{SSBM|Link}}) and will have complete [[intangibility]] that lasts 30 frames longer than the ''CliffCatch'' animation. On the last frame of ''CliffCatch'', they will be able to perform all ledge options except for letting go (ledge attack, ledge roll, ledge climb, or ledge jump). If they don't perform any of these, they will enter the ''CliffWait'' animation during which they can also let go of the ledge. To do this, they will need to move either the control stick or the C-stick from the neutral position to either a downward or a backward input. | ||
The character now has 29 frames of intangibility left that can be used freely. As soon as they drop from the ledge, the ''Disabled Regrab Period'' countdown timer starts at 29 frames (a character must wait ~half a second between letting go of an edge and grabbing it again). Thus, maintaining continuous intangibility requires dropping from the ledge on the first frame it is possible – otherwise, there would be at least one frame without intangibility on which the ''DRP'' timer was still active. | |||
Exceptions from this rule are {{SSBM|Sheik}}'s and {{SSBM|Mewtwo}}'s [[up special]] ledgestalls – their up special moves themselves have intangibility early on so they don't depend on the ledge intangibility as much. | Exceptions from this rule are {{SSBM|Sheik}}'s and {{SSBM|Mewtwo}}'s [[up special]] ledgestalls – their up special moves themselves have intangibility early on so they don't depend on the ledge intangibility as much. | ||
==Up | ==Up-B ledgestall== | ||
{{SSBM|Zelda}} | {{SSBM|Zelda}}, {{SSBM|Sheik}}, {{SSBM|Fox}}, {{SSBM|Falco}}, {{SSBM|Mewtwo}} and {{SSBM|Pikachu}} <sup>(possibly others as well?)</sup> can ledgestall with their up specials. Sheik's "''Shino Stall''", named after Japanese Sheik player {{Sm|Shino}}, is by far the easiest and most useful as her up special has innate intangibility, a strong hitbox and many movement options. | ||
<gallery mode=packed widths=180px heights=250px> | <gallery mode=packed widths=180px heights=250px> | ||
Fox_shine-firestall_80ms.gif|Fox's shine-firestall, 1/4x playback speed, debug mode: collision and environment visibility on | File:Fox_shine-firestall_80ms.gif|Fox's shine-firestall, 1/4x playback speed, debug mode: collision and environment visibility on | ||
Falco_up-B_legdestall_No_leniency_20ms_standard_display.gif|Falco's firestall, 1x speed, earliest possible inputs | File:Falco_up-B_legdestall_No_leniency_20ms_standard_display.gif|Falco's firestall, 1x speed, earliest possible inputs | ||
Falco_up-B_legdestall_No_leniency_100-1000ms_input_slowdown.gif|Falco's firestall, 1/6-1/60x speed, debug mode: collision and environment visibility on, object texture visibility off, earliest possible inputs | File:Falco_up-B_legdestall_No_leniency_100-1000ms_input_slowdown.gif|Falco's firestall, 1/6-1/60x speed, debug mode: collision and environment visibility on, object texture visibility off, earliest possible inputs | ||
Falco_up-B_legdestall_Maximum_leniency_20ms_standard_display.gif|Falco's firestall, 1x speed, latest possible inputs | File:Falco_up-B_legdestall_Maximum_leniency_20ms_standard_display.gif|Falco's firestall, 1x speed, latest possible inputs | ||
Falco up-B legdestall Maximum leniency 100-1000ms input slowdown.gif|Falco's firestall, 1/6-1/60x speed, debug mode: collision and environment visibility on, object texture visibility off, latest possible inputs | File:Falco up-B legdestall Maximum leniency 100-1000ms input slowdown.gif|Falco's firestall, 1/6-1/60x speed, debug mode: collision and environment visibility on, object texture visibility off, latest possible inputs | ||
Sheik up-B ledgestall ff 80ms.gif|Sheik's Shino Stall, 20% playback speed, debug mode: collision visibility on, object texture visibility off | File:Sheik up-B ledgestall ff 80ms.gif|Sheik's ''Shino Stall'', 20% playback speed, debug mode: collision visibility on, object texture visibility off | ||
</gallery> | </gallery> | ||
==Ledgehopstall== | ==Ledgehopstall== | ||
This ledgestall is only possible with {{SSBM|Captain Falcon}}, {{SSBM|Ganondorf}}, Link, {{SSBM|Roy}} and {{SSBM|Bowser}}. By dropping from the ledge and immediately holding down to fastfall, these characters can abuse their high falling acceleration and low second jump height to reach the ledge and start falling again within 29 frames after having dropped from the ledge. | This ledgestall is only possible with {{SSBM|Captain Falcon}}, {{SSBM|Ganondorf}}, {{SSBM|Link}}, {{SSBM|Roy}} and {{SSBM|Bowser}}. | ||
By dropping from the ledge and immediately holding down to fastfall, these characters can abuse their high falling acceleration and low second jump height to reach the ledge and start falling again within 29 frames after having dropped from the ledge. | |||
<gallery mode=packed widths=180px heights=250px> | <gallery mode=packed widths=180px heights=250px> | ||
Captain Falcon invincible ledgehopstall late 80ms.gif|Captain Falcon, 1/4x speed, latest possible second jump | File:Captain Falcon invincible ledgehopstall late 80ms.gif|Captain Falcon, 1/4x speed, latest possible second jump | ||
Ganondorf invincible ledgehopstall late 80ms.gif|Ganondorf, 1/4x speed, latest possible second jump | File:Ganondorf invincible ledgehopstall late 80ms.gif|Ganondorf, 1/4x speed, latest possible second jump | ||
Link invincible ledgehopstall late 80ms.gif|Link, 1/4x speed, latest possible second jump | File:Link invincible ledgehopstall late 80ms.gif|Link, 1/4x speed, latest possible second jump | ||
Roy invincible ledgehopstall late 80ms.gif|Roy, 1/4x speed, latest possible second jump | File:Roy invincible ledgehopstall late 80ms.gif|Roy, 1/4x speed, latest possible second jump | ||
Bowser invincible ledgehopstall late 80ms.gif|Bowser, 1/4x speed, latest possible second jump | File:Bowser invincible ledgehopstall late 80ms.gif|Bowser, 1/4x speed, latest possible second jump | ||
</gallery> | </gallery> | ||
It’s also possible to jump immediately after dropping from the ledge and fastfall after the peak of the jump. This is considered technically harder because holding down too long will prevent the ledgegrab. | |||
<gallery mode=packed widths=180px heights=250px> | <gallery mode=packed widths=180px heights=250px> | ||
Captain_Falcon_invincible_ledgehopstall.gif|Captain Falcon, 1/4x speed, early second jump | File:Captain_Falcon_invincible_ledgehopstall.gif|Captain Falcon, 1/4x speed, early second jump | ||
Ganondorf invincible ledgehopstall early 80ms.gif|Ganondorf, 1/4x speed, earliest possible second jump | File:Ganondorf invincible ledgehopstall early 80ms.gif|Ganondorf, 1/4x speed, earliest possible second jump | ||
Link invincible ledgehopstall early 80ms.gif|Link, 1/4x speed, earliest possible second jump | File:Link invincible ledgehopstall early 80ms.gif|Link, 1/4x speed, earliest possible second jump | ||
Roy invincible ledgehopstall early 80ms.gif|Roy, 1/4x speed, earliest possible second jump | File:Roy invincible ledgehopstall early 80ms.gif|Roy, 1/4x speed, earliest possible second jump | ||
Bowser invincible ledgehopstall early 80ms.gif|Bowser, 1/4x speed, earliest possible second jump | File:Bowser invincible ledgehopstall early 80ms.gif|Bowser, 1/4x speed, earliest possible second jump | ||
</gallery> | </gallery> | ||
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By letting go of the ledge, jumping towards it and [[waveland]]ing away from it, the ledgegrab box overlaps the ledge again just when the ledge intangibility has ended for most of the cast. Some characters, like {{SSBM|Marth}}, need to fastfall in order to get down far enough in time before the intangibility has run out while others, like Captain Falcon need to waste a few frames so they don't fall below the stage before the intangibility ends. | By letting go of the ledge, jumping towards it and [[waveland]]ing away from it, the ledgegrab box overlaps the ledge again just when the ledge intangibility has ended for most of the cast. Some characters, like {{SSBM|Marth}}, need to fastfall in order to get down far enough in time before the intangibility has run out while others, like Captain Falcon need to waste a few frames so they don't fall below the stage before the intangibility ends. | ||
<gallery mode=packed widths=180px heights=250px> | <gallery mode=packed widths=180px heights=250px> | ||
Ledgedashstall 20ms.gif|Marth performs the ledgedashstall with fastfall. | File:Ledgedashstall 20ms.gif|Marth performs the ledgedashstall with fastfall. | ||
CF_Ledgedashstall_no_ff_17ms_with_input_display.gif|Captain Falcon starts the ledgedashstall as quickly has possible. If he did fastfall, he would not grab the ledge. | File:CF_Ledgedashstall_no_ff_17ms_with_input_display.gif|Captain Falcon starts the ledgedashstall as quickly has possible. If he did fastfall, he would not grab the ledge. | ||
CF Ledgedashstall ff 17ms with input display.gif|Captain Falcon uses his airdodge as late as possible while still staying invincible. If he did not fastfall, he would be vulnerable for a few frames. | File:CF Ledgedashstall ff 17ms with input display.gif|Captain Falcon uses his airdodge as late as possible while still staying invincible. If he did not fastfall, he would be vulnerable for a few frames. | ||
</gallery> | </gallery> | ||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] | ||
[[Category:Advanced | [[Category:Advanced Techniques]] |