Super Smash Bros. Ultimate

Lucario (SSBU)/Edge getups

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Overview[edit]

After grabbing the edge and hanging on it, Lucario can choose how to get back on stage with six edge getup options. Out of the six, four of them provide intangibility frames to provide Lucario some evasion when getting up on stage. Releasing and re-grabbing the ledge refreshes Lucario's midair jump. However, without landing on stage or taking knockback, consecutive ledge grabs will reduce the amount of intangibility frames in every edge getup option. Lucario loses all i-frames outright from the fourth grab onward.

The six edge getups[edit]

While hanging from ledge, Lucario can choose between:

  • ledge jump
  • edge attack
  • ledge roll
  • neutral getup a.k.a. climbing
  • ledge dropping a.k.a. letting go
  • nothing (leading to the tumbling fall state)

With jumping, Lucario climbs up and pushes off with its left paw to ascend into the air while doing a front flip. Since Lucario's air speed is quite good, the different control stick angles heavily influence where Lucario wants to be while airborne. Going ↖, ↑, or ↗ can affect the outcome by a good margin. If desired, Lucario can also use down air to completely halt the jump's ascent for ledge mix, or incorporate a special move for turnarounds, B-reversing, or wavebouncing in various ways to land on stage as well.

Attacking from ledge, Lucario climbs up and over the floor before lunging forward with a double arm thrust. During this instance, a gleaming star effect can be seen. Like most edge attacks, Lucario's fully intangible until after the hitbox finishes, and the hitbox is big enough that it covers the entire hurtbox including its tail.

For rolling, Lucario climbs up and over the floor in the same manner as attacking looks. However, Lucario will perform two somersaults, rolling enough distance before planting its feet on the ground to stand, and reset to its usual idle position.

While climbing, Lucario lifts its body with the left arm, but will noticeably have less of its hind leg onto the stage. Lucario then gets up and begins to stand before resetting to its usual idle position.

Dropping from ledge, Lucario lets go to be airborne instantly, and can act with anything of choice. Unfortunately, Lucario doesn't carry over any intangibility frames into any sequences like previously done in Brawl. Although, Lucario can attack from ledge by expending a doublejump along with an aerial attack or special move.

After hanging on the ledge for 379 frames(including the initial 19 frames of ledge hold), Lucario panics with a terrified expression from not hanging on ledge any longer on frame 380. Falling backward into tumble state, Lucario isn't able to grab the ledge again normally, due to the 45 frame regrab lockout timer. However, Lucario is able to bypass this iron rule by snapping to ledge earlier with Extreme Speed as early as frame 31 as many times as desired. This tumble fall state also coincides with with regrab lockout timer. There's also the choice to drift toward the other side of the stage from below while tumbling too.

Inputs in Super Smash Bros. Ultimate[edit]

Throughout the years in different smash titles, certain buttons are pressed to input different ledge results. This has changed over time since Super Smash Bros. Melee, and in Ultimate, getting up from ledge has changed quite a bit.

In the same way that's shown here, this list will be sorted by priority, except jump > attack now. For example, pressing both A and X at the same frame will result in Lucario doing a ledge jump. The example is also grabbing a left-sided ledge, looking right.

  • jump: press either X(jump), Y(jump), move the control stick Control Stick-UL(↖), Control Stick-U(↑), Control Stick-UR(↗), or move the c-stick(set to Smash attacks) C-Stick-UL(↖) or C-Stick-U(↑).
  • attack: press either A(attack), B(specials), Z(grab), or move the C-Stick(set to Smash attacks) in any of these C-Stick-DL(↙)C-Stick-L(←)C-Stick-UL(↖)C-Stick-UR(↗)C-Stick-R(→)C-Stick-DR(↘)C-Stick-D(↓) directions.
    • when the C-Stick is set to Tilt attacks, all eight c-stick directions (↙ ← ↖ ↑ ↗ → ↘ ↓) are treated as attack. The difference is ↑ registering as attack instead of jump.
  • roll: press L(shield), or R(shield). Moving the C-Stick towards the stage won't roll.
  • climb: move the control stick Control Stick-R(→), or Control Stick-DR(↘) toward stage.
  • ledge drop: press Control Stick-D(↓), Control Stick-DL(↙), or Control Stick-L(←) on the control stick. The C-Stick pressed away or down no longer works.
    • when the control stick is held down 2 frames or longer, the Control Stick-D-S input causes Lucario to fastfall after the ledge drop, which can be vital for avoiding dangerous attacks pressuring ledge.
  • nothing: leave the control stick in neutral Control Stick position. After enough time passes without moving, Lucario de-latches from the ledge and starts tumbling.

Timing[edit]

Every time Lucario grabs the ledge without touching the ground, or taking knockback, intangibility is reduced on subsequent ledge grabs. Once Lucario grabs a ledge for the fourth time and onward, intangibility is completely gone for all ledge getup options.

Ledge jump[edit]

Intangibility (1st grab) 1-12
Intangibility (2nd grab) 1-10
Intangibility (3rd grab) 1-6
Interruptible 15
Animation length 43
1st grab  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
2nd grab  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
3rd grab  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png


Ledge roll[edit]

Lucario's ledge roll has 45 total frames and is 45 frames of animation length. Lucario's actionable on frame 46.

Intangibility (1st grab) 1-26
Intangibility (2nd grab) 1-21
Intangibility (3rd grab) 1-13
Animation length 45
1st grab  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
2nd grab  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
3rd grab  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png


Neutral getup[edit]

Intangibility (1st grab) 1-33
Intangibility (2nd grab) 1-27
Intangibility (3rd grab) 1-16
Interruptible 35
Animation length 40
1st grab  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
2nd grab  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
3rd grab  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png


Ledge hold → drop[edit]

When the player grabs the ledge, they can hang around for approximately six seconds(360 frames). Letting go can be inputted after 19 total frames pass from the initial ledge snap, however.

Intangibility 1-19
Total frames 19
Legend (1 square = 1 frame)
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible

Trivia[edit]

  • With spirit abilities in mind, the Easier Dodging ability claims that it "increases period of invincibility when dodging--", which may sound like it only affects normal dodge rolls, air dodges, and nothing else. However, the Easier Dodging ability from the World of Light skill tree, and from primary and support spirits do in fact increase the amount of intangibility frames for Lucario's ledge roll. The effect is 1.2x with one equipped, and the ability caps at 1.8x.
    • For Lucario outside of World of Light, having a Amazon Pandora primary spirit with two Kapp'n support spirits equipped nets approximately 1.6x more intangible frames. This increases Lucario's ledge getup roll intangibility window, going from 1-26 → 1-42, making ledge roll a 3-frame similar to how neutral getup is a 1-frame.
    • In World of Light, found in the skill tree, there is also a Super Easier Dodging skill which further increases the amount of intangibility frames for floor getup rolls as well. This likely increases Lucario's ledge getup roll i-frame window by so much, that it'd outlast the total frames(45).