Editing Planking

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==In competitive play==
==In tournaments==
Owing to planking's controversial status in ''Brawl''{{'}}s metagame, a number of rulings have been implemented in an attempt to limit the technique's overall power. Two different rulings have been implemented in ''Brawl'' tournaments as to combat planking, with most tournaments opting to use one or the other.
Owing to planking's controversial status in ''Brawl''{{'}}s metagame, a number of rulings have been implemented in an attempt to limit the technique's overall power. Two different rulings have been implemented in ''Brawl'' tournaments as to combat planking, with most tournaments opting to use one or the other.


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Planking is difficult to utilize in a practical manner in ''Super Smash Bros. 4'' and ''Ultimate'' due to the games' alternate ledge mechanics. Notably, characters only have ledge intangibility on their first ledge grab; regrabbing the ledge without landing on the stage first or before [[flinch]]ing by an opponent will result in the player grabbing the ledge with no intangibility at all, leaving them open to [[punish]]es, such as [[meteor smash]]es or attacks that can hit over ledges, such as {{SSB4|Villager}}'s forward smash. The introduction of ledge-stealing also weakens planking further, as a player can knock an opponent off the ledge through their ledge intangibility and leave them without their ledge intangibility if they are forced to regrab the ledge.
Planking is difficult to utilize in a practical manner in ''Super Smash Bros. 4'' and ''Ultimate'' due to the games' alternate ledge mechanics. Notably, characters only have ledge intangibility on their first ledge grab; regrabbing the ledge without landing on the stage first or before [[flinch]]ing by an opponent will result in the player grabbing the ledge with no intangibility at all, leaving them open to [[punish]]es, such as [[meteor smash]]es or attacks that can hit over ledges, such as {{SSB4|Villager}}'s forward smash. The introduction of ledge-stealing also weakens planking further, as a player can knock an opponent off the ledge through their ledge intangibility and leave them without their ledge intangibility if they are forced to regrab the ledge.


While generally ineffective, planking still saw use in ''Smash 4'' {{SSB4|Bayonetta}}'s [[metagame]]. By using [[Witch Twist]] to grab and regrab the ledge, she can punish opponents that try to edgeguard her by either overshooting the ledge with her up special and use [[Witch Time]] in response, or air dodge onto the stage with her [[Bat Within]] mechanic, making it dangerous to punish her at the ledge. Coupled with her safe and numerous recovery options, Bayonetta's ability to avoid edgeguarding with this is one of many reasons for her top tier placement in ''Smash 4''.
While generally ineffective, planking still saw use in ''Smash 4'' {{SSB4|Bayonetta}}'s [[metagame]]. By using [[Witch Twist]] to grab and regrab the ledge, she can punish opponents that try to edgeguard her by either overshooting the ledge with her up B and use [[Witch Time]] in response, or air dodge onto the stage with her [[Bat Within]] mechanic, making it dangerous to punish her at the ledge. Coupled with her safe and numerous recovery options, Bayonetta's ability to avoid edgeguarding with this is one of many reasons for her top tier placement in ''Smash 4''.


''Super Smash Bros. Ultimate'' introduced other changes to further combat planking. Ledge recovery options grant fewer intangibility frames with each regrab, granting no intangibility at all after the fourth ledge grab. Additionally, a player can only grab the ledge a maximum of 6 times before having to land on stage. Attempts to regrab the ledge after this limit will show the particle effect, but the player will not snap to the ledge at all, leaving them in a huge disadvantage. However, if the player is put into hitstun, the 6 grab limit is reset, allowing 6 more regrabs. Interestingly, regrabbing the edge with [[tether recoveries]] will still grant intangibility on ledge hanging while decreasing the intangibility on getups.<ref>https://www.twitter.com/Tilted_as_fuck/status/1222252893249601536</ref> Unlike other special moves, [[Extreme Speed]] can grab the ledge after {{SSBU|Lucario}} has grabbed the edge 6 times. However, this will not restore normal edge grabbing outside of Extreme Speed.<ref>https://youtu.be/qELOV3Yh7Og?t=721</ref>
''Super Smash Bros. Ultimate'' introduced other changes to further combat planking. Ledge recovery options grant fewer intangibility frames with each regrab, granting no intangibility at all after the fourth ledge grab. Additionally, a player can only grab the ledge a maximum of 6 times before having to land on stage. Attempts to regrab the ledge after this limit will show the particle effect, but the player will not snap to the ledge at all, leaving them in a huge disadvantage. However, if the player is put into hitstun, the 6 grab limit is reset, allowing 6 more regrabs. Interestingly, regrabbing the edge with [[tether recoveries]] will still grant intangibility on ledge hanging while decreasing the intangibility on getups.<ref>https://www.twitter.com/Tilted_as_fuck/status/1222252893249601536</ref> Unlike other special moves, [[Extreme Speed]] can grab the ledge after {{SSBU|Lucario}} has grabbed the edge 6 times. However, this will not restore normal edge grabbing outside of Extreme Speed.<ref>https://youtu.be/qELOV3Yh7Og?t=721</ref>

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