Edge slipping: Difference between revisions

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{{ArticleIcons|ssbm=y|ssbb=y|ssb4=y|ssbu=y|unofficial=y}}
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[[File:Edge Slipping Snake Brawl.gif|thumb|right|250px|{{SSBB|Snake}} being edge slipped by {{SSBB|Captain Falcon}}.]]
[[File:Edge Slipping Snake Brawl.gif|thumb|250px|{{SSBB|Snake}} being edge slipped by {{SSBB|Captain Falcon}}.]]
'''Edge slipping''' is a mechanic that occurs in all but the first ''Super Smash Bros.'' game, where a character is knocked off a [[platform]] while they were still on their feet. This often occurs when a [[shield]]ing [[character]] slides off a platform from shield [[knockback]], but it may also occur when [[hitbox]]es that produce too low of knockback to lift a character off the ground are landed, which causes a character to slide off the platform. Certain rapid-fire neutral attacks also push the user backwards with prolonged use, and if they're standing on an edge while doing so, they can slip off that way. If the edge is grabbable, then they will always grab it.
'''Edge slipping''' is a mechanic that occurs in all but the first ''Super Smash Bros.'' game, where a character is knocked off a [[platform]] while they were still on their feet. This often occurs when a [[shield]]ing [[character]] slides off a platform from shield [[knockback]], but it may also occur when [[hitbox]]es that produce too low of knockback to lift a character off the ground are landed, which causes a character to slide off the platform. Certain rapid-fire neutral attacks also push the user backwards with prolonged use, and if they're standing on an edge while doing so, they can slip off that way. If the edge is grabbable, then they will always grab it.


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==Mechanics==
==Mechanics==
The mechanics of edge slipping are determined by the direction that the character is facing. If a character is facing forward while they slip off an edge, they are free to perform any action immediately upon falling off the platform. However, if a character edge slips in the reverse direction they were looking, they will enter their edge slip animation, and be unable to perform any action for a certain amount of frames. For every character, they are able to [[DI]] the fall left or right after the eighth [[frame]], but are still unable to affect the vertical momentum of their fall or perform any other action. For how many frames a character will be unable to perform an action varies for each character; for example, {{SSBB|Snake}} and {{SSBB|Marth}} will be unable to perform any action for 27 frames. Once these frames are up, a character may jump or attack out of their edge slip animation. An important thing to note is that while in these frames during their edge slip animation, a character cannot [[tech]] upon hitting the ground, thus they will always end up in their knocked down state if they hit the ground during these frames.
The mechanics of edge slipping are determined by the direction that the character is facing. If a character is facing forward while they slip off an edge, they are free to perform any action immediately upon falling off the platform. However, if a character edge slips in the reverse direction they were looking, they will enter their edge slip animation, and be unable to perform any action for a certain amount of frames. For every character, they are able to [[DI]] the fall left or right after the eighth [[frame]], but are still unable to affect the vertical momentum of their fall or perform any other action. For how many frames a character will be unable to perform an action varies for each character; for example, {{SSBB|Snake}} and {{SSBB|Marth}} will be unable to perform any action for 27 frames. Once these frames are up, a character may jump or attack out of their edge slip animation. An important thing to note is that while in these frames during their edge slip animation, a character cannot [[tech]] upon hitting the ground, thus they will always end up in their knocked down state if they hit the ground during these frames. In ''Ultimate'', teching is possible.


How far a character slips off an edge is directly related to the knockback of the hitbox that pushed them off the ledge. For example, {{SSBB|Luigi}}'s forward tilt knocking a shielding opponent into their edge slip animation off a platform will result in the opponent moving barely away from the platform. But his forward smash would send the same opponent a considerable distance away from the platform.
How far a character slips off an edge is directly related to the knockback of the hitbox that pushed them off the ledge. For example, {{SSBB|Luigi}}'s forward tilt knocking a shielding opponent into their edge slip animation off a platform will result in the opponent moving barely away from the platform. But his forward smash would send the same opponent a considerable distance away from the platform.