Edge: Difference between revisions

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(I added a section for captain falcon, describing standing a bit closer than ledge roll distance facing away from ledge in shield and reacting to roll with a grab or any other option with a reverse Up Special out of shield)
(→‎2 frame punish: Detailing arbitrary terminology...)
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===Grounded actionable ledge intangibility===
===Grounded actionable ledge intangibility===
It is possible to get up from an edge and become actionable before the intangibility gained from grabbing said edge runs out. This window of time is known as '''grounded actionable ledge intangibility''' (often shortened to '''GALINT'''). A common way to gain GALINT is the ledge dash in ''Melee'' and ''Ultimate'', which involves dropping from an edge, then jumping and air dodging at the right time depending on the character to bypass the getup animation and be actionable sooner than anticipated. The window to perform this technique and the amount of possible GALINT varies by character, as some are slower in the air than others and thus have less GALINT.  
It is possible to get up from an edge and become actionable before the intangibility gained from grabbing said edge runs out. This window of time is known as '''grounded actionable ledge intangibility''' (often shortened to '''GALINT'''). A common way to gain GALINT is the ledge dash in ''Melee'', which involves dropping from an edge, then jumping and air dodging at the right time depending on the character to bypass the getup animation and be actionable sooner than anticipated. The window to perform this technique and the amount of possible GALINT varies by character, as some are slower in the air than others and thus have less GALINT.  


Advanced techniques exist to achieve more GALINT, either by becoming actionable sooner or gaining more intangibility frames. Examples include performing a [[no-impact land]] to bypass [[landing lag]] as well as {{SSBM|Peach}} in ''Melee'' grabbing an edge with [[Peach Parasol]] before the parasol opens, which changes her collision box in such a way that a precise ledge dash will grant Peach up to 9 frames of GALINT instead of her usual 0.
Advanced techniques exist to achieve more GALINT, either by becoming actionable sooner or gaining more intangibility frames. Examples include performing a [[no-impact land]] to bypass [[landing lag]] as well as {{SSBM|Peach}} in ''Melee'' grabbing an edge with [[Peach Parasol]] before the parasol opens, which changes her collision box in such a way that a precise ledge dash will grant Peach up to 9 frames of GALINT instead of her usual 0.
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*{{SSBU|Pikachu}}: Thunder Jolt covers roll, regular getup, getup attack, and staying on the ledge because it travels under the ledge. He can also do back airs out of shield to force a reaction and can shield poke the regular getup.
*{{SSBU|Pikachu}}: Thunder Jolt covers roll, regular getup, getup attack, and staying on the ledge because it travels under the ledge. He can also do back airs out of shield to force a reaction and can shield poke the regular getup.
*{{SSBU|Ness}}: PK Fire is effective at catching some reckless options, including jump, regular getup, and getup attack. Ness also can use yo-yo at the ledge to cover jump, roll, and staying on the ledge, especially.
*{{SSBU|Ness}}: PK Fire is effective at catching some reckless options, including jump, regular getup, and getup attack. Ness also can use yo-yo at the ledge to cover jump, roll, and staying on the ledge, especially.
*{{SSBU|Captain Falcon}}: Holding shield a few steps from ledge while facing away from it can cover any option. Reacting to getup attack or jump from ledge with a parry or using Up Special out of shield, reacting to jump with a Full Hop back air or Up Special out of shield, reacting to normal getup with Up special out of shield, and reacting to ledge roll with grab.
*{{SSBU|Captain Falcon}}: Holding shield a few steps from ledge while facing away from it can cover any option. Reacting to getup attack or jump from ledge with a parry or using up special out of shield, reacting to jump with a Full Hop back air or up special out of shield, reacting to normal getup with up special out of shield, and reacting to ledge roll with grab.
*{{SSBU|Zelda}}: Phantom Slash at the ledge covers all options and if the opponent is shielding, Zelda can get a free grab.
*{{SSBU|Zelda}}: Phantom Slash at the ledge covers all options and if the opponent is shielding, Zelda can get a free grab.
*{{SSBU|Dr. Mario}}: Megavitamins have a tricky trajectory and bounce and if it covers an option, he can confirm into any aerial. Dr. Tornado is also effective at ledge and it covers jump if mashed, regular getup, getup attack if the heavy armor is initiated on startup, and staying on the ledge as an edgeguarding tool. Just like Mario, up smash covers the same options.
*{{SSBU|Dr. Mario}}: Megavitamins have a tricky trajectory and bounce and if it covers an option, he can confirm into any aerial. Dr. Tornado is also effective at ledge and it covers jump if mashed, regular getup, getup attack if the heavy armor is initiated on startup, and staying on the ledge as an edgeguarding tool. Just like Mario, up smash covers the same options.
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==2 frame punish==
==2 frame punish==
A two frame punish is a mechanic introduced in ''Smash 4'' that allows a potential edge guarder to attack an opponent attempting to recover without even leaving the stage or hardly coming off. When a character grabs the ledge, there are two [[frames]] (or 1/30th of a second) of tangibility directly before they grab the ledge. This was most likely added to compensate for the removal of edge-hogging, as it still allows players to be punished for going for a ledge grab, even though it is more difficult and less consistent than edge-hogging. The two frames of punish time don't appear if the character recovering grabs the ledge not by coming up, but by going past the ledge and grabbing it on the way back down, or just jumping and not using their up-b, though both can lead to punishment regardless. If the recovering character uses a teleport recovery (like [[Sheik]]'s [[Vanish]]) starting from above the ledge, the two vulnerable frames don't apply and there will be no room for punishment.
A two frame punish is a mechanic introduced in ''Smash 4'' that allows a potential edge guarder to attack an opponent attempting to recover without even leaving the stage or hardly coming off. When a character grabs the ledge, there are two [[frames]] (or 1/30th of a second) of tangibility directly before they grab the ledge. This was most likely added to compensate for the removal of edge-hogging, as it still allows players to be punished for going for a ledge grab, even though it is more difficult and less consistent than edge-hogging. The two frames of punish time don't appear if the character recovering grabs the ledge not by coming up, but by going past the ledge and grabbing it on the way back down, or just jumping and not using their up special, though both can lead to punishment regardless. If the recovering character uses a teleport recovery (like [[Sheik]]'s [[Vanish]]) starting from above the ledge, the two vulnerable frames don't apply and there will be no room for punishment.


Tilts and Z-Dropped items are generally the best tactics to make use of the frames. Any attack that goes below the ledge will work, but they're the least punishable. The downward half of [[Kirby]]'s [[Final Cutter]] and [[Cloud]]'s [[Climhazzard]] can act as an extremely powerful [[meteor smash]] or [[sacrificial KO]] if landed during this period.
Tilts and Z-Dropped items are generally the best tactics to make use of the frames. Any attack that goes below the ledge will work, but they're the least punishable. The downward half of [[Ike]]'s [[Aether]] and [[Mii Brawler (SSB4)]]'s [[Mii Brawler (SSBU)/Up special|Soaring Axe Kick]] can act as an extremely powerful [[meteor smash]] or [[sacrificial KO]] if landed during this period.
 
===Terminology===
A handful of terms are used to describe how easily or consistently moves can two-frame.
====Reaching====
Any move that '''reaches''' the ledge hits at ground level, able to two-frame most (but not all) fighters as a result. In [[Super Smash Bros. 4|SSB4]] and [[Super Smash Bros. Ultimate|SSBU]], a good way to test this is to stand on a row of breakable blocks on the [[Super Mario Maker|Super Mario Maker stage]]. Moves that at least reach the ledge will be able to break the blocks.
====Clipping====
Any move that '''clips''' the ledge hits below ground level by enough to two frame anyone in the cast. In [[Super Smash Bros. Ultimate|SSBU]], a good way to test this is to grab the edge as [[Ganondorf (SSBU)|Ganondorf]], wait for his intangability to run out, and then test the move in question with another fighter. [[Ganondorf (SSBU)|Ganondorf]] has the lowest ledge hurtbox in SSBU, so moves that at least clip the ledge will be able to hit him from there, and will work against everyone else. Moves such as [[Bowser (SSBU)/Forward tilt|Bowser's forward tilt]], or [[Kirby (SSBU)/Down tilt|Kirby's down tilt]], clip the ledge.
====Piercing====
Any move that '''pierces''' the ledge goes all the way through it to the other side. While these can of course two-frame, doing so is unnecessary, as they reach low enough to hit fighters attempting a recovery before they even have the chance to grab the edge. Moves such as [[R.O.B. (SSBU)/Down aerial|R.O.B.'s down aerial]], or [[Pyra (SSBU)/Down aerial|Pyra's down aerial]], pierce the ledge.


==Edge sweet spot==
==Edge sweet spot==
The edge sweet spot is the range around a fighter from the edge of a [[platform]] at which a character can still grab the edge. This is normally in reference to a [[recovery]] move such as an [[up special move]], but is also active when a fighter is falling downwards and not using an aerial. This distance varies for each character and each type of recovery move, with some recovery moves having large edge sweet-spots, while others cannot sweetspot at all. In addition, some fighters have notoriously large edge sweet spot hitboxes, particularly in ''[[Smash 4]]'', which has led to many players jokingly referring to the feature as "magnet hands". All characters have two hitboxes, one in front and one behind them, usually towards their head area, which when overlapping with the ledge will result in the character grabbing the ledge. Some special moves only enable the front edge sweet spot hitbox to be active, while some do not allow either for either part of or the entire duration of the special. Notable recovery moves that cannot edge-sweetspot are {{SSBM|Captain Falcon}} and {{SSBM|Ganondorf}}'s up specials in ''[[Melee]]'', along with {{SSB4|Little Mac}}'s [[Rising Uppercut]], {{SSB4|Cloud}}'s [[Climhazzard]] (if he is not under [[Limit Charge|Limit Break]] status). and {{SSBU|Terry}}’s [[Rising Tackle]]. Typically, when attempting a recovery, it is more useful to aim up special moves for the ledge in an attempt to sweetspot the ledge (if possible), rather than recovering to the stage. The edges on {{SSBM|Battlefield}} in ''Melee'' are quite infamous for being difficult to grab on to.
The edge sweet spot is the range around a fighter from the edge of a [[platform]] at which a character can still grab the edge. This is normally in reference to a [[recovery]] move such as an [[up special move]], but is also active when a fighter is falling downwards and not using an aerial. This distance varies for each character and each type of recovery move, with some recovery moves having large edge sweet-spots, while others cannot sweetspot at all. In addition, some fighters have notoriously large edge sweet spot hitboxes, particularly in ''[[Smash 4]]'', which has led to many players jokingly referring to the feature as "magnet hands".  
 
All characters have two hitboxes, one in front and one behind them, usually towards their head area, which when overlapping with the ledge will result in the character grabbing the ledge. Some special moves only enable the front edge sweet spot hitbox to be active, while some do not allow either for either part of or the entire duration of the special. Notable recovery moves that cannot edge-sweetspot are {{SSBM|Captain Falcon}} and {{SSBM|Ganondorf}}'s up specials in ''[[Melee]]'', along with {{SSB4|Little Mac}}'s [[Rising Uppercut]], {{SSB4|Cloud}}'s [[Climhazzard]] (if he is not under [[Limit Charge|Limit Break]] status). and {{SSBU|Terry}}’s [[Rising Tackle]].  
 
Typically, when attempting a recovery, it is more useful to aim up special moves for the ledge in an attempt to sweetspot the ledge (if possible), rather than recovering to the stage, as grabbing the ledge offers brief intangibility and multiple getup options which will give the opponent a harder time with [[edgeguarding]]. The edges on {{SSBM|Battlefield}} in ''Melee'' are quite infamous for being difficult to grab on to.


==''Super Smash Bros. for Wii U'' digital manual description==
==''Super Smash Bros. for Wii U'' digital manual description==
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