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==Mechanics== | ==Mechanics== | ||
{{technical data|Needs frame data for every character}} | {{technical data|Needs frame data for every character}} | ||
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 [[ | 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 [[techedfuck]] upon hitting the ground, thus they will always end up in their knocked down state if they hit the ground during these frames. | ||
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. |
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