Ledgestall: Difference between revisions

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The '''ledgedashstall''' is an advanced technique in ''[[Super Smash Bros. Melee]]'' that allows most of the cast to refresh the ledge invincibility infinitely. It is rarely used competitively because of the high amount of precision necessary and the risk of losing the stock if even one input is slightly off. {{Sm|Hax}} is one of the few players who have shown mastery of this technique and coined the alternate term '''Haxdash'''.
A '''ledgestall''' is an advanced technique in ''[[Super Smash Bros. Melee]]'' that allows the entire cast to refresh the ledge intangibility infinitely. There are three different ways to do this, not all of them work with every character.
 
==Explanation==
==Explanation==
As soon as a character grabs the [[ledge]], he goes into the ''CliffCatch'' animation that lasts 7 frames (3 for {{SSBM|Link}}) and has complete [[invincibility]]. On the last frame of ''CliffCatch'', he is granted another 30 frames of invincibility and can perform all ledge options except letting go (ledge attack, ledge roll, ledge climb, ledge jump). If he doesn't perform any of these, he enters the ''CliffWait'' animation during which he can also let go of the ledge. He now has 29 frames of invincibility left that he can use freely. It is not possible to grab the ledge again before the invincibility has ended.
As soon as a character grabs the [[ledge]], he goes into the ''CliffCatch'' animation that lasts 7 frames (3 for {{SSBM|Link}}) and has complete [[intangibility]] that lasts 30 frames longer than the ''CliffCatch'' animation. On the last frame of ''CliffCatch'', he can perform all ledge options except letting go (ledge attack, ledge roll, ledge climb, ledge jump). If he doesn't perform any of these, he enters the ''CliffWait'' animation during which he can also let go of the ledge. He now has 29 frames of intangibility left that he can use freely. As soon as he drops from the ledge, the ''Disabled Regrab Period'' countdown-timer starts at 29. Thus, maintaining continuous invincibility requires dropping from the ledge on the first frame it is possible – otherwise, there would be at least one frame without intangibility on which the ''DRP'' timer is still active.
 
Exceptions from this rule are Sheik’s and Mewtwo’s Up-B ledgestalls – their Up-Specials have intangibility early on so they don’t depend on the ledge intangibility as much.
By letting go of the ledge, jumping towards it and wavelanding away from it, the ledgegrab box overlaps the ledge again just when the ledge invincibility has ended for most of the cast. Some characters, like {{SSBM|Marth}}, need to fastfall in order to get down far enough in time before the invincibility has run out while others, like {{SSBM|Captain Falcon}} need to waste a few frames so they don't fall below the stage before the invincibility ends.
==Ledgehopstall==
This ledgestall is only possible with Captain Falcon, Ganondorf, Link, Roy and Bowser.
By dropping from the ledge and immediately holding down to fastfall, these characters can abuse their high falling acceleration and low second jump height to reach the ledge and start falling again within 29 frames after having dropped from the ledge.
<gallery mode=packed widths=180px heights=250px>
File:Captain Falcon invincible ledgehopstall late 80ms.gif|Captain Falcon, 1/4x speed, latest possible second jump
File:Ganondorf invincible ledgehopstall late 80ms.gif|Ganondorf, 1/4x speed, latest possible second jump
File:Link invincible ledgehopstall late 80ms.gif|Link, 1/4x speed, latest possible second jump
File:Roy invincible ledgehopstall late 80ms.gif|Roy, 1/4x speed, latest possible second jump
File:Bowser invincible ledgehopstall late 80ms.gif|Bowser, 1/4x speed, latest possible second jump
</gallery>
It’s also possible to jump immediately after dropping from the ledge and fastfalling after the peak of the jump. This is considered technically harder because holding down too long will prevent the ledgegrab.
<gallery mode=packed widths=180px heights=250px>
File:Captain_Falcon_invincible_ledgehopstall.gif|Captain Falcon, 1/4x speed, early second jump
File:Ganondorf invincible ledgehopstall early 80ms.gif|Ganondorf, 1/4x speed, earliest possible second jump
File:Link invincible ledgehopstall early 80ms.gif|Link, 1/4x speed, earliest possible second jump
File:Roy invincible ledgehopstall early 80ms.gif|Roy, 1/4x speed, earliest possible second jump
File:Bowser invincible ledgehopstall early 80ms.gif|Bowser, 1/4x speed, earliest possible second jump
</gallery>
==Ledgedashstall==
It is rarely used competitively because of the high amount of precision necessary and the risk of losing the stock if even one input is slightly off. {{Sm|Hax}} is one of the few players who have shown mastery of this technique and coined the alternate term '''Haxdash'''.


==Frame data animations==
By letting go of the ledge, jumping towards it and wavelanding away from it, the ledgegrab box overlaps the ledge again just when the ledge intangibility has ended for most of the cast. Some characters, like {{SSBM|Marth}}, need to fastfall in order to get down far enough in time before the intangibility has run out while others, like {{SSBM|Captain Falcon}} need to waste a few frames so they don't fall below the stage before the intangibility ends.
<gallery>
<gallery mode=packed widths=180px heights=250px>
File:Ledgedashstall 20ms.gif|Marth performs the ledgedashstall with fastfall.
File:Ledgedashstall 20ms.gif|Marth performs the ledgedashstall with fastfall.
File:CF_Ledgedashstall_no_ff_17ms_with_input_display.gif|Captain Falcon starts the ledgedashstall as quickly has possible. If he would fastfall, he couldn't regrab the ledge.
File:CF_Ledgedashstall_no_ff_17ms_with_input_display.gif|Captain Falcon starts the ledgedashstall as quickly has possible. If he would fastfall, he couldn't regrab the ledge.

Revision as of 12:29, November 12, 2013

A ledgestall is an advanced technique in Super Smash Bros. Melee that allows the entire cast to refresh the ledge intangibility infinitely. There are three different ways to do this, not all of them work with every character.

Explanation

As soon as a character grabs the ledge, he goes into the CliffCatch animation that lasts 7 frames (3 for Link) and has complete intangibility that lasts 30 frames longer than the CliffCatch animation. On the last frame of CliffCatch, he can perform all ledge options except letting go (ledge attack, ledge roll, ledge climb, ledge jump). If he doesn't perform any of these, he enters the CliffWait animation during which he can also let go of the ledge. He now has 29 frames of intangibility left that he can use freely. As soon as he drops from the ledge, the Disabled Regrab Period countdown-timer starts at 29. Thus, maintaining continuous invincibility requires dropping from the ledge on the first frame it is possible – otherwise, there would be at least one frame without intangibility on which the DRP timer is still active. Exceptions from this rule are Sheik’s and Mewtwo’s Up-B ledgestalls – their Up-Specials have intangibility early on so they don’t depend on the ledge intangibility as much.

Ledgehopstall

This ledgestall is only possible with Captain Falcon, Ganondorf, Link, Roy and Bowser. By dropping from the ledge and immediately holding down to fastfall, these characters can abuse their high falling acceleration and low second jump height to reach the ledge and start falling again within 29 frames after having dropped from the ledge.

It’s also possible to jump immediately after dropping from the ledge and fastfalling after the peak of the jump. This is considered technically harder because holding down too long will prevent the ledgegrab.

Ledgedashstall

It is rarely used competitively because of the high amount of precision necessary and the risk of losing the stock if even one input is slightly off. Hax is one of the few players who have shown mastery of this technique and coined the alternate term Haxdash.

By letting go of the ledge, jumping towards it and wavelanding away from it, the ledgegrab box overlaps the ledge again just when the ledge intangibility has ended for most of the cast. Some characters, like Marth, need to fastfall in order to get down far enough in time before the intangibility has run out while others, like Captain Falcon need to waste a few frames so they don't fall below the stage before the intangibility ends.