Edge getup

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Revision as of 02:47, May 12, 2009 by 201.47.149.133 (talk) (A bit of strategy)
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Link, using a ledge attack.

Ledge Recoveries are a set of moves a character can use when hanging on a ledge. Once a character's invincibility frames gained from grabbing a ledge expire, it is usually prudent to get up off the edge and return to the stage proper. Typically, these moves give a character invincibility frames and allow a semi-safe recovery. This can be done in a variety of ways:

  • Climb: By pushing the Control Stick towards the ledge, a character will simply climb up onto the stage with no flair.
  • Attack: By pressing an attack button, a character will climb up onto the stage while attacking. This is intended to protect against enemies breathing down a character's neck (if applicable).
  • Roll: By pressing a shield button, a character will climb up and roll forward a short distance, typically enough to reach the other side of an attacker.
  • Jump: By pressing a jump button or pushing the Stick up, a character will leap upwards and forwards, hopefully over any enemy on the edge. However, this move does not give a character invincibility frames.
  • Let Go: By pressing the Stick away from an edge, a character will let go. This may seem counter-productive at first, but it is useful if a character wishes to double jump and then air dodge, or for certain other purposes such as using Yoshi's double jump launch resistance. Also, depending on the character, double-jumping then using an aerial attack can be faster than using the recovery attack.
  • Fastfall: By pressing the Stick down, a character will let go and enter a fastfall. This is generally not useful for recovering.

It is important to note that, at percentages at or above 100%, a character becomes less agile when recovering from the edge - all of their moves get slower. In addition, a character's edge attack changes at 100% or above to become not only slower but more powerful. For example, Yoshi's edge attack involves a quick 6% tail whip, while when at high damage, it becomes a slow 12% headbutt.