Super Smash Bros. series

Edge sweet spot

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Revision as of 08:41, October 22, 2018 by 109.86.217.140 (talk) (fix typo)
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This article is about the furthest point from which a character can grab a ledge. For the most effective area of a hitbox, see sweet spot (hitbox).
Merge.png It has been suggested that this article or section be merged with Edge.
The reason given for the merge is: Quite a small article about a rather obvious property of ledges. This could easily be covered in a subsection on the edge article, and does not need its own page imo. (Discuss)

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 2 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 Captain Falcon and Ganondorf's up specials in Melee, along with Little Mac's Rising Uppercut and Cloud's Climhazzard (if he is not under Limit Break status). 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.

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