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Ledgestall: Difference between revisions

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m (Toomai moved page Ledgestall (SSBM) to Ledgestall: techniques specific to one game generally don't require specifiers in their titles)
m (Changing back to italics here. Don't think we have a standard way of denoting internal names, but nice to distinguish them. DRP isn't an internal name so I'll leave it with quotes)
 
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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
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.
[[File:CliffWait_ANA_options.png|thumb|Options that can be triggered with the control stick when hanging on the righthand ledge.]]
A '''ledgestall''' is an [[advanced technique]] in ''[[Super Smash Bros. Melee]]'' that allows a character to refresh their [[ledge]] [[intangibility]] infinitely. There are three different ways to do this, not all of which 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 [[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.
As soon as a character grabs the [[ledge]], they will enter the ''CliffCatch'' animation that lasts 7 frames (3 for {{SSBM|Link}}) and will have complete intangibility that lasts 30 frames longer than the ''CliffCatch'' animation. On the last frame of ''CliffCatch'', they will be able to perform all ledge options except for letting go (ledge attack, ledge roll, ledge climb, or ledge jump). If they don't perform any of these, they will enter the ''CliffWait'' animation during which they can also let go of the ledge. To do this, they will need to move either the control stick or the C-stick from the neutral position to either a downward or a backward input.
Exceptions from this rule are {{SSBM|Sheik}}’s and {{SSBM|Mewtwo}}’s [[Up-B]] ledgestalls – their up special moves have intangibility early on so they don’t depend on the ledge intangibility as much.
 
The character now has 29 frames of intangibility left that can be used freely. As soon as they drop from the ledge, the "Disabled Regrab Period" (DRP) countdown timer starts at 29 frames (a character must wait ~half a second between letting go of an edge and grabbing it again). Thus, maintaining continuous intangibility 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 was still active.
 
Exceptions from this rule are {{SSBM|Sheik}}'s and {{SSBM|Mewtwo}}'s [[up special]] ledgestalls – their up special moves themselves have intangibility early on so they don't depend on the ledge intangibility as much.
 
==Up special ledgestall==
{{SSBM|Zelda}}, Sheik, {{SSBM|Fox}}, {{SSBM|Falco}}, {{SSBM|Yoshi}}, {{SSBM|Mewtwo}}, {{SSBM|Dr. Mario}} and {{SSBM|Pikachu}} can ledgestall with their up specials. Sheik's "Shino Stall", named after Japanese Sheik player {{Sm|Shino}}, is by far the easiest and most useful as her up special has innate intangibility, a strong hitbox and many movement options. Dr. Mario's up special cancel<ref>[https://smashboards.com/threads/doctor-mario-hitboxes-and-frame-data.309998/]</ref> can be used to grab the ledge from directly next to it.
 
<gallery mode=packed widths=180px heights=250px>
Fox_shine-firestall_80ms.gif|Fox's shine-firestall, 1/4x playback speed, debug mode: collision and environment visibility on
Falco_up-B_legdestall_No_leniency_20ms_standard_display.gif|Falco's firestall, 1x speed, earliest possible inputs
Falco_up-B_legdestall_No_leniency_100-1000ms_input_slowdown.gif|Falco's firestall, 1/6-1/60x speed, debug mode: collision and environment visibility on, object texture visibility off, earliest possible inputs
Falco_up-B_legdestall_Maximum_leniency_20ms_standard_display.gif|Falco's firestall, 1x speed, latest possible inputs
Falco up-B legdestall Maximum leniency 100-1000ms input slowdown.gif|Falco's firestall, 1/6-1/60x speed, debug mode: collision and environment visibility on, object texture visibility off, latest possible inputs
Sheik up-B ledgestall ff 80ms.gif|Sheik's Shino Stall, 20% playback speed, debug mode: collision visibility on, object texture visibility off
</gallery>


==Ledgehopstall==
==Ledgehopstall==
This ledgestall is only possible with {{SSBM|Captain Falcon}}, {{SSBM|Ganondorf}}, Link, {{SSBM|Roy}} and {{SSBM|Bowser}}.
This ledgestall is only possible with {{SSBM|Captain Falcon}}, {{SSBM|Ganondorf}}, Link, {{SSBM|Roy}} and {{SSBM|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.
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>
<gallery mode=packed widths=180px heights=250px>
File:Captain Falcon invincible ledgehopstall late 80ms.gif|Captain Falcon, 1/4x speed, latest possible second jump
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
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
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
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
Bowser invincible ledgehopstall late 80ms.gif|Bowser, 1/4x speed, latest possible second jump
</gallery>
</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.
It's also possible to jump immediately after dropping from the ledge and fastfall 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>
<gallery mode=packed widths=180px heights=250px>
File:Captain_Falcon_invincible_ledgehopstall.gif|Captain Falcon, 1/4x speed, early second jump
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
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
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
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
Bowser invincible ledgehopstall early 80ms.gif|Bowser, 1/4x speed, earliest possible second jump
</gallery>
</gallery>


==Ledgedashstall==
==Haxdash==
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'''.
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. Referred to after {{Sm|Hax}}, due to his mastery and implementation of the technique.
 
By letting go of the ledge, jumping towards it and [[waveland]]ing 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 Captain Falcon need to waste a few frames so they don't fall below the stage before the intangibility ends.


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 Captain Falcon need to waste a few frames so they don't fall below the stage before the intangibility ends.
<gallery mode=packed widths=180px heights=250px>
<gallery mode=packed widths=180px heights=250px>
File:Ledgedashstall 20ms.gif|Marth performs the ledgedashstall with fastfall.
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.
CF_Ledgedashstall_no_ff_17ms_with_input_display.gif|Captain Falcon starts the ledgedashstall as quickly has possible. If he did fastfall, he would not grab the ledge.
File:CF Ledgedashstall ff 17ms with input display.gif|Captain Falcon uses his airdodge as late as possible while still staying invincible. If he would not fastfall, he would be vulnerable for a few frames.
CF Ledgedashstall ff 17ms with input display.gif|Captain Falcon uses his airdodge as late as possible while still staying invincible. If he did not fastfall, he would be vulnerable for a few frames.
</gallery>
</gallery>
==See also==
*[[Planking]]
==References==
{{reflist}}


[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBM)]]
[[Category:Advanced Techniques]]
[[Category:Advanced techniques]]

Latest revision as of 18:04, January 11, 2023

Options available during the CliffWait animation when hanging on the righthand ledge that can be triggered with the control stick.
Options that can be triggered with the control stick when hanging on the righthand ledge.

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

Explanation[edit]

As soon as a character grabs the ledge, they will enter the CliffCatch animation that lasts 7 frames (3 for Link) and will have complete intangibility that lasts 30 frames longer than the CliffCatch animation. On the last frame of CliffCatch, they will be able to perform all ledge options except for letting go (ledge attack, ledge roll, ledge climb, or ledge jump). If they don't perform any of these, they will enter the CliffWait animation during which they can also let go of the ledge. To do this, they will need to move either the control stick or the C-stick from the neutral position to either a downward or a backward input.

The character now has 29 frames of intangibility left that can be used freely. As soon as they drop from the ledge, the "Disabled Regrab Period" (DRP) countdown timer starts at 29 frames (a character must wait ~half a second between letting go of an edge and grabbing it again). Thus, maintaining continuous intangibility 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 was still active.

Exceptions from this rule are Sheik's and Mewtwo's up special ledgestalls – their up special moves themselves have intangibility early on so they don't depend on the ledge intangibility as much.

Up special ledgestall[edit]

Zelda, Sheik, Fox, Falco, Yoshi, Mewtwo, Dr. Mario and Pikachu can ledgestall with their up specials. Sheik's "Shino Stall", named after Japanese Sheik player Shino, is by far the easiest and most useful as her up special has innate intangibility, a strong hitbox and many movement options. Dr. Mario's up special cancel[1] can be used to grab the ledge from directly next to it.

Ledgehopstall[edit]

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 fastfall after the peak of the jump. This is considered technically harder because holding down too long will prevent the ledgegrab.

Haxdash[edit]

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. Referred to after Hax, due to his mastery and implementation of the technique.

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.

See also[edit]

References[edit]

  1. ^ [1]