A ledge, also known as an edge or a cliff, is a platform feature in Super Smash Flash 2 that a character can grab or tether to. Ledges are often at the end of a stage's main platform. The ledge is especially important during edgeguarding, where a recovering opponent might try to access it, and the edgeguarder can try to use the ledge to edgehog. Some stages have multiple ledges, while others do not have any.
Characters with a tether recovery have a much easier time grabbing the ledge due to the tethers having large sweet spots. Almost every tether has a hitbox to knock opponents off the ledge in order to steal it.
Characters in the air will normally automatically grab the ledge when close enough to it, but they will ignore it if they are fast falling, if another character is already hanging onto it. Characters also cannot grab ledges for the most part of most attacks. When a character grabs the ledge, they will gain invincibility for a short duration of time.
All characters have a fixed amount of time they have to hang onto the ledge for, which lasts about four seconds. The amount of time a character can hang onto the ledge cannot increase or decrease by usual methods so someone can keep grabbing the ledge and their ledge hang time will remain the same, effectively stalling.
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Ledge options are different methods that characters can use when hanging on a ledge. These techniques are absent from the first Super Smash Flash as ledges did not exist in the game and as such, could not be grabbed. Below is a list of types of ledge options.
- Climb up: By pushing towards the ledge, a character will simply climb up onto the stage with some invincibility.
- Attack: Pressing the attack button makes the character perform a ledge attack, which can be used to guard break edgeguarding opponents.
- Roll: By pressing the shield button, a character will climb up and roll forward a short distance while invincible, typically enough to reach the other side of an attacker.
- Jump: By pressing the jump button or the up control, the ledge hanging animation will get cancelled into a jumping animation.
- Let go: By pushing away from the ledge, a character will let go of the edge and fall in the direction of the key pressed. This may seem counterproductive at first, but it is useful if a character wishes to double jump and then air dodge, which is a useful alternative to jumping in a few cases. Also, depending on the character, midair jumping and using an aerial attack can be faster than using the recovery attack.
- Fast fall: By pressing the down button, a character will let go and fall downward and make the character fast fall. This could be used for stalling, by fastfalling and then using one's recovery to get back.
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Players try to sweet spot the ledge when recovering to avoid certain edgeguarding tactics and making guard breaking much easier. Sweet spotting avoids most ground attacks and certain aerials by recovering to low to be hit and if they are hit, ledge teching becomes relatively easier. However, trying to sweetspot the ledge could make players vulnerable to edgehogging.
- Sandbag is the only character in SSF2 who cannot grab ledges at all.