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[[File:Ledge.png|250px|thumb|{{SSF2|Lloyd}} hanging on one of {{SSF2|Final Destination}}'s ledges.]]
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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 recovery|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.
[[File:Lloyd_hanging_on_to_a_ledge..png|thumb|{{SSF2|Lloyd}} grabbing the ledge of [[Final Destination]]]]
 
A '''Ledge''' (also known as edge or a cliff) is any part of a [[stage]] in which someone can grab or [[Tether Recovery|tether]]. Ledges are often at the end of a stage's main [[platform]]. The ledge becomes an important element in the battle between a [[edgeguarding|edge-guarder]] and a [[recovering]] opponent who can find ways to [[Guard break|counter edge-guarding]]. Some stages have many ledges ([[Fourside]]) or none at all ([[Good Egg Galaxy]]). 
 
   
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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|hitbox]] to knock opponents off the ledge in order to steal it.
Characters in the air will automatically grab the ledge while in the air, but ignore it if they are fast falling or if they are trying to attack. When a characters grabs the ledge they will gain [[Invincibility frames]]. Some characters can automatically grab the ledge when running off the stage better then others.
 
   
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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]] or 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.
== Climbing ==
 
{{Main|Ledge options}}.
 
=== Fast and slow ledge actions ===
 
Characters whose damage is below 100% are considered fresh and climb back onto the stage quickly. However, characters who damage exceeds 100% are considered tired and climb back onto the stage slower. This is mostly seen when characters perform their ledge attacks. Characters who have their damage below 100% will do a fast attack that does little damage. When their damage is above 100% they will perform a different ledge which is slower, but is more powerful.
 
   
 
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]].
== Hang Time ==
 
All characters have a fixed amount of time they have to hang onto the ledge. 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 ledge stalling. When a characters damage exceeds 100% their amount of time on the ledge is reduced. However, at the current moment, in [[Super Smash Flash 2]] their ledge time when they are fresh or tired remains the same.
 
   
 
== Ledge options ==
Hang time - 6 seconds
 
 
{{Cleanup|section=yes}}
[[Category:Super Smash Flash 2]]
 
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[[File:Ledge Roll.png|thumb|{{SSF2|Jigglypuff}} using a roll climb to get back to [[Central Highway]]'s main [[platform]].]]
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'''Ledge options''' are different methods that [[character]]s 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.
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*'''Climb up''': By pushing towards the ledge, a character will simply climb up onto the stage with some invincibility.
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*'''Attack''': Pressing the attack button makes the character perform a [[ledge attack]], which can be used to [[guard break]] [[edgeguarding]] opponents.
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*'''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.
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*'''Jump''': By pressing the jump button or the up control, the ledge hanging animation will get cancelled into a [[jumping]] animation.
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*'''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 jump]]ing and using an [[aerial attack]] can be faster than using the recovery attack.
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*'''Fast fall''': By pressing the down button, a character will let go and fall downward and make the character [[fast falling|fast fall]]. This could be used for [[stalling]], by fast falling and then using one's [[recovering|recovery]] to get back.
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== Ledge sweetspotting ==
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{{Image|section=yes}}
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{{Multiple image
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|footer = {{Font|80|{{SSF2|Fox}} and {{SSF2|Captain Falcon}} trying to ledge sweetspot with their [[side special move]], with fox failing and Captain Falcon succeeding.}}
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|width = 175
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|image1 = Fox illusion sweet spot.gif
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|alt1 = Fox failing to grab the ledge.
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|image2 = Raptor Boost sweet spot.gif
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|alt2 = Captain Falcon successfully grabbing the ledge.
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}}
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The '''ledge sweetspot''' is the act of grabbing the ledge of a [[platform]] with an attack (usually a [[special move]] or tether grab) while said special attack is still [[active frame|active]].
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Players try to sweet spot the ledge when recovering to avoid certain [[edgeguarding]] tactics and making [[guard break]]ing much easier. Sweet spotting avoids most ground attacks and certain aerials by recovering to low to be hit and if they are hit, [[Tech#Ledge tech|ledge teching]] becomes relatively easier. However, trying to sweetspot the ledge could make players vulnerable to [[Edgeguarding#Edgehogging|edgehogging]].
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== Gallery ==
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=== In [[Smash Flash DOJO!!!]] ===
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<gallery>
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Edge2.png|{{SSF2|Mario}} hanging on a ledge in [[Twilight Town]].
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Edge3.png|{{SSF2|Link}} getting back to {{SSF2|Battlefield}}'s main platform via climbing up.
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Edge4.png|Link rolling, to dodge {{SSF2|Naruto}}'s [[Shuriken]] [[projectile]].
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Edge5.png|Link hitting Naruto with his ledge attack, on Battlefield.
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</gallery>
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== Trivia ==
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*{{SSF2|Sandbag}} is the only character in ''SSF2'' who cannot grab ledges at all.
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== See also ==
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*[[Ledge attack]]
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[[Category:Terms]]
 
[[Category:Game physics]]
 
[[Category:Game physics]]
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[[Category:Smash physics]]
 
[[Category:Super Smash Flash 2]]
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[[Category:Super Smash Flash series]]

Revision as of 21:31, 22 June 2020

Ledge

Lloyd hanging on one of Final Destination's ledges.

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 or 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.

Ledge options

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Ledge Roll

Jigglypuff using a roll climb to get back to Central Highway's main platform.

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 fast falling and then using one's recovery to get back.

Ledge sweetspotting

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Fox failing to grab the ledge.
Captain Falcon successfully grabbing the ledge.
Fox and Captain Falcon trying to ledge sweetspot with their side special move, with fox failing and Captain Falcon succeeding.

The ledge sweetspot is the act of grabbing the ledge of a platform with an attack (usually a special move or tether grab) while said special attack is still active.

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.

Gallery

In Smash Flash DOJO!!!

Trivia

  • Sandbag is the only character in SSF2 who cannot grab ledges at all.

See also