Grabbing and stealing edge while someone hangs from it as well is commonly known as edge trumping. Finally and arguably most importantly, trying to grab an edge that another character is already grabbing will gently remove them from the edge and then grab it, removing edge-hogging, and grabbing an edge a second time without touching the ground or being hit will not grant intangibility, negating planking. A character can also be stopped from grabbing a ledge for 55 frames if they are hit, forcing most characters to predictably delay their recovery in order to sweetspot the ledge. Damage no longer affects a character's recovery animations, so they always use their fast ones. In this game, air time and damage of a character affect how much intangibility is earned by grabbing the ledge a healthy character with a high amount of air time earns more intangibility.
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The physics of grabbing edges have undergone a massive overhaul in Super Smash Bros. However, in Smash 64, Smash 4 and Ultimate, the intangibility immediately ends once a player lets go of the ledge by pressing down or back on the control stick, preventing characters from having indefinite ledge intangibility. This is the basis of ledgestalling (see that article for more detailed analysis of how edge-grabbing works in Melee). In Melee and Brawl, if a character lets go of the ledge, they will keep their intangibility. The amount of intangibility gained depends on the game and if certain conditions are met. When a character grabs an edge, they will briefly become intangible. Multiple characters cannot hold onto an edge at the same time, with the exception of the Ice Climbers in Brawl and Ultimate, where both climbers belonging to one player can grab the same edge. Characters will automatically grab a nearby edge while in the air unless the player is actively holding down on the control stick or D-pad. In Brawl, Smash 4, and Ultimate, characters can grab an edge behind them, but with a range of 40% less than in front. and in Melee, a character cannot grab the edge if facing the opposite direction, with some exceptions, such as when using Falcon Dive and Spinning Kong in Melee. Generally, soft platforms do not have grabbable edges, the main exception being those on Norfair. Examples of ungrabbable edges include the moving platform of Peach's Castle (in Smash 64 only), the lower sides of Summit, and all Stage Builder blocks aside from the standard one (and even then, only if the edge is at least two blocks above a floor). Some edges cannot be grabbed, and so make recovery from that side of the stage significantly more difficult.
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The majority of edges on hard and semisoft platforms can be grabbed. Some stages can have many edges or none at all on most tournament legal stages, there is an edge on both ends of the stage (e.g.
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The edge therefore becomes an important element in the battle between an edge-guarder and a recovering opponent. Edges are often found at the ends of a stage's main platform. for Wii U.Īn edge (also known as a ledge, coded internally as cliff) is any part of a stage from which one can grab or tether (not to be confused with a wall grapple). Link stealing a ledge from Mario in Super Smash Bros.