Super Smash Bros. series

Edge getup

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Link, using an edge attack inBrawl.

AnEdge getup, also known as anEdge recovery, is a set of moves that can be executed while a character is hanging on anedge. Along with grabbing the edge, these moves typically give a characterinvincibility frames to aid in recovery. It is often prudent to return to thestage before the invincibility frames expire. Edge getup maneuvers are sometimes used toedge-guard, especially when releasing and re-grabbing the ledge to refreshmidair jumps. Edge getup moves also sometimes play a role installing.

Types of recovery moves[edit]

Edge Recovery.png

There are five general recovery moves which may be performed while grabbing the edge. Prior toSuper Smash Bros 4., each technique (with the exception of letting go of the ledge) becomes slower once the opponents percent is equal to or greater than 100%. Starting fromSmash 4 however, the player's ledge options function identically regardless of the player's percent. The slower ledge options in earlier titles left the player on the ledge much more vulnerable to an on stage punish although they could keep hold onto the ledge for longer toedge hog more easily.

  • Climb: By pushing thecontrol stick towards the edge, the character will climb up onto the stage. Prior toSmash 4, when the character has 100% damage or more, the action of climbing back to the stage is significantly slower.
  • Attack: By pressing an attack button, a character will climb up onto the stage while performing an edge attack. This is primarily useful when the opponent is next to the edge, as a counter attack. Prior toUltimate, the amount of intangibilty ledge attacks had varied from character to character, ending shortly before the hitboxes became active in a vast majority of cases. InUltimate, attacks are intangible until hitboxes are no longer active. Prior toSmash 4, when the character has 100% damage or more, they will perform a different, significantly slower ledge attack. On the plus side however, almost all edge attacks deal more damage (except forCaptain Falcon's) and the character still has invincibility frames when hitboxes are active, unlike with most normal edge attacks. Over 100% ledge attacks can have other advanatges/disadvantages such as more/less range or more/less relative ending lag.
  • Roll: By pressing ashield button, a character will climb up and roll forward a moderate distance. Prior toSmash 4, when the character has 100% damage or more, ledge rolling is significantly slower, however the roll itself covers slightly more distance.
  • Jump: Introduced inMelee, by pressing a jump button or pushing the analog stick up, a character will leap upwards and slightly forward. The jump has two parts: jumping off the ledge and the actual jump itself. The jump off the ledge is intangible but the player is vulnerable once they are jumping (although inMelee andBrawl, the player can carry their ledge intangibility into the jump). InMelee, the player is stuck in the jumping animation (which is fairly lengthy) and they cannot do anything until the animation is over, leaving them very vulnerable. Carrying over ledge intangibility can alleviate this although in a vast majority of cases, this is not enough. Ledge jumps inMelee are largely useless outside of specific cases as they are too slow, they are too punishable and they are heavily outclassed by simply dropping off the ledge and jumping back onto the stage (with ledge jumps jokingly having the nicknametournament winner due to its big risk). Starting fromBrawl however, the player can immediately act out of the ledge jump, making it far more useful and much harder to punish. The player can quickly attack or edge dodge with the opponent having a very small punish window. InBrawl specifically, if the player carries over ledge intangibility to the ledge jump, they are fully intangible for a period of time during the ledge jump, allowing for fully intangible air dodges and attacks. Prior toSmash 4, when the character has 100% damage or more, jumping off the ledge is slightly slower although the speed decrease is much less severe compared to other ledge options.
  • Letting go: By pressing the control stick away from an edge or downwards, a character will let go of the edge and they can immediately act. This gives the opponent access to any aerial options which can be useful for getting back onto the stage or edgeguarding. This is especially powerful inMelee andBrawl as the player can carry over their ledge intangibility which can allow for some extremely powerful ledge sequences.

Inputs inSuper Smash Bros. Melee[edit]

Options that can be triggered with theControl Stick when hanging on the righthand ledge.

Sorted by priority. For example, pressingA andR at the same frame will result in an edge attack.

  • Attack: PressA,B,Z or move theC-Stick upwards.
  • Roll: PressL,R or move theC-Stick towards the stage.
  • Jump: PressX,Y or move theControl Stick upwards.
  • Climb:Control Stick up / towards (for all possible value combinations, see the image on the right).
  • Let go:Control Stick down / away (for all possible value combinations, see the image on the right) orC-Stick away or down.

Edge attacks[edit]

Main article:Edge attack


v • d • e
Attacks in theSuper Smash Bros. series
Standardground attacksNeutral attack ·Dash attack
Tilt attacksForward tilt ·Up tilt ·Down tilt ·Crouching attack
Smash attacksForward smash ·Up smash ·Down smash
Aerial attacksNeutral aerial ·Forward aerial ·Back aerial ·Up aerial ·Down aerial ·Grab aerial ·Glide attack
ThrowsGrab ·Pummel ·Forward throw ·Back throw ·Up throw ·Down throw
Get-up attacksFloor attack ·Edge attack
Special movesNeutral special move ·Side special move ·Up special move ·Down special move ·Command-input move ·Final Smash