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Important (re?)discovery involving the ledge.

Wobbles

Desert ******
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Gilbert, AZ
Recently I discovered an interesting quirk regarding the ledge, and since all of the people I've told about it since discovering it (other players with pretty good game knowledge, like Axe and Taj) haven't known, I thought it would be worth sharing.

For anybody who has had trouble with ledgehopping, you probably feel like your error comes from one of three things:

1) Hitting jump before you actually hit down, causing you to the laggier and longer ledge-jump (aka the Tournament Winner).

2) Hitting down or back in within 8 frames of grabbing the edge, where you can't actually input anything. Then you hit forward, or jump, or A, or something, and you get the second input in your sequence without letting go. I.e., trying to drop and shine somebody while keeping ledge invincibility, then doing a get-up attack because it doesn't register your down input.

3) Hitting too far forward as you try and roll the joystick from down to forward, so you just stand up. You'll see this happen with attempted ledge wavelands.

But! I noticed something recently while trying to practice my own ledge wavelands, and so far it's been news to everybody I have told. Axe suggested I post it in MD, so here you go:

If you are already holding a direction on the joystick as you grab the edge, and you do not let the joystick return to neutral, the game will not register any back, down, or forward inputs on your joystick.

Test for yourself! Double jump into the ledge while holding forward. After you grab on, roll the joystick down, and back, and down, and forward again. Do not let it return to neutral. Nothing will happen! Likewise, if you use up to double jump, and you KEEP holding up, then roll the joystick in a 360 degree motion (again, WITHOUT returning it to neutral), you will not let go or stand up. Instead, when the joystick reaches up again, you'll just jump.

So in case you were having trouble with your ledgehops (and in case this wasn't super common knowledge and AZ is a billion years behind) this might be a reason why.
 

PGH Carroll

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I knew about this trying to learn the doraki instant wall jump.
which i still dont know how to do. its probably best as i can see myself SDing alot and i dont need anymore of those.. lol
 

Wobbles

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Instant walljump is weird. You have to push your character into the stage as you're grabbing the edge. It's like the game is checking "can he walljump?" and if the answer was "YES" when you grabbed the edge, it will continue being "YES" even as you hang on.

I can get it like 95% of the time with Mario (but only on FD, FoD, and PS). Much lower with Fox ;_;
 

ajp_anton

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Stockholm
For me it helps to reset the control stick slightly upwards (only a mm or so) so it's more sensitive downwards, so I guess my problem is mostly 1), but I'll try to keep this in mind because resetting still doesn't help 100%.
 

kd-

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Body City, BO
I don't know what's going to screw up my ledgehops more now, me trying to do it before I knew this and me trying to reset my control stick to neutral

good stuff, interesting to know
 

Nintendude

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Feb 23, 2006
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San Francisco
Missing ledge wavedashes has cost me several important sets in my Melee career and it's one of the basic techniques that has always plagued me. I'm going to immediately start looking into if this is the root cause of all my screwups.
 

knightpraetor

Smash Champion
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Oct 20, 2005
Messages
2,321
yeah, this is without a doubt the cause of over half of my ledgejumps. Thanks for bringing my character's recovery up a tier wobbles
 

Chroma

Smash Apprentice
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Apr 16, 2011
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161
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Philadelphia
When I was playing with a controller with an analog stick that would get stuck in a direction, I couldn't ledgedash/ledgehop/etc. at all. Now I finally know why! Thanks.
 

DerfMidWest

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Slippi.gg
SOFA#941
I knew about this trying to learn the doraki instant wall jump.
which i still dont know how to do. its probably best as i can see myself SDing alot and i dont need anymore of those.. lol
I learned them with pichu, since he can do them on all legal stages sans BF.
For Fox I can only do them on FD (but I'm very consistent)

Its easy on FD with every character that can do them.
 

Strong Badam

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how do people not know this information already?
additionally if you press down and jump on the same frame, ledge jump takes priority.

ledge grab animation is 8 frames. 4 if you're Link. if you do anything during these frames, nothing happens.
 

Rubyiris

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Apr 19, 2007
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Tucson, AZ.
I've played for longer than most, and I didn't know this information.

When Okami told me about it, it was like a revelation, and suddenly my ledge recovery stopped sucking ****.

<3
 

Anand

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Cambridge, MA
how do people not know this information already?
additionally if you press down and jump on the same frame, ledge jump takes priority.

ledge grab animation is 8 frames. 4 if you're Link. if you do anything during these frames, nothing happens.
It's unclear whether you read the OP correctly, so forgive me if you did, but Wobbles was not talking about the 8-frame ledge grab animation. Just clarifying.
 

Anand

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Cambridge, MA
Recently I discovered an interesting quirk

you probably feel like your error comes from one of three things:

2) Hitting down or back in that very brief frame or two RIGHT as you grab the edge, where you can't actually input anything.

But! I noticed something recently while trying to practice my own ledge wavelands, and so far it's been news to everybody I have told.

If you are already holding a direction on the joystick as you grab the edge, and you do not let the joystick return to neutral, the game will not register any back, down, or forward inputs on your joystick.
I suppose now I should say "eleven chars" (because you just got ONE-UPPED).
 

Strong Badam

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I don't understand what you're trying to get at here. I corrected frame data. There is no 1 or 2 frames RIGHT as you grab the ledge. An 8 frame animation occurs RIGHT as you grab the ledge, and then you're able to act. I'm elaborating on what Wobbles is trying to explain, in an attempt to help others learn what he's trying to explain. So.......... ?
 

Mahie

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Wobbles was mentioning how having your stick in a position while getting to the edge/during the 8 frames animations ( and not 2), would cause you to mess up.

Strong Bad just narrowed it down to the proper window.

I don't understand what's wrong with this? Thanks to both Strong Bad/Wobbles I understand better why I have all these problems with ledgedashing and what not.
 

Strong Badam

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Gotta watch out for those eleven characters man THIS GUYYY
 

ShroudedOne

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Something that everyone probably knew five years ago, but I only recently became aware of:

The eight frames in which you can't grab the ledge is denoted by a baby blue outline of your characters hands where they grab the ledge. It's a circle signifying that you have grabbed the ledge, but can't drop off yet. You can only do something after this outline is gone. So maybe someone who is new to the ledge game didn't know, if they're having trouble with the ledge, this'll help, visually.

It's more like a circle than an outline, really.
 

Anand

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Oh, awesome. Yeah, I definitely misinterpreted. (Because of the format of your first post, I thought you were saying "How does anyone not know this? It's 8 frames." as if the 8-frame window was the only thing the OP was saying, so I thought you just skimmed it. Then because you said ten characters and just quoted that line, I thought, again, you just scanned it and picked out that line as a summary of the whole post.)

Glad everything got cleared up, and sorry for the 11 chars thing, haha.
 

Wobbles

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TY Strong Bad, I did not know the exact number. UPDATING OP.

But yeah, to answer your question... people don't know stuff like this because, sometimes, people assume everybody knows stuff like this ;)

It was a trip to me to discover that it didn't matter HOW MUCH you moved the joystick, that holding forward also prevented you from dropping off by rolling it back... it was pretty weird to me.

Also, it's probably for the best that the game prioritizes a ledge-jump over the DOWN input. Because you are faced with two scenarios:

1) it prioritizes jump over going down, and you *might* make it onto the level
2) it prioritizes down over jump, and you plummet to your death

They could have had it do NOTHING, which would just be goofy.
 
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