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LGL challenge

Captain L

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so we all know that the current ledge grab limit set for tournaments is about 40 - 50 for an 8 minute match, but what is the highest it can possibly be? Better stated, how many ledge grabs is it physically possible to get in 8 minutes? Or even 1 minute for that matter? From the team that didn't bring you melee's nairs per minute challenge, and also isn't a team it's just one person, I present.....

Ledge grabs per minute!

Video 1: Pikachu (link)
Video 2: Olimar (link)

Yes it is as silly as the name sounds. However, ledge drops are NOT something that can be buffered, meaning a little bit of timing is actually required to optimize your speed. FD is the standard stage I used, though I assume it's no better or worse than any other stage.

Pikachu is the clear choice for non-tethers since he can drop off the edge 10 frames earlier than any other character for whatever reason, and olimar was the tether character who I could manage to get the most with. I can't see Pikachu being able to get more than maybe 78 or 79 if he was frame perfect, but olimar definitely could go much higher, as there is probably a faster strategy out there than what I was using. I'm sure he could easily break 100. Maybe even ivysaur or zss has a faster strategy that I am just unable to do properly?

And so, if olimar planked exactly like that for 8 minutes straight, the most ledge grabs that are possible is 744.
 

infiniteV115

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ZSS on Japes is probably your best bet. Tether --> retract tether 3 times on the higher inner edges, then ledgedrop downB onto the main stage --> repeat.

If you want a reasonable stage, same idea on YI:B. The slope allows for a downB cancel, so you can do the 3 super quick ledgegrabs, downB onto the stage, then run off and repeat.
 

ぱみゅ

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Wait, tethers count as one LG and they actually grabbing the ledge as another? That's interesting to know.
 

NickRiddle

#negativeNick
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No, tether counts as one, and if you pull in it's the same ledge grab. He was saying tether cancelling, when you press down while tethered and you let go... The thing Salem does.
 

infiniteV115

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Tethering the ledge doesn't actually count as a ledge grab btw. Like if you tether and then cancel without retracting the tether to the ledge, your ledge grab count doesn't go up.
Think of it like this; your ledge grab count only goes up when you get invincibility.

So no that's not what I meant Nick. I meant tether--> retract tether (ie grab the edge, get the invincibility) and since tether chars can let go of the edge (not tether cancelling, just dropping off the edge after retracting) faster than other chars can get off the edge, you can drop off and retether really quickly, and repeat.

So let's say you were on YI:B like I suggested.
Standing on the right edge, these would be your inputs.

1: Flick analog right
2: Up(or up+left)B - This tethers to the edge
3: A(or B or up) - This retracts tether, gain ledge invincibility. 1 ledge grab.
4: Down Back - Drop off edge.
4A:Repeat steps 2-4 twice, so now you have 3 ledge grabs and you can no longer tether. You have to land somewhere.

5: Down (or down+left)B - DownBs onto YI:B, slope allows for downB to end super early.

Repeat over and over.

To put it in perspective, I'm pretty sure steps 1-5 (ie including 4A) can be completed once in less than 2 seconds. Definitely less than 3 seconds. Even with a normal control scheme.

To make it super easy to do, you could set C-stick to special to make the upBs easier to do and use a shoulder button (Z probably works when it's set to grab) to regrab the edge.
 

ぱみゅ

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So I accidentally put a texture on Battlefield with no top platform and no pit to the bottom. It had the exact same shape, but slightly below the stage level it has more ground leading to a Walk-off.
The "slightly below" thing allowed me to, using ZSS, grab the ledge with Plasma Whip, but the timing was so tight that I landed immediatly afterwards, and had no time to try to get to the ledge.

So I can confirm that effectiely, the tether counts as a ledgegrab.
 

infiniteV115

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So I accidentally put a texture on Battlefield with no top platform and no pit to the bottom. It had the exact same shape, but slightly below the stage level it has more ground leading to a Walk-off.
The "slightly below" thing allowed me to, using ZSS, grab the ledge with Plasma Whip, but the timing was so tight that I landed immediatly afterwards, and had no time to try to get to the ledge.

So I can confirm that effectiely, the tether counts as a ledgegrab.
wat
How on earth does that confirm that tethering = ledgegrab?
Cause I've tested this out personally and concluded that tethering doesn't count as a ledgegrab. I tethered, tether cancelled, landed back on stage (ie without actually grabbing the ledge) then checking the end game statistics and I had 0 ledge grabs.
 

ぱみゅ

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I got 10 Ledgegrabs on a stage where I didn't get Ledge invincibility at any moment.
Weird.
I'd look into it more (maybe it has something to do with the fact it wasn't cancelled, but I simply landed, maybe the number goes down after cancelling the tether), but I must return the Brawl disc right now. :C
 

infiniteV115

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Ok forget what I said, I either remembered incorrectly or the hacks that I usually load onto my Wii change the mechanics of ledgegrab counts. Probably the former.

You're right KP, tethering to the ledge DOES count as a ledgegrab, I just tried it out again.
Tether cancelling doesn't lower the count either; if you tether, and tether cancel (ie without invincibility) it still counts as 1 ledgegrab.

But the method I mentioned with ZSS is still good. I just tried it out with a 1 minute timer and I got 74 ledgegrabs, even though the downB cancels could have been a lot smoother (pretty sure I could have broken 80, I didn't practice it much)
I'll see if I can get the replay uploaded.
The Olimar method in the OP will also work with ZSS and I think using the downB cancels on YI:B will achieve an even higher score. I'll try it out later when I feel like it.

(If somebody wants to try it out for themselves, to make the downB cancels smooth you have to let ZSS drop down at least a certain distance. Not dropping down enough will cause her to face the centre of the stage when she lands from the downB cancel, but dropping down far enough will cause her to face away from the centre of the stage, making for easier dashes back to the edge)
 
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