Uh, just a quick question about something interesting I noticed today.
I was playing around with Samus's ledge shenanigans, like cancelling the roll you get from laying a bomb. Well anyhow, I went to teeter on the lip of BF, and wanted to lay a bomb by tilting the stick down. Then Samus starts spazzing out, in what looks like a 2 frame random sequence aternating between her teetering animation and her walking animation. When I tried to recreate it, the intersting thing happened. We all know that dashes have different speeds, so at a certain speed you can run in place on the edge without falling. Well, as far as I knew, walks could NOT do that, and you would just end up going of the edge. Apparently though, Samus can do her third walk speed(just... an average walking pace) in place on the edge without falling. However, the positioning of the control stick is very sensitive for that to happen. So far I've generalized it to tilting the stick somewhere in the vicinity of the second indent to the right/left on the bottom, where once you go past it you stop crouching and start walking.
This isn't anything particularly groundbreaking, or even useful for that matter, but I just found it interesting, because I couldn't recreate the "twitching" from the first time, and because of, well, the walking.
I'm not sure if other characters can do it, I haven't tested it out yet.
Is this even widely known about?
Edit: tested this out some moar. It can be done with the control stick tilted in any direction that causes you to walk, not just downwards. However, it has to be very precise, because if you tilt too much you'll walk off, and if you don't tilt hard enough you won't do anything.
This can be done on any kind of ledge, as long as it can be fallen of from.
I recreated the "twitching". It has an even slighter tilt necessary.
This is actually just an "underabuse" of the game's walk off mechanics. The walking in place runs on the same principles as the running in place. So from this we can safely assume that your third walking speed has its own subtle speed differences.
The only attack you can safely do without stopping the walk/falling off is your forward tilt; if you try to do an UTilt/DTilt, you risk altering your speed.
I got a replay showing the walk in place and the stutter.
I'm off to test with more characters now! :D
Oh joy.
Edit 2: so far I've tested with a few more characters; namely, MK, Mario, Olimar, Sonic, and DK. I've been able to make some more assumptions based on my results.
But first off, I noticed I worded the walk speed badly. To get an idea of which speed exhibits ledgewalking, tilt the control stick until it is as far as it can get, i.e., you're moving as fast as you can without dashing. Now ease up on the pressure a bit until you enter the next animation in line. This is the animation for ledgewalking, the second to last animation before all out dashing.
Now, it seems that the game thinks that you are technically "half offstage" when executing some moves. I came to this conclusion because of tests I ran with specials and the C-Stick.
As MK, when I was ledgewalking, I could FTilt as usual. However, when I pressed down and forward on the C-Stick, I was under the assumption that I would DSmash or FSmash, as these are actions you can perform while walking. However, instead, MK did a FFDair and a NFFair, respectively. USmash was done normally. When I tested further, under normal circumstances, you would smash while keeping a small amount of walking momentum, but you would stop at an edge, and once the attack animation was over, enter your teetering animation. This, however, was obviously not the case with MK.
Afterwards, I tried using his Drill Rush; this caused MK to fall slightly and then do an aerial Rush.
Now, when I tried DSmashing with Sonic while I was edgewalking, he did his DSmash. However, this is most likely due to the fact that he moves back and forth considerably with his smash. When I input a FSmash, however, he did his Fair.
Now, with DK and Mario, I haven't tested smashes yet, but I chose these specifically for their significant glides they get from their forward specials. When you are simply teetering, you can perform a normal cape/headbutt, and if you do this while walking, you won't glide out much. But when I input either one of their specials, they get significant glides out of them.
I'm done testing for today, it's 1:30 am. @__@
Oh man I hope this all isn't in vain like my DJC hover thread.