Ledge

A ledge, also known as an edge or a cliff, is a platform feature in Super Smash Flash 2 and Fraymakers that a character can grab or tether to, usually placed at the ends of a stage's main platform. This location is especially important during edgeguarding and recovery, where a recovering opponent might try to access it, while the edgeguarder can try to deny it to the recovering opponent. Some stages have multiple ledges, while others do not have any.
Characters with a tether recovery have a much easier time grabbing the ledge due to the tethers having large ledge sweetspots. Almost every tether has a hitbox to knock opponents off the ledge in order to steal it. 
All characters in the air, aside from in SSF2, will automatically grab the ledge when close enough to it, but they will ignore it if they are fast falling or performing an attack, though certain attacks snap onto a ledge when close to one. Only one character can hold onto a ledge at a time, allowing players to prevent other characters from grabbing the ledge hanging onto it themselves, which is a technique known as edgehogging.
When a character grabs the ledge, they will gain intangibility for a short duration of time. All characters have a fixed amount of time can hang onto the ledge for, after which they automatically let go and start falling. The amount of intangibility or time a character has while hanging onto the ledge cannot increase or decrease by usual methods, allowing a player to repeatedly grab the ledge, effectively stalling.
== Ledge options ==
Ledge options are a set of actions that characters can perform while hanging on a ledge. There are five different actions a character can perform, each of which can assist in recovery. Below is a list of ledge options:
*Climb: By pressing in the direction the character is facing, they will simply climb up onto the stage, granting intangibility as they do so. The intangibility disappears when the character is fully standing. This is generally the quickest method of returning to the stage.
*Attack: By pressing the attack input, the character performs a ledge attack while climbing up. The character has intangibility until the attack starts. This can be used to counter opponents edgeguarding at the ledge, though it is much slower and more punishable than simply climbing the ledge.
*Roll: By pressing the shield input, character climbs up and rolls a short distance forward while intangible. Though slower than simply climbing the ledge, the distance traveled by the roll is typically enough to reach the other side of an opponent at the ledge. Additionally, the character "holds" the ledge for the duration of the roll, allowing them to more safely edgehog.
*Jump: By pressing the jump input, the character quickly jumps up from the ledge. In SSF2, this action occurs immediately and reaches the height of a full jump, whereas in Fraymakers, the character first climbs the ledge with intangibility and reaches the height of a short hop. This is one of the quickest ledge options and allows the character to act immediately out of the jump, with Fraymakers allowing for ledgedashing. However, the overall lack of intangibility makes it risky to use.
*Let go: By pressing down or in the opposite direction the character is facing, the character lets go of the ledge and falls down. In SSF2, pressing down immediately causes the character to fast fall. While counterproductive at first glance, it can serve as an alternative to the ledge attack or jump if the player midair jumps and then use an aerial attack, air dodge, or airdash. This could also be used for stalling, by letting go and then using one's recovery to grab the ledge again.
Ledge climb.png|Jigglypuff climbing up on the ledge.
Ledge attack.png|Jigglypuff attacking on the ledge.
== Ledge sweetspot ==
The ledge sweetspot is the range around a character from a ledge at which they are able to grab it. This is determined by a separate hitbox, known as a handbox in SSF2 and a ledge grab box in Fraymakers. It becomes active when a characters starts falling or during certain attacks, particularly special moves and tether grabs used to recover with. 
For attacks with ledge sweetspots, is typically more useful to aim them for a ledge in an attempt to sweetspot it when recovering, rather than landing directly on the stage. This can help to avoid grounded attacks and certain aerial attacks from edgeguarding opponents by recovering to low to be hit. However, this recovery method is also much more vulnerable to edgehogging.
== Gallery ==
=== In Smash Flash DOJO!!! ===
Edge2.png| hanging on a ledge on Twilight Town.
Edge3.png| getting back to 's main platform via climbing up.
Edge4.png|Link rolling, to dodge 's Shuriken projectile.
Edge5.png|Link hitting Naruto with his ledge attack on Battlefield.
== Trivia ==
* is the only character in SSF2 who cannot grab ledges at all.
Category:Game physics
Category:Smash physics
Category:Terms
Category:Super Smash Flash 2
Category:Super Smash Flash series
Category:Fraymakers