Edge slipping

Edge slipping is a mechanic that occurs in all but the first Super Smash Bros. game, where a character is knocked off a platform while they were still on their feet. This often occurs when a shielding character slides off a platform from shield knockback, but it may also occur when hitboxes that produce too low of knockback to lift a character off the ground are landed, which causes a character to slide off the platform. Certain rapid-fire neutral attacks also push the user backwards with prolonged use, and if they're standing on an edge while doing so, they can slip off that way. If the edge is grabbable, then they will always grab it.
In Super Smash Bros. Melee's Debug Mode, this animation is referred to as "Missfoot".
==Mechanics==
The mechanics of edge slipping are determined by the direction that the character is facing. If a character is facing forward while they slip off an edge, they are free to perform any action immediately upon falling off the platform. However, if a character edge slips in the reverse direction they were looking, they will enter their edge slip animation, and be unable to perform any action for a certain amount of frames. For every character, they are able to DI the fall left or right after the eighth frame, but are still unable to affect the vertical momentum of their fall or perform any other action. For how many frames a character will be unable to perform an action varies for each character; for example, and will be unable to perform any action for 27 frames. Once these frames are up, a character may jump or attack out of their edge slip animation. An important thing to note is that while in these frames during their edge slip animation, a character cannot tech upon hitting the ground, thus they will always end up in their knocked down state if they hit the ground during these frames. In Ultimate, teching is possible.
How far a character slips off an edge is directly related to the knockback of the hitbox that pushed them off the ledge. For example, 's forward tilt knocking a shielding opponent into their edge slip animation off a platform will result in the opponent moving barely away from the platform. But his forward smash would send the same opponent a considerable distance away from the platform.
===Frame Data===
Ultimate 	Ultimate
Character 	Frames
Mario 	26
Donkey Kong 	25
Link 	26
Samus 	26
Dark Samus 	26
Yoshi 	25
Kirby 	26
Fox 	26
Pikachu 	25
Luigi 	26
Ness 	26
Captain Falcon 	26
Jigglypuff 	26
Peach 	28
Daisy 	28
Bowser 	26
Ice Climbers 	26
Sheik 	30
Zelda 	28
Dr. Mario 	26
Pichu 	25
Falco 	26
Marth 	26
Lucina 	26
Young Link 	26
Ganondorf 	26
Mewtwo 	26
Roy 	26
Chrom 	26
Mr. Game & Watch	26
Meta Knight 	27
Pit 	26
Dark Pit 	26
Zero Suit Samus 	29
Wario 	24
Snake 	26
Ike 	26
Squirtle 	26
Ivysaur 	26
Charizard 	26
Diddy Kong 	25
Lucas 	26
Sonic 	30
King Dedede 	24
Olimar 	26
Lucario 	26
R.O.B. 	26
Toon Link 	26
Wolf 	26
Villager 	26
Mega Man 	26
Wii Fit Trainer 	27
Rosalina & Luma 	26
Little Mac 	26
Greninja 	30
Mii Brawler 	26
Mii Swordfighter	26
Mii Gunner 	26
Palutena 	26
Pac-Man 	26
Robin 	26
Shulk 	26
Bowser Jr. 	26
Duck Hunt 	26
Ryu 	26
Ken 	26
Cloud 	26
Bayonetta 	28
Inkling 	26
Ridley 	29
Simon 	26
Richter 	26
King K. Rool 	25
Isabelle 	26
Incineroar 	27
Piranha Plant 	26
Joker 	28
Hero 	26
Banjo & Kazooie 	26
Terry 	26
Byleth 	26
Min Min 	26
Steve 	26
Sephiroth 	26
Pyra 	26
Mythra 	26
Kazuya 	26
Sora 	26
==Drop-counter==
A drop-counter is a technique that can be performed in all five Super Smash Bros. games. The technique is performed by having a player standing next to an edge. Afterwards, a recovering opponent must use a short-ranged attack. The standing player must shield against it. The knockback must be strong enough to make the shielding player slide off the edge of the platform, allowing the player to retaliate instantly with an aerial attack.
This technique is also known as a very efficient way to gimp in Melee, as when Marth uses his Dolphin Slash to attempt to recover on to the stage, his sword will hit the farthest edge of the opponent's shield, causing them to topple backward and edgehog the ledge, sending Marth to his doom. Two ways to counter this are to sweet spot the ledge or land on the stage.
==Uses==
Edge slipping is often used to set up a powerful but slow attack, to set up locks that work on knocked down opponents, or to simply set up a free punish. For example, while fighting on , Player A is using while their opponent Player B is using . At one point, Player A catches player B shielding on one of the middle platforms, from where Player A attacks Player B from below with an autocancelled short hopped forward aerial. This causes Player B's Wario to slide off the platform backward and enter their edge slip animation, from where Player A immediately follows up with Bowser's forward smash, which hits Player B's Wario who cannot avoid the forward smash, resulting in a KO. 
Another scenario on Battlefield involves Player C who is using , and Player D who is using . During the match, Player D is at 0% while standing on a middle platform with their back to the edge. Player C catches this and attacks with Falco's back aerial, which causes Player D's Donkey Kong to slide off the edge and into their edge slip animation. Upon Player D's Donkey Kong hitting the ground, Player C immediately follows up with Falco's Blaster, trapping Player D's Donkey Kong in a laser lock. The slip can also be used for a quick jab lock.
==Video==
*Video showing in detail the mechanics of edge slipping
Category:Game physics