Wiki / Movement
Ledge grab
Falling next to a top corner of the main floor, your hero catches the edge.
Status: Built · Last checked: 14 Nov 2026
When you fall past the edge of the main floor, your hero can catch its top corner and hang there. It is one of the ways to get back after being thrown off.
How to do it
Fall next to one of the two top corners of the main floor while facing it or steering toward it, and do not hold down. Your hero catches the edge by itself. The ends of thin platforms cannot be grabbed.
From the ledge
Each of these needs a fresh press.
| Press | What happens |
|---|---|
| Up, or toward the stage | Climb up |
| Jump | A full-height jump that drifts toward the stage. You keep your double jump |
| Attack | The Ledge attack: get up with a quick low strike that pushes the enemy back |
| Down, or away from the stage | Let go |
When to use it
- When your double jump and recovery leap are not enough to reach the floor.
- The first grab protects you for a moment, so it is a safe place to breathe.
What beats it
- Any hit knocks a hanging fighter off (once the short protection is over).
- Grabbing again and again: the protection gets shorter each time until you land.
- You cannot hang for long: after a few seconds the hero lets go.
- One ledge holds one fighter.
Nerd section: the exact numbers
| Rule | Value |
|---|---|
| Climbing up | 0.27 seconds (16 frames); protected for the first half (8 frames) |
| The Ledge attack | 3% damage; 0.57 seconds (34 frames) in all |
| Protection on grabbing | A third of a second (20 frames) on the first grab, half that on the second without landing, none from the third |
| Soonest you can leave | After 0.1 seconds (6 frames) |
| Longest hang | 3 seconds (180 frames), then the hero lets go |
| Grabbing again | Not for half a second (30 frames) after leaving a ledge |
| Rising too fast | No grab |
| One ledge | Holds one fighter |
| Any hit | Knocks the fighter off |