Bowser's Ledgehop No-impact Land



Bowser is able to do quick grounded attacks from the ledge by utilizing his easy no-impact land. While this is largely outclassed by ledgedash for doing attacks quickly in towards the stage, it's a pretty nifty tool for edgeguarding and general stage movement. It can be used in edgeguards by doing things like immediate downwards-angled Ftilt back off the stage after the NIL in order to cover certain recoveries, like Fox and Falco's Fspecials.

The inputs are super simple, after your inital 8 frames of mandatory cliffcatch animation that start your ledgegrab, you want to fastfall for exactly 4 frames, then doublejump in towards the stage. On the 26th frame of your doublejump, you will be fully grounded with no down time between your airborne and grounded states. Although that is your first grounded frame, the way no-impact lands work means that if you try to put out an attack on that frame exactly, the game will assume you're still airborne, and you will do the aerial version of the input you do. In order to do a grounded attack, make sure you wait until after that first wait frame to do your attack. Here is the exact frame data:

Ledgehop No-impact Land
1:Mandatory Cliffcatch Frames (8 Frames Total)
2:Mandatory Cliffcatch Frames
3:Mandatory Cliffcatch Frames
4:Mandatory Cliffcatch Frames
5:Mandatory Cliffcatch Frames
6:Mandatory Cliffcatch Frames
7:Mandatory Cliffcatch Frames
8:Mandatory Cliffcatch Frames
9:Fastfall (4 Frames Total)
10:Fastfall
11:Fastfall
12:Fastfall
13:Doublejump (Jump in towards the stage) (25 Frames Total)
14:Doublejump
15:Doublejump
16:Doublejump
17:Doublejump
18:Doublejump
19:Doublejump
20:Doublejump
21:Doublejump
22:Doublejump
23:Doublejump
24:Doublejump
25:Doublejump
26:Doublejump
27:Doublejump
28:Doublejump
29:Doublejump
30:Doublejump
31:Doublejump
32:Doublejump
33:Doublejump
34:Doublejump
35:Doublejump
36:Doublejump
37:Doublejump (Last Frame of Intangibility)
38:Wait (1 Frame Total)
39:First Grounded Actionable Frame

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