Fortress
Smash Master
Hey, all. PM/Melee player here. If there's one thing I love about Smash as a whole, it's finding new tactics, new ideas, and new things to work on and implement into high-level play. And there's one thing I really wanted to discuss with you all today. And that is the ledge stealing mechanic. Now, I'm not here to say 'it's bad', 'it would be better with X change'. No, I'm here to talk about it as-is, and how it can be potentially utilized in Doubles play. So, let's talk theory.
Firstly, if you're coming from a faster-paced game, the pace of Smash 4 might not seem quite ideal. Follow-ups off of grabs are hard, ledgehogging isn't really a thing on the surface, and combos just seem difficult at first glance. Examine the game a little deeper though. Higher hitstun on moves, with higher knockback in general, and slower launching speeds on heavy hits. This makes for a pace that's reasonable for teammates to intercept the player you were attacking, allowing for that volleyball dynamic that you get in the infamous Wombo Combo video. In my eyes anyway, Smash 4's pace is conducive to a four-player environment, and I think it's generally agreed upon that the game itself is geared towards crowds moreso than Singles play. Which is fair enough, we're not here to decry that, we're here to talk about what role that plays at top-level Smash 4 play. Specifically, I wanted to rap Doubles play; something that's traditionally been a gray area for players of the series, being much crazier and haphazard than what the average PM/Melee player finds ideal. If the speed of Smash 4 is friendlier towards 4-player gameplay, then why not discus the potential merits of team battle?
So, onto the real topic here. Take a look at this.
Now, the first thing you'll hear a lot of PM/Melee players say is "ledgeguarding is dead, recoveries are too free and easy now, 1/10, would not play again". But this is where the real fun comes in, the theory, finding out how this seemingly-poor mechanic could be a blessing in disguise.
When you steal the ledge from an opponent, it seems that both of you are unable to act for a short amount of time. Obviously this slows down the pace of the game, but it opens up options for both you and your teammate, as well as your opponents. Take these two scenarios into account:
1) You're ledgeguarding. Your teammate is nearby. An opponent has just grabbed the ledge. You yourself decide to grab it, and your teammate capitalizes on your opponent being 'frozen' in midair for a free meteor/spike, or wall-of-pain kill. It's a tactic for sure. And it presents its own risks. You yourself are 'stuck' at the ledge, which the opponent can certainly take advantage of, by forcing you into the same situation that you just forced the other guy into.
2) You're recovering. The opponent is on-stage. He has three options here. Stay on-stage, and assume you'll avoid the ledge and the 'freeze' that comes with being ledge-snagged. Read your ledgegrab attempt, and take it just after you do, forcing you to be 'stuck' and out in the open for his teammate's attack. Or come off-stage and try and take you out air-to-air. Your opponent has three options to ledgeguard you here. A low-risk low-reward in staying on-stage, a mid-risk mid-reward in stealing the ledge and having your teammate jump in, and a high-risk high-reward in putting yourself out there over the edge.
Now, again, I'm wanting to approach this as a competitive scene player and talk about the merit of this mechanic, even if it slows the pace I'm used to. I don't want to decry this new mechanic just because it's not what I'm used to. Let's do what we do here on the boards, and talk theory.
Thoughts?
@TTTTTsd @ Saito @ XalchemistX @arcticfox8 @ trash? @Comeback Kid @EmptySky00 @Praxis
As fellow competitive players who will agree and disagree with me, I feel you all would be a good addition to the conversation. Have anything to pitch in? I felt you all would enjoy talking actual Smash talk, not just "my game could kick your game's ass" kind of conversations.
I'm sure you for one, Sky, would enjoy possible Link jank involving ledge stealing with teammates and tether.
Firstly, if you're coming from a faster-paced game, the pace of Smash 4 might not seem quite ideal. Follow-ups off of grabs are hard, ledgehogging isn't really a thing on the surface, and combos just seem difficult at first glance. Examine the game a little deeper though. Higher hitstun on moves, with higher knockback in general, and slower launching speeds on heavy hits. This makes for a pace that's reasonable for teammates to intercept the player you were attacking, allowing for that volleyball dynamic that you get in the infamous Wombo Combo video. In my eyes anyway, Smash 4's pace is conducive to a four-player environment, and I think it's generally agreed upon that the game itself is geared towards crowds moreso than Singles play. Which is fair enough, we're not here to decry that, we're here to talk about what role that plays at top-level Smash 4 play. Specifically, I wanted to rap Doubles play; something that's traditionally been a gray area for players of the series, being much crazier and haphazard than what the average PM/Melee player finds ideal. If the speed of Smash 4 is friendlier towards 4-player gameplay, then why not discus the potential merits of team battle?
So, onto the real topic here. Take a look at this.
When you steal the ledge from an opponent, it seems that both of you are unable to act for a short amount of time. Obviously this slows down the pace of the game, but it opens up options for both you and your teammate, as well as your opponents. Take these two scenarios into account:
1) You're ledgeguarding. Your teammate is nearby. An opponent has just grabbed the ledge. You yourself decide to grab it, and your teammate capitalizes on your opponent being 'frozen' in midair for a free meteor/spike, or wall-of-pain kill. It's a tactic for sure. And it presents its own risks. You yourself are 'stuck' at the ledge, which the opponent can certainly take advantage of, by forcing you into the same situation that you just forced the other guy into.
2) You're recovering. The opponent is on-stage. He has three options here. Stay on-stage, and assume you'll avoid the ledge and the 'freeze' that comes with being ledge-snagged. Read your ledgegrab attempt, and take it just after you do, forcing you to be 'stuck' and out in the open for his teammate's attack. Or come off-stage and try and take you out air-to-air. Your opponent has three options to ledgeguard you here. A low-risk low-reward in staying on-stage, a mid-risk mid-reward in stealing the ledge and having your teammate jump in, and a high-risk high-reward in putting yourself out there over the edge.
Now, again, I'm wanting to approach this as a competitive scene player and talk about the merit of this mechanic, even if it slows the pace I'm used to. I don't want to decry this new mechanic just because it's not what I'm used to. Let's do what we do here on the boards, and talk theory.
Thoughts?
@TTTTTsd @ Saito @ XalchemistX @arcticfox8 @ trash? @Comeback Kid @EmptySky00 @Praxis
As fellow competitive players who will agree and disagree with me, I feel you all would be a good addition to the conversation. Have anything to pitch in? I felt you all would enjoy talking actual Smash talk, not just "my game could kick your game's ass" kind of conversations.
I'm sure you for one, Sky, would enjoy possible Link jank involving ledge stealing with teammates and tether.
Last edited: