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Equalizing, but not eliminating, ledgestalling

Meistermayo

Smash Apprentice
Joined
May 23, 2015
Messages
93
3DS FC
2852-7671-9198
Suppose every time a character grabbed a ledge, they took 3-5% damage.

The canon "reason" for this would be that grabbing a ledge and pulling yourself over it is incredibly draining, thus weakening the character's ability to stay onstage.

This would not eliminate ledgehogging or regrabbing the ledge, but it would certainly diminish the obscene amount of ledgestalling available by giving the player a slap on the wrist (provided if they keep grabbing the ledge it turns into cutting their hand off).

Ledgehogging would simply give you a little extra damage, so it doesnt make it less of a viable option when ledgeguarding.

The only downside to this that i can see is trying to recover from a ledge. The added damage is a disadvantage to the pressured player who gains more damage as they regrab to try and find a way in.



One could program it to only happen on the regrab, but theres always the possibility of some type of ledgehop wavelanding exploit.

It is a sound idea that normalizes the game's odd parts without subtracting from the soul of the game.
 

TobiasXK

Smash Ace
Joined
Aug 9, 2004
Messages
579
Location
austintown
The only downside to this that i can see is trying to recover from a ledge. The added damage is a disadvantage to the pressured player who gains more damage as they regrab to try and find a way in.
which is a HUGE downside. the "problem" of ledgestalling is minimal compared to the what the current ledge mechanics provide—which is literally any way to play the hard neutral game position of player-on-ledge vs player-on-stage
 

Meistermayo

Smash Apprentice
Joined
May 23, 2015
Messages
93
3DS FC
2852-7671-9198
which is a HUGE downside. the "problem" of ledgestalling is minimal compared to the what the current ledge mechanics provide—which is literally any way to play the hard neutral game position of player-on-ledge vs player-on-stage
Could you elaborate on that? The hard neutral game position of player on ledge vs player on stage. Whats a good example of situations where this was used obscenely, and what is the issue with how easy it is to play this way? I dont quite understand what you are referring to.
 

Comet7

Smash Lord
Joined
Aug 2, 2013
Messages
1,027
Location
Somewhere over the rainbow
NNID
Comet7
pretty much all invincible ledge stalls are all very hard and risky to do or can be interrupted if the other player knows how to do it (shino stall)
 
Last edited:

Meistermayo

Smash Apprentice
Joined
May 23, 2015
Messages
93
3DS FC
2852-7671-9198
pretty much all invincible ledge stalls are all very hard and risky to do or can be interrupted if the other player knows how to do it (shino stall)
You accomplished much more in explaining why this doesnt work than any one else. I guess thats just typical smashboards hospitality :/
 
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