OK, but why wouldn't people just autosnap the easiest ledges to autosnap in the series knowing that GW can punish moves like this?
I guess as a proof of concept it's alright but I don't think that flips entire matchups like you said.
Diddy and Peach seem to be the most useful but as a Peach main myself I'll tell you that this probably won't work very reliably after the first time.
Being able to stop peanuts is pretty cool.
But for a lot of those projectiles it would be not just more beneficial but even easier to just pick up or catch the projectile.
I'll wait for someone to show me something more convincing, I still think that move is pretty bad, and I'm not really concerned about what I can do to bad players, it's the good players that I need tech for lol
I get what you're saying, but any character who had this move would have another tool in their toolbox. It's like how having a reflector is powerful, or a projectile. Can anyone else do to peach while floating what G&W can do, for example?
The only way this will be meaningless for comp play is if people don't develop its uses and integrate them. Lack of development is a problem for lesser played characters, and that'll be the only reason this tech doesn't get much use. Not because it's impractical or not useful. It's his dtilt, it's already a great BnB move and it just got a big upgrade.
He brings up the important fact that the threat of the move can make people wary. It's what really made the ICs scary in Brawl, not the chaingrab itself. I'm not trying to compare this move to the ICs' chaingrabs (those were 1000x more influential), but it is an important thing for a Game & Watch main to know now. A lot of characters are lucky to have wind/pushboxes on one of their moves, usually a special. Their moves usually have significant commitment. Game & Watch has them on three moves: UAir, DTilt, and Fire, all of which are quite low commitment (not sure if Heavy Trampoline and Trampoline High Jump have windboxes).
You'd be surprised what players can pull off in the heat of the moment. I've teched spikes on the side of the stage in order to survive multiple times, and once in Brawl I gimped a Snake's C4 recovery by using the windbox of Ganon's UTilt (seriously). This won't be something to apply in every matchup, nor in every match. But it's handy to have. Thanks for the work on this, it's fun to see what it can do.
Precisely. Being able to negate many characters' camp projectile game, as well as punish many ledge plays that characters often do, makes this useful.
Not to mention, the best way to use this to punish recoveries is by standing a few steps away from the ledge. Which is already the best place to be on-stage when an opponent is recovering. G&W just has more deadly options from this position compared to before we knew about it, and is very scary in certain matchups (MK, Ike, Falcon, Diddy (if using side b), etc).