I think ledge grab range should be decreased, but I don't think there should be ledge teching. I'm sure we could come up with a new, original AT instead of using a Melee one.
K. You better start brainstorming, then. Because the chances of us lowering the ledgegrab range without fixing ledgeteching... is almost zero. The smaller ledgegrab range would mean that characters need to get closer to the stage in order to sweetspot. But in doing so, they become more vulnerable to being hit away at the last moment. While a smaller ledgegrab range boasts positives to the ledgegame (giving more varied edgeguarding options and forcing the character being edgeguarded to recovery smarter), it also comes with negatives, the primary one being making certain edgeguards too potent. Ledgeteching fixes that problem in probably the simplest way possible, by taking an already existing mechanic and giving it more use.
Excuse me? I wasn't aware my opinion on something was incorrect.
I believe he was responding with the "rewards you for hitting a foe" part. The reward of hitting a foe while recovering... is hitting a foe while recovering. If you recover correctly, hitting a foe will already be helping you get back to the stage/ledge. Why should you get extra help in that regard when you're already gaining an advantage by simply hitting the foe?
^^^^ **** yes. This. The perfect example is the Melee illusions. They were still viable horizontal recovery techniques; you just had to be more careful when using them, due to the hitbox being behind the hurtbox.
Actually, the hitboxes in brawl are still behind the hurtbox... it's just that they move so fast in the first couple frames of the attack that their hurtbox frequently passes your hitbox before it comes out, which then clashes with their own hitbox.
Then Halberd and Delfino will be perfect CPs against spacies.
Just like Mute City in Melee, but with ledges
Uh... do you have any idea what you just said? The fact that these stages actually
have ledges makes a
huge difference. Battlefield had atrocious ledges in melee (still not as bad as kongo jungle 64, though), and it didn't stop fox and falco from doing great on that stage.
I also didn't think that mute city was such a bad level for fox. He can get gimped on that level harder than usual, yeah, but his shinespikes are all the more potent here, meaning he also gimps people harder (the exception is like... jiggs, who fricking ***** on this level). There's also the advantage that his upB recovery has no landing lag... sheik's and marth's upBs have a ton, making them extremely vulnerable if they're ever hit off the level. Also, if you recover just above stage level with sideB you can tech stuff by SDIing down, forcing your opponent to take a more active approach to "stage guarding," where most players simply try to hit you where you're going to be instead of going out there to hit you before you move.
...
And yet, since the stages you listed
do have ledges, a lot of what I just said about mute city doesn't apply. Now if we were talking about port town...
Can't we make the sides of one of them solid or something?
Those are two dangerous counterpicks right out of the blue. You can only ban ONE stage, and both of these would be pretty vicious.
...
You're blowing this horribly out of proportion. Players will just have to be a little more careful recovering. The stages won't be much worse than they are already.
Disagree with the latter two, agree on the first. Why make it that much harder to grab the ledge? We're already making it a lot harder for the person recovering.
Because before brawl+ getting back to the stage was basically considered a given? And it's still really easy? We're also talking about getting rid of the autosweetspot on hit.