I tend to side with ganon a bit more in that I think it should be used to fix the retardedly huge ones (i.e. pound and falcons upB) while leave a lot others alone (diddy, ness, lucas, fox, falco, etc). I think a lot are at the appropriate snap distance, but some are just too mammoth. Isolating and fixing those I think should be the goal rather than applying a universal change.
An ideal choice would be to have a char specific one where we have the option to scale the size of their sweetspot, but hey we can dream, can't we?
But gog doesn't want things to be "homogenized." What you considered ******** huge is considered fine by him. I'm all for making the retardedly huge ones like the rest and not for making the crap ones even worse (such as zelda). But how we decide which ones have it is where we differ. Also, we must keep in mind that some characters auto sweetspot and zair auto sweet spots
I guess I am going to have to show off more characters. Falco is pretty huge also not to mention we have an auto sweet spot side bs which should be plenty.
First, I think the sweetspotting from hitting a shield or opponent is fine. The edgeguarder has almost every advantage in the situation. Letting your opponent sweetspot the edge seems like a reasonable punishment for ****ing an edgeguard up.
Ok so now you are telling me how to edgeguard? How is shielding
your failed sweet spot then punishing taboo? Sweet spotting is a skill done by the player coming back and should not be based on the edge guarder. Your goal is to sweet spot and if you fail to sweet spot, your opponent should have the window to punish that mistake by whatever means necessary. Shielding then punishing or getting hit than punishing is no exception to the rule and in doing so, I am certainly not letting you go and allowing you to sweet spot by shielding your up b. Adding an arbitrary hurdle to overcome when your opponent messes up is
not good coming from a competitive standpoint.
ASL is having the game recover for you. Having a large grab range isn't having the game recover for you, its giving the recoverer (or recoveree, whatever we call it ) more options when Brawl gives the edgeguarder even more options.
How does a large grab range give the edge guarder more options when it makes returning so easy? It sounds like its arbitrarily helping out the person that is supposed to be at the a disadvantage and limiting the options of the edge guarder at the same time. Also, any added edge guarding options you claim the edge guarder is getting from NASL is taken away when you are arbitrarily limited as to how to defend (ie: not being able to shield punish or purposely get hit punished)
So basically, you are saying that there is nothing wrong with auto sweet spotting mechanic at all either. You might as well make an argument that says that we should remove the NASL code and IIRC, you were against NASL. Essentially, this is the same problem as powershielding. Its too easy and you snap by accident when you really shouldn't have.
Our job is to make a great game for the high end competitive players, not the noobs that can't grasp the concept of having skill for returning. You have the tools you need to return. Grabbing the ledge, reverse grabbing, auto sweet spotting side bs (seriously, are you reading this?), non fatal air dodges, DI,
flying (if applicable) ledge teching (if we get it), your bag of tricks. You have plenty of options to return. These options are what you get to help you in your disadvantaged state. Making the task of returning by giving the player such a large percent of error removes depth and skill from the game when you have all the tools you need to return.
EDIT: For the "bad" recoveries, I'd rather boost their distance and make the ledge harder to preserve the skill in recovering instead of keeping the small up b range and compensating it with a huge ledge snap