I think it's important to note that this isn't getting rid of edgehogging invincibility frames, it's just making them shorter. This should just make edgehogging all the more satisfying to pull off. I think it makes it a *more* technical move.
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Exactly how I saw the update as well. Also, DK is going to be a beast on the ledge now.I think it's important to note that this isn't getting rid of edgehogging invincibility frames, it's just making them shorter. This should just make edgehogging all the more satisfying to pull off. I think it makes it a *more* technical move.
This. exactly.Heres my take on the new mechanic:
If youre in the air for longer, you have a longer invincibility for grabbing the ledge. Shorter airtime results in shorter invincibility. This is also added to other characters allowing to "steal" the ledge from someone whos invincibility time is up.
So basically, ledge hogging will still exist, it will just have to be timed better in order to be effective. Instead of just hanging on the ledge, the person edgehogging will have to time correctly. Too early, and the ledge can be stolen, as apposed to camping the ledge the whole time.
i think its the opposite. people with multiple jumps have more time to recover and dont need the extra invincibility frames, where as someone with a terrible recover (i.e. link) would have more invincible frames to help him get up better.Heres my take on the new mechanic:
If youre in the air for longer, you have a longer invincibility for grabbing the ledge. Shorter airtime results in shorter invincibility. This is also added to other characters allowing to "steal" the ledge from someone whos invincibility time is up.
So basically, ledge hogging will still exist, it will just have to be timed better in order to be effective. Instead of just hanging on the ledge, the person edgehogging will have to time correctly. Too early, and the ledge can be stolen, as apposed to camping the ledge the whole time.
Im saying its independent of the character. Its dependent on air time (with a cap, of course) that is attainable for all characters. Basically, after using all your jumps and grabbing the ledge, you have maximum invincibility frames, and no jumps used results in the least amount of frames.i think its the opposite. people with multiple jumps have more time to recover and dont need the extra invincibility frames, where as someone with a terrible recover (i.e. link) would have more invincible frames to help him get up better.
FixedNo Tripping and The new Edge mechanic. You had my curiosity, now you caught my attention
Pretty much.Edgehogging is nerfed
Edgegaurding is buffed.
By possibly giving tethers top priority to 'steal' the ledge.How would this buff tethers?
On the contrary, the more time you spend off ground, the less invincibility you get, that's how I interpreted it.Who said that it would help Link?
Clearly it would help Kirby more, as he is able to safely spend more time in the air.
Despite what some off these posts are saying, in Smash "Air Time" means "Time spent in the air" not "amount of jumps used."
Therefore, the special brand of camping that characters like MK and Pit can do has just been given a massive buff.
I'd have to disagree with you there. What they're trying to do is stop players from abusing the ledge, you know, those Metaknight players that hop off the ledge and get right back on it to get the invincibility. If we were to go by how you think it works, these players would be even MORE unstoppable. The invincibility frames are meant for those who are ACTUALLY recovering and thus are spending a good amount of time in the air. Re-grabbing the ledge shouldn't award you any sort of invincibility and that's what this change does.On the contrary, the more time you spend off ground, the less invincibility you get, that's how I interpreted it.
No... the exact opposite. This change stops players from re-grabbing the ledge for invincibility AKA planking. If you're regrabbing the ledge for invincibility that probably means you're not spending a lot of time in the air, and now that you aren't spending enough time in the air you don't get any invincibility for it.So it benefits planking?
thisBut wait. What is planking?![]()
Why? That would super-buff most camping, especially planking.On the contrary, the more time you spend off ground, the less invincibility you get, that's how I interpreted it.
Lets make a sample match.
Marth vs Metakinght in Brawl
Metaknight is on the ledge planking by re-grabbing the ledge, and Marth has trouble doing anything about it, he tries to hit Metaknight with a down tilt but no good, Metaknight is invincible on the ledge.
Marth vs Metaknight in Smash 4
Metaknight is on the ledge planking by re-grabbing the ledge, however since you don't get much invincibility for re-grabbing the ledge, Marth can now easily hit Metaknight with a d tilt.
In a nutshell, Edgegaurding has been buffed. Planking has been Nerfed,
I do that all the time but had no idea there was a term for it.this
Although i'm not an expert on these things, what i've been getting is that Marth will have an easier time edge guarding now that planking is nerfed. Whatever is good for Marth is good for me
well... the more jumps you have the more time you do spend in the air.Despite what some off these posts are saying, in Smash "Air Time" means "Time spent in the air" not "amount of jumps used."
No. Just no.well... the more jumps you have the more time you do spend in the air.
which is why i think its a nerf to those types of characters. they have more jumps to get back onto the stage and dont necessarily need to grab the ledge, but if they do, it may only be to refresh thier jumps, even though invincibility time is cut shorter.
as for those with terrible recoveries, i.e. link and mario, they dont have the luxury of hanging around in the air, so if they do grab the ledge they have more invincibility frames to get back on stage.
Unless Sakurai has been doing heavy drugs, this is what he meant:Sakurai said:Some other changes include: -Air time ... will determine your period of invincibility while hanging on an edge