Edit/Warning: As of my writing of this, I am more familiar with Melee's unforgiving edgeguarding specs, and thus assumed they were essentially unchanged going into PM. I will research the differences further and edit my stance if it becomes necessary.
Edgehogging is boring to watch. That alone should make it a bad mechanic for a spectatable sport. But all that aside, edgeguarding is, in the PMBR's own words, intended to be as follows:
- Offstage edgeguarding is risky but rewarding, while on-stage edgeguarding is safer but less rewarding.
Edgehogging is, from my perspective, on-stage guarding. Reasoning: It is safe for an experienced player due to invulnerability and rolling, does not require significant skill to execute (jump, hit edge, hogged), and rewards just as well as any spike or chase. By comparison, off-stage spikes or other attacks are flashier to watch, and a more impressive show of skill and showmanship, in the opinions of what I expect is the vast majority of players. Furthermore, chasing and spiking carry a risk of brief retaliation, turning a kill into a trade.
As a result of edgehogging being very safe and very rewarding, it more or less ignores the typical risk-reward relationship that guarding seems intended to have. This, in turn, makes it an overly powerful mechanic available to all characters and players. It ignores most mindgaming, matchups, and stage choices, as well.
This can, however, be countered by an interpretation of design intent, as:
- Recoveries generally require great skill to use, with the advantage usually being with the edgeguarding player, with some exceptions.
This could imply that any sort of edgeguarding advantage matters not as a matter of power, as that player is meant to have every advantage ("with some exceptions).
However, it is also said that:
- The balance of offense and defense changes depending on the exact matchup and playstyle, but overall tends to favor offense slightly.
This, to me, indicates that the goal is to encourage aggressive play, which would seemingly include chasing and attempted spikes, rather than the safe and secure edge grab. Thus, edgehogging appears to me as an overpowerful violation of the aggressive orientation that the game appears to be intended to favor.
Thus, as an unimpressive feat of taking the easy way to the kill, I feel that edgehogging is a poor mechanic in its current implementations.