Crispy4001
Smash Ace
- Joined
- Jun 14, 2007
- Messages
- 730
Mostly agree.Well, I've said it before and I'll say it again. I think that it does need to be toned down a little bit from Melee, but closer to the Melee duration than Brawl. Melee's does seem excessively long at times, like in Jigglypuff's 100% roll (IIRC that's the one) where she rolls up into a ball and onto the stage, but there's a point in the animation where she's literally not touching the ledge with any part of her body but it still counts as occupying it. lol. (As a Jigglypuff player I love abusing this though, hehe.) But in general, I can see how it needs to be shortened in some cases.
On the other hand though, occupying the ledge to edgeguard is a legitimate tactic in Melee that required at least a little bit of skill (think of most casual players who just hang on the ledge and then get hit by people's recoveries; if you're rolling to edgeguard then you're already "advanced"). That's why I think that it needs to be closer to Melee, since the project is aiming for "Melee-like" mechanics even if they're not exact copies of them. 75% does sound like a good average balance, but of course tweaking it on a per-animation basis is the best way to go (and something that I can't judge without playing the game).
I don't put much stock into the visuals argument. Don't really care how it looks, personally. What's most important about it in Melee is that it is a viable tactic. It not only changes edge guarding itself, but also the way you're forced to think about recovery. If you're in a position to be edgeguarded like that, you should be in heightened danger of losing your stock. It's a dynamic that is important to Melee, and I think it should be important to P:M as well.
The question shouldn't be if it looks to-the-frame realistic. The question should be if ledge occupancy gimps should take more skill, timing and most importantly, require better reading of your opponent than they do in Melee. Any changes should be based on that.
And yes, I think they should. The game would be more exciting and dynamic if the recovering player had ever-so-slightly more wiggle room to escape almost certain doom.