Yeah, the air game is totally fine. The juggling and edgeguarding in RoA is very honest and the advantage and disadvantage states work the way you'd expect them to. Being offstage is terrible and your best outcome is always to make it back safely, while the opponent has a good chance to get the kill.I think you might be forgetting about the air game? In the air your defensive option is airdodge, which at best resets the situation. So during aerial combos the situation is approximately the 75-25 you describe. And from my play time, alot of combos people have involve two or three aerials (on air borne enemies) in a row. Characters wont always be on the ground in rivals either, it is a very air based game. So maybe that will help ease your worry some?
This is actually an improvement over modern Smash games to some degree, where, as Keits put it, although the edge of the stage is conceptually the worst place to be, it's also the area where you have the best defensive options because of the ledge, and in RoA, this is definitely not the case, you want to be as far away from the edge as possible. Smash 4 did attempt to address this (via the ledge invincibility change) and it works much better than in any other Smash game, but this game is definitely more honest regarding recoveries.
Also, I definitely think something like the Parry mechanic needs to exist (otherwise certain characters would have zero escape from pressure), I just question the amount of reward that you get from it.
Last edited: