Right. And every bit of testing I've done has shown that this doesn't work. At all. If someone is camping up on the walkoff, you basically get to poke at them for free if you have aerials that are anywhere near decent, and they can't really do much about it. That, plus how close they are to the blastzone, makes the walkoff the worst place on the stage to be. Try it sometime, you might be surprised.
No, I get it, I understand the problem with walkoffs. Yoshi's just doesn't have that problem. The steep slope makes the typical tactics not work any more. At all. It's not like trying to approach someone on the ground. It's like trying to approach someone above you on a platform - you have a lot of really good options, and they don't.
Because I spent time testing it, and learning to work around it, and the fact is that if you space yourself well, even relatively slow characters and characters with mediocre range can float far enough away that "dashgrabbing down the slope" is impossible. The only character I can see having trouble there is Little Mac. Like, just to give you an idea of how extreme this is, if I upB into any point on the hill as Pikachu, or use Crescent Slash, I slide (almost instantly) all the way to the bottom. Even if you're forced to land on the slope, you still slide downhill, and grabs do not have good vertical range. And even then, most typical bthrows don't work very well, because you can DI down and tech.
Have you spent a lot of time playing on Yoshi's? Because none of the problems you've described have happened. Whenever my opponent tried to camp the walkoff, my immediate response was to go up and start throwing fadeback fairs in his face, because
it's totally free and it leaves him close to the blastzone and in an ever-more precarious situation. The walkoff isn't a strong camping spot. It's the
worst place on the stage to be.
Who's the TO of Aftermath?
@
Oracle
what the hell, man? Seriously? Where's Wuhu? Where's Lylat? Where's Pokemon Stadium? Why are you banning so many completely legitimate stages? What happened to "we don't ban things until they're shown to be broken"? You know, the most fundamental aspect of competitive ruleset design? What's going on?