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Reduce invincibility on/from the ledge, remove invincibility refresh on regrab#315

The ledge invincibility is incredibly generous, to the point that anybody recovering is guaranteed to safely return to center stage as soon as they snap the ledge. The player holding stage control, who is supposed to be in advantage state, has to RESPECT the player on the ledge due to the absurd duration of off-the-ledge invincibility. Character’s jumping from ledge fast enough are simply uncontestable, you can’t play around it properly because they can also just hang for a considerable time. Heck, ledge give you the option for mix-ups by regrabbing and getting invincibility frames AGAIN.

The ledge is, for some reason, a safe haven when it should feel like you’ve got your back against the wall.

My suggestion:

  1. Remove regrab invincibility completely. You get invincibility back only if you set foot on the stage.
  2. Half invincibility frames to put the pressure on the opponent.
  3. Remove invincibility immediately as soon as the player on the ledge inputs any offensive option (get-up attack/special, double-jump aerial, ledge-dash attack/grab).
3 days ago

Last time I checked the Melee community, it was generally agreed that the worst thing in that game (sometimes stated as the ONLY bad thing) is how safe the ledge is, which promotes ledge camping/planking.

It makes me cringe slightly when I see every new stock at a Rivals 2 major start with the opponent retreating to ledge three times to wait out respawn invuln.

While modern Smash doesn’t really have that problem, I still think it was a clever gameplay decision for Ult to give you only one ledge invincibility period. I’m not sure I can explain why it is, but it feels like cleaner game design?

Rivals 2 takes a lot of good cues from Melee-style gameplay, and ditches some bad ones. Ledge safety is one of the bad ones that shouldn’t have been brought over.

2 days ago
1

I think every other part of it would be fine if you couldn’t regrab more than once. Keep the intangibility when dropping, keep the same amount of it, even keep GALINT if you don’t attack, but only allow one invincibility period per stage touch/hit taken

2 days ago
1