Sorry, we don't support your browser.  Install a modern browser

Consistency in Side-B to ledge#1713

?

Different characters with hitboxes or grab boxes on their side B feel like they all interact differently with ledge. Orcane side B to ledge feels really easy to punish while Lox, Clairen, and Fors all feel a bit different. I’ll give Ranno and Zetter a pass here since tongue is slow and you can go hit him and Zetter down B cancel has no hit box on it so you can go hit him, too.

I think the delay in ledge grab is a good thing. Being able to punish someone for going for the easiest and safest recovery option feels fair. I acutally don’t know the frame data on this, so maybe it’s a feel thing.

Since you can wall jump after the side B, missing a sweet spot on side B to ledge also feels super safe. I understand that being too low is not meant to be a death sentence like it is in melee, but perhaps the ledge grab could be a bit higher so that I can react to see if my opponent is going to need to wall jump.

Alternatively, a delay on wall jump if you are at ledge height/a no wall jump zone right next to ledge would make these options all more committal.

I’m sure you guys already have your own ideas. I’d just like this aspect of recovery to be tuned down a bit.

a year ago