I was going to post this 2 days ago, but I got a bit lazy to do a write up and certain things distracted me lol. This is probably the last post about stuff from the Smash Direct, so here goes. Also, I may use ledge and edge interchangeably, so don't mind that.
Ledge Mechanics
Let's talk about simple things we know so far.
Backwards Ledge Grabbing
We know you can grab the ledge even if you're facing away from the ledge.
Tether Recovery
We know more than one person can tether the ledge and it will be from a longer distance as well. It isn't clear whether one can tether the ledge even if someone is already there holding on to the ledge.
"
Pic of the day. Tether recovery? Yes, you can! And from even longer range than before. Multiple fighters can latch on--who actually grabs hold is determined by the same rules as the standard ledge grab."
And now let's go to the big kahuna.
Grabbing the Ledge and Invincibility
Pic of the day. There are many changes being made to attack and defense options for grabbing edges. In this picture, Link is actually trumping Mario's grab.
Some other changes include:
-Air time and accumulated damage will determine your period of invincibility while hanging on an edge.
-Grab controls will no longer be affected by whether you have above or below 100% damage.
Here is the Japanese version, if someone can translate it, it would be great. There could have been something lost in translation since this is a somewhat complicated PotD.
きょうの一枚。 ガケつかまりの攻防は、多くの変更点があります。写真はなんと、マリオのガケつかまりをリンクが奪っているところ。
ほかにも、 ・つかまり無敵時間は滞空時間と蓄積ダメージで決まること ・蓄積ダメージ100%より上、下での行動差がなくなったこと などがあります。
So this is my interpretation of what the pic is showing and what Sakurai means with "Link trumping Mario":
Mario did not have invincibility, so Link was able to take the ledge from him without attacking him. That's it. I think that's also the conclusion other people came to, but I don't remember.
The 100% damage thing is referring to how you would be able to hold on to the ledge for a lesser amount of time when you have 100%+ damage. It would also change your animation (slower ones) for when getting up from the ledge through various ways (attack, jump, & roll). So that's gone in SSB4.
And now onto invincibility.
Note: These are 30fps GIFs of 60fps games and I refer to the 30fps , so keep that in mind when I'm talking about frames. These are most likely inaccurate, but it gives a general idea.
Here is Brawl's ledge invincibility.
Frame of the beginning of the ledge grab animation: 15
Frame of the last white flash: 36
So that's 21 frames of invincibility. I haven't looked at frame data extensively for Brawl (or Melee/PM), so I'm not sure about the variances depending on how you grab the ledge or which character you're using.
But that's not the important part. What's important is that we've seen some examples of how long ledge invincibility can last in Smash 4.
Frame of the beginning of the ledge grab animation: 13
Frame of the last white flash: 61
48 frames of ledge invincibility.
Frame of the beginning of the ledge grab animation: 31
Frame of the last white flash: 91
60 frames of ledge invincibility.
This is a pretty large difference and we know it has to do with amount of damage and air time. But that's not it. We've seen 0 invincibility as well.
I have no idea why they have no invincibility. Maybe it has something to do with whatever they're using to make the camera angle different and cause it to pan? But it does that in Little Mac's as well. I guess we'll find out eventually.
It is safe to say the edge game is now much more favorable to the player who is recovering and it seems that ledge stalling is going to be ineffective. It is going to be interesting seeing how this turns out.
Also, auto-sweetspot is back it seems. I don't think I've seen a character missing the ledge when using a recovery move and aiming for the ledge.