>>714845545And why is this bad? Melee is 4 stocks because the off-stage interactions can be so volatile. Rivals 2 is 3 stocks and most games still go from 2:30 to 4:30 depending on the skill level of the players, with off-stage interactions often being longer than those in Melee (which also makes low % gimps less consistent, with some exceptions like Ranno's weak bair). The game has a good balance of on- and off-stage play, and off-stage play in Rivals 2 has its own distinct identity - different from Melee, PM, Ultimate, and even Rivals 1.
If you ported Rivals 2's recoveries into a game like Ultimate then yes, I'd agree that you should not be able to recover from the literally anywhere on the map. You'd just get Ultimate, a game where the risk:reward of edgeguarding is so poor that there was a collective need to convince themselves that "ledgetrapping" is not pussy shit. It's so poor because recoveries are free and the player in advantage rarely has the options or mix-ups to incentivize them to edgeguard. Rvials 2's off-stage play is different because it gives every character both universal and character-specific options and mix-ups.
>universal wall jump>universal direction air dodge (like Melee's, but actionable like Ultimate's)>secondary recovery resource that refreshes on hit (side specials, Loxodon't magma chargers, Forsburn's close and smoke shenanigans, Orcane's entire fucking recovery)At this point I don't know how people don't understand how recoveries and edgeguarding are designed in Rivals 2. It's not just that recovering is good, edgeguarding is really good too. It gives both players a sense of agency when they're actually actively playing the game during long off-stage sequences; instead of, say, Fox just shining Falcon once every time he tries to recover.
I play and like almost all platform fighters, I'm just using Smash as a frame of reference.