None of you seem to even understand your own arguments. You're asking for moves that put people into helpless offstage. Ledge grabbing has nothing to do with it. Rest, doesn't matter if you can recover from just because she has the jumps. What the fuck are you doing resting offstage? Sing, doesn't matter if it grabs ledges, you basically die if you use it offstage. Squall hammer isn't a main recovery move, nor is it a GOOD recovery move. It's a secondary recovery at best, and still puts you in a bad spot, on top of throwing you into helpless if you miss the stage.
This is the last time I am going to say this:
DORF SHOULD NOT BE USING HIS GODDAMN PUNCH OFF THE STAGE IN ANY CIRCUMSTANCE. "STYLE" IS NOT AN EXCUSE TO CHANGE HOW AN ATTACK FUNCTIONS.
If you want it doing something differently from the official release, code it yourself. Otherwise, stop fucking begging. You've been told "NO" countless times by the modding team, the people in charge. How is this so hard to accept?
I feel like all this discussion of style and Ganondorf sorely needs a Bizzaro Flame joke, but I can't think of one.
Squall hammer is REALLY good for recovery - it keeps the climbers together [allowing for more quickly moving to offense] and it's invincible [or it said that in a changelog somewhere], meaning that it's arguably the best in the game if you can grab ledge with it [which is feasible but tricky, and there's a mixup with landing onstage since it has a bit of aerial endlag prior to ledgegrab if needed]. If there's no I-frames then I retract the statement that it's "good", but it's still a primary means of recovery for a solo climber [and none too shabby at that].
I rest offstage to look like Hbox at 5:55 BRUH: [and in Minus he could recover from that unless the deathzones are too high - they're not on FD, not sure about Yoshi's].
To respond to people saying rest is not always suicidal offstage if your high enough......neither is WP. If your high enough.
The bottom line is that WP was designed to be the single most powerful single hitting move in the game. It not being EXTREMELY RISKY, encourages doing either mindless things JUST BECAUSE THEY CAN, or doing them because the reward greatly outweighs the risks.
Ganon having the option to WP offstage, even if fairly risky but not suicidal, IS NOT RISKY ENOUGH. If you want to use a move that YOU KNOW IS SUPER RISKY, BUT COULD RESULT IN AN INSTANT KILL + STYLE, you should DESERVE to die on whiff. Not dying from whiffing an instant kill move OFFSTAGE, is totally bonkers. It's less about balance, and more about principal.
There are FAR more rewards than there is risk if you don't die on whiff. Any points that it's just as risky as rest or Falcon Punch doesn't matter because that's situational. Ganon needs a surefire drawback on throwing out the strongest move in the game and missing. A punishment that will ALWAYS go through. Not a punishment that may or may not ever happen.
To conclude: Dying is the only surefire punishment that is sufficient for throwing out a move that instakills offstage. Non suicidal WP would not have enough risk for the reward. Reward being "Oh shit, i just got killed instantly no matter the percent" and punishment on whiff being "Oh well, i didn't hit. Maybe he wont punish me hard." Punishment for an instakill OFFSTAGE should be guaranteed, not up to the opponent. And above all else, it's not a balance issue, but an issue of principal and going against our philosophy of game design.
I am sorry, but my vote and personal opinion is that WP offstage should be punished with death. It should always result in one player dying regardless of whiff or hit, as that's what the move is designed to do. No other moves in the game has been designed that way. Just WP. That's why there are no other OHKO moves in the game that can be done offstage that i know of.
And now, i will be going to sleep. Im not trying to say the idea is bad, Bent. Nor am i saying that your bad for wanting it. Im simply saying that it doesn't fit in with our idea of what minus should and shouldn't have.
There's a critical flaw in your reasoning - you do a risk/reward analysis, but fail to account for reliability - sure the payoff is immense and the risk is low, so if warlock punch was easy to hit, I'd understand. The move only lands once in a blue moon - as far as I can tell, Falcon Punch and Falco's dair both have significantly higher risk/reward/reliability ratios because Falcon Punch isn't suicidal and Falco's dair is extremely reliable AND highly rewarding. If we're going with risk/reward, then I guess I'll have to develop my own build or simply use a build from before 4.0, because that would make Falco dair nerfs inevitable, unless the dev team wants a blatant contradiction sitting in their mod.
Besides, if your opponent is competent, a Ganondorf offstage is a dead one, and the opponent recovering around it should make sure of that.
BUT I don't want to remove that out of the player's hands. If you think they should always be dead, if Ganondorf's recovery is so bad, the player should go out there and kill him for his arrogance in presuming he can warlock punch and return safely. Watching my opponent fall to their death after failing to style is never satisfying, it's just annoying - I want to make them pay in return, not just watch them sort of fall helplessly. Removing the punish game out of my control (now how am I able to style back if he can never make it back?) is lame and I think a very poor design choice.
And punishing it is extremely easy. Versus half the cast, Ganondorf will basically always die to a dair/other meteor [hit him out of his double jump and he's outta there since meteor cancelling won't get him high enough]. You can also 50-50 with him having to uair or get footstooled out of his DJ [also certain death], and you can also hit him out repeatedly with various moves that aren't meteors (it's really easy as Sheik, Luigi, Marth, Mario, Pikachu, Falcon, another dorf, Ike, the list goes on).
But stating that a punishment should always go through is absurd. If your opponent is too incompetent to recover in time to punish a move with over a second and a half of startup [considering our lagless ledges], they don't deserve free punishes encoded by the devs.
Make the players earn their punishes, and don't punish them for attempting to utilize moves in ways you wouldn't. That's why the punch was cancellable in the first place - if you couldn't intercept it prior to launch, then you darn well didn't deserve to punish it, at least in Minus where everyone moves demonically fast (or is Bowser and has enough armor to eat through anything Dorf could do after a cancel).
Seems like the team is more interested in trying to make sure the move is never used [or somehow scared of it being used] than they are of making a move fun.
...And at the same time, I'm positive this will just get people to type in big angry words at me that ultimately accomplish nothing.
*** Also I hope people noted above that I would also be ok with an aerial version of the punch that was rather weak (like 18%) that would be able to be recovered from.