Yes, they are.
You shouldn't be able to attack out of a recovery option. It's not in melee, it shouldn't be in project m.
Who cares what's not in melee? Melee is remarkably bland by comparison, imbalanced, little variety.
Besides, every character can attack out of their recovery options in Melee. What are double jumps? idk
Exaggerations aside, peach and jigglypuff can do that fairly easily.
I disagree. The stuff these characters can leave on the stage can cover multiple options at once in a way that a single hitbox cannot. For example, if ROB puts his top on the edge, if you recover high, you instantly get caught in it for a follow-up hit. This allows ROB himself to focus on covering the ledge, drastically limiting your recovery options.
Without better recovery options, this would body most characters absurdly hard.
If a character is offstage, the opponent ALREADY controls the stage regardless. ROB isn't the only character that can cover high and low options without a read. Not every character can all the time, no, but neither can ROB. A perfectly spaced Gyro isn't exactly quick to set up at all times. Unless he's sending a floaty to the top right corner and as he does so, is in perfect positioning for a gyro on the edge, it's not a flawless edgeguard in the least. This is especially considering ROB should usually be aiming a laser in their direction as soon as they are offstage. Plenty of characters can recover fast enough that it's much more potent for ROB to just chase them offstage, or to laser snipe their jump.
Anyways, I was referring to stage control at neutral, which is more important. Stage control isn't only achieved by leaving hitboxes around. Especially when said hitboxes have set-up times during which your opponent should already be pressuring you into avoiding.
Also, best distance =/= best recoveries. Especially against spacies, you're most likely to be putting your opponent offstage closer to the stage rather than farther. In a most situations, recovery speed and recovery options are more significant than pure distance. And Fox is definitely up their in options and distance- side-b requires correct positioning punish on reaction and can be shortened in multiple ways to make this that much more difficult for many opponents, up-b has numerous angle options especially above the ledge where they can sweetspot, go high, go straight for the edgeguarder, or anywhere inbetween, it has no extra lag on landing, plus fox has the fastest/one of the fastest double jumps and can stall with down-b. And he has a wall jump. Close to the stage, fox has some of the best recovery options and recovery speed in the game, and a huge portion of the time you aren't knocking your opponent clear to the corner of the stage, that opportunity isn't always going to just present itself like that.
And you have to remember, this all on a character that is supposed to be "easy to punish, 0-to-death guaranteed" which is additional horse**** considering their fall speed actually makes low percent juggles difficult and will often force tech chase situations rather than juggles which are less guaranteed.