I understand your attempt to put things into perspective and I apprecitate the civility of your words but this isn't a matter of my own arbitrary standards. Plenty of people i've talked to on this subjet agree that these tactics sway the game twoard a more traditional fighting game combo mechanic and speed play and many people who play smash brothers play it to get away from games like guilty gear, virtua fighter, and capcom fighting games. To introduce things like that into the game takes those players out of their element and in on online environment they WILL have to face people that know those tactics at one point or another and for people like me who have enough skill to hold their own in the battle of normal tactics they will definately run into alot of it.
It sounds like you should consider playing a different game altogether, because SSB is basically
designed as a hybrid of party game and competitive fighter. Random items, hazardous stages, and the overall potential for absolutely chaotic multiplayer fun make up the party game aspect. Things like combos and fast-paced gameplay mechanics are what give the game its competitive edge in the first place. If the game were, say, restricted to the techniques described in the instruction manual, without things like shffling and wavedashing and the SHB, SSBM wouldn't be competitive at all, and it would exclusively be a party game. Guaranteed. If you are unable to find appeal in either method of play, then maybe SSB isn't really for you.
I personally would love to see the tactics that you all value so much stay in I just refuse to accept the idea of those tactics being inherently superior. Wavedashing should have clear disadvantages and advantages to it's use just like normal dashing does. It should only be better then dashing in certain situations. Not all the dem time.
And it's not. Wavedashing isn't better than dashing in every situation, and anyone who tells you otherwise is incredibly misinformed about the way competitive play works. You cannot survive without dashing, and for most characters, dashing is actually more important than wavedashing ever will be. Without dashing, you have no access to the dash grab, the dash attack, the dash jump, the dashdance, the foxtrot, the jc usmash, the jc dash grab, and the list goes on. Wavedashing has a very different set of applications that are more effective in some cases and less effective in others. For example, wavedashing backwards is the most efficient way to edgehog, and it cannot be duplicated by dashing. You can wavedash out of the shield, but you cannot dash out of the shield. Attacks like jabs and tilts are more compatible with the wavedash, whereas usmash is usually better with the dash. Wavedashing upon landing is faster than landing and then dashing. For some characters, wavedashing is a faster mode of travel than dashing, but for all characters, the fastest way to turn around while you're moving in one direction is to dashdance.
So, as you can clearly see, wavedashing does not replace dashing; it co-exists. It adds a lot of new options to the game, and a player who demonstrates mastery over both dashing AND wavedashing will have a distinct advantage over a player who refuses to learn wavedashing. And that's the way it should be.
and shffling should NOT be the stand alone best way to perform an air attack.
And it's not! Although shffl aerials tend to be better than full jump aerials as an offensive approach tactic, full jump aerials have many other applications, like in combos, juggles, attacking opponents on another platform, etc. Some characters, like Jigglypuff and DK, regularly make use of both full jumped as well as short hopped aerials in "Wall of Pain" tactics. Peach and Ness can use full jump n-air as a shield counter/escape tactic. Fox can even use full jumped aerials instead of short hopped aerials for approach!
As for other alternatives to shffling, Peach has a technique known as the float-cancel which utilizes her float maneuver as part of a lag-free (but not invincible) approach. Four characters - Peach, Ness, Mewtwo, and Yoshi - can use special properties of their double jumps to shift their bodies horizontally before using an aerial attack. Samus can use bombs to propel herself at any number of different angles before unleashing one of her aerials.
So shffling is hardly the "standalone" way to use air attacks, even in competitive play. It's an important tactic, to be sure, but you can't use shffling exclusively in every situation.
Chain throws shouldn't exist and the possibility of an infinate combo should never rear it's ugly head.
Agreed, but chain throws and infinites are simply developer oversights. They were never designed to be in the game in the first place, but there's no use crying over spilt milk. SSBM is done, and we can only hope that this will improve in SSBB.
The game should not be regulated to flat levels with 2 or 3 platforms above them that are never used.
Competitive play ISN'T restricted to flat levels with 2 or 3 platforms. These stages are simply considered "neutral stages," and they are the only ones set on random. However, many other stages, like Mute City, Rainbow Cruise, and Pokefloats, are commonly available as counterpick stages. Players can also agree to play on such stages before the match begins.
I belive these things to be true because in my experiance with video gamesI have a certain idea of what is fun for me. I don't have fun trying to be faster then someone I have fun trying to be smarter then them. In my normal smash brothers play I can do that. In pro play you can't use brains if the speed isn't allready there and your tactics are severely limited by a need to react quickly.
If you can't react quickly enough, you practice to get up to speed. Why is this such a difficult concept to grasp? SSBM does not require superhuman reflexes. Short hopping is just tapping a button, fastfalling is just tapping one direction (down), l-cancelling is one button press. Wavedashing is slightly more complex, but really it's just two button presses in succession combined with a directional input. That's a total of six additional inputs you learn to incorporate into your game, for four of the most important advanced tactics. JUST SIX INPUTS. Compare that to the 30-button sequences you have to memorize in other fighting games just to learn one new combo that only works for one character. Six inputs are nothing if you just put a little time into it. Maybe one month just a couple hours a week and you'll have the hang of it. Honestly, if you had started practicing before you created your first topic on "Intuition vs. Reaction Time," by now you'd already be halfway there.
You people love playing the game your way and I say more power to you. Just don't be suprised if things change down the road to keep people like me from not playing the game at all.
And it seems to me that "people like you" just means people who give up too quickly. Your whole gripe is based on the fact that you're not fast enough to compete, but really, it only takes a bit of practice to get these things down. But instead of working to improve, you spend your time criticizing advanced tactics (which, by the way, you have completely misunderstood) and complaining about how the game is poorly designed. To be honest, it'd be very difficult for the developers to satisfy you without sacrificing the much larger audience of competitive players, because while perfect balance between tactics would be ideal, it is almost impossible to put into practice without oversimplifying the game.