I need to chime in here, because a lot of people are getting the wrong idea about hitstun.
1) NO
We will not give Brawl the hitstun of 64. Those who want it: are you guys crazy? Did you play the game competitively? Do you know how broken that hitstun was?
The game was fun, yeah, and I still love it, but Melee was a far more competitive game for a reason. Combos in 64 were absurdly easy and crazy dangerous.
We are not taking Brawl down that route.
2) NO
Hitstun does not break the game or allow infinites.
Melee had hitstun. It worked perfectly. Combos were real and real hard to pull off and really rewarding because of it, and they weren't death sentences like the SSB64 combos.
The only infinite in Melee was the Wobble. Hitstun didn't cause infinites in Melee because Melee had an appropriate amount of hitstun and vastly superior DI.
THAT'S where we want to take Brawl.
We're already half-way there with Brawl's great DI system. In fact, DI is the one thing that Brawl perfected in the Smash series.
3) YES
Combos will make the game more aggressive. This is soooooooooo needed... Brawl's "Defensive Advantage" is BS...
4) I DON'T THINK that defensiveness will be fixed until we have some shield-stun again.
5) SO, the two stuns: hitstun and shield-stun are both needed additions if we want to make Smash Bros an aggressive game again. Support it people, a game focused on defense is a boring game to play AND watch. Let's fix it.
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FURTHER POINTS
6) SINGLE-USE AIRDODGE needs more testing. Whether it's MAD or single-use BAD (lolzers at the acronyms...). I still think that Brawl's projectiles and ease of recovery (thus strong edge-guarding), combined with its floatiness, make multiple AD's a necessity.
Extreme floatiness needs to give you ways to keep yourself safe in the air. One airdodge WON'T cut it.
And since we haven't really perfected an anti-floatiness standard yet, I don't think we can choose an AD system yet.
7) THE S-CANCEL PROBLEM
Look, the problem with S-cancel isn't the aerial spamming. It really isn't. That's going to happen with auto-L or manual L too.
The problem is that landing laglessly with an immediate shield gives you tons of options upon landing and completely saves you from ANY mistake you made in the air. It prevents punishment hardcore and just isn't fun. If you made a mistake, either because you timed the aerial wrong or because you missed the L-cancel timing, then your opponent deserves the chance to punish you.
An immediate lagless shield landing means you can immediately spot dodge, immediately roll, or immediately grab. This negates any mistake you've done and makes the game ridiculously thoughtless.
Fear of punishment is what fuels the need for strategy. S-cancel kills that fear.
With either form of L-cancel, every move still has lag - meaning no immediate shield. The lag may be small in certain moves, but any frame of lag (even just 2) prevents immediate shielding and thus enables appropriate punishing.
L-cancel reduces lag to a limit (there's never 0 lag with L-cancel). S-cancel is 0 lag shield on landing. 0 lag dodge, 0 lag roll, 0 lag grab... and you didn't even have to THINK about it! You just held the shield button the whole time and got all those benefits!
See the problem? Support L-canceling. Your heavy characters will STILL see MASSIVE improvement.
8) THE L-CANCEL DEAL
Face it people, manual L-canceling just isn't as important as it was in Melee.
Many characters have near lagless aerials as it is and auto land cancel already does what L-cancel did: it lets you negate lag through proper timing. Only you're timing the attack itself, not ANOTHER, ancillary button press.
Manual L-cancel in Brawl will just force some characters to inherently have to be more technical than others just to achieve similar results. In that sense, current Brawl is actually more fair than that - since timing the auto land cancel is something everyone needs to do.
Pressing the L-button in Brawl is a pain in the arse because it has to be completely pressed and the press distance is therefore huge. This makes L-canceling sooooo much harder in Brawl than it was in Melee and really ups the technical difficulty. Why should some people have to suffer through that just because of their character choice? At least in Melee, everyone HAD to L-cancel. It wasn't a choice.
Brawl's roster changes that.
If we can't force technicality on EVERYONE like we did in Melee, then we shouldn't force it on ANYONE.
So if you really want L-cancel, then auto is the best way.
Personally, I want either auto-L or no-L. I don't care. Just don't bring back manual-L. It doesn't suit Brawl.
9) A lot of people come here and comment on issues that have been discussed to DEATH on this thread.
Seriously, if people are going to be too lazy to use the "Search This Thread" function, then I'm going to be lazy too and just quote this every time someone brings up the same thing for the 50th time...