It's questionable statements that require my subjective, negative to an extent, replies.
WHAT IN THE SWEET NAME OF PRECIOUS BABY BACK RIBS JESUS SON OF THE GREAT BEARDED GUY IN THE SKY CHRIST ARE YOU TALKING ABOUT?!?!?!?
How can you say that. I want to know how you were able to type those words without being struck by lightning, laughing yourself to death, or being held at gun point. A fox SHFFL'ing niars wasn't the major decider in a match. Anyone can spam a move, as evident by the major play style of BRAWL. Fox players had to understand the speed, spacing, and timing of their moves in order to effectively pull off chain hits. Same goes for ANY other Melee character. It wasn't about finding that one move and doing it over and over until they missed.
Then you find the oddassity to claim that Brawl matches are more exciting. What? WHAT?! Then you claim that, and I quote, "you can actually see the thoughts and strategies behind the characters." Because, as we all know, such things just weren't found in Melee videos. No, they just slammed control sticks and buttons and said, "LOL, Wavedash, I WIN!!!!1!11" No, there was a lot of strategie. You had to know what was best for each character. Each matchup was different. Each player played their character different. Knowing how to adapt and get feel to each fight was a necessity. In comparison, if you have a strong camping strategy, it's probably going to fit into the sceme of every fight you play. No changes.
If you think that someone smashing in the opposite direction and hoping the other person is going to roll into is awesome, then I guess I don't have much to say to that. Random occurences in your favor are cool, but what if that person didn't roll? That move takes 3 seconds to come out! The other person could walk up, charge a smash, and hit them. That's not awesome, that's dumb.
gb2 chess for strategy. Not Brawl.
Good on you for not being able to detect exaggeration, and misunderstanding. By "fox landing a Nair" I was more talking about the way that in Melee, the high-tier characters could land one 3-frame l-canceled attack on the opponent and it would lead up into a death combo or at least something that would rack up a great deal of damage. Ness could combo Fox and some other fast-falling characters from 0% to 60% and then fling him off the stage for edgeguarding using only up throws and the occasinal DJC headbutt. Likewise, Fox could infinate shine Ness off the stage if he landed so much as a Dair. And then there's Falcon and his various knee-enders, or Jigglypuff using an up tilt and then KOing you at 20% with rest.
I find Brawl matches to be more exciting to watch and to play. Moreso than Melee anyway. It was one of the first things that caught my attention once I got a hang of the new playstyle. I love how everything in Brawl feels much more defensive, and that everything feels like you have to be much more precise. Of course, I would have preferred to have a few more actual combos, but currently I don't miss them at all. The new shield in Brawl is excellent. It may drop faster, allowing you to punish attackers more easily, but it's also a lot more fragile and grows smaller faster than it did in Melee. You also can't light shield. So you decide that camping is the way to go, and start dodging around, expecting your opponent to attack your shield? If you overdo it, your shield gets small very quickly and openings start to appear.
And where do you get that about the playstyle in Brawl being spamming a single move? for starters, move spamming in Brawl is punished a lot more than it is in Melee thanks to the decay system. The most spammable moves are the ones that aren't supposed to KO. And even if your opponent is spamming projectiles to try and keep you at bay, it's much easier to make your way around them because of the new air dodge mechanic.
You obviously aren't fully understanding my point of view here. A Dedede player throwing the Fsmash behind him is not merely just a random impulsive action. It's not something you'd do at the beginning of the match. Something like that comes after you've analysed your opponent's dodging routine. Let's say that player 1 likes to approach with Dedede's Ftilt, and player 2 likes rolling behind people. Pretty soon, player 1 realises that player 2 can predict a poke and seems to prefer rolling around it. Player 1 then decides that since A) his Dedede is at a decently low % and can afford to take a risk, and B) the opponent is partial to rolling as part of his playstyle, there is a high chance that the opponent will attempt to move in the planned manner when approached. It's mind games. They existed in Melee and still exist in Brawl. However, Brawl's more defensive metagame makes them more prominent and valuable. Seeing something like that in a match makes me think "Hah wow, that was a clever move by that Dedede player. He was really paying attention to his opponent. If he had have stuffed that up, it would have caused him problems. That was intense." But in Melee, matches usually end with me thinking "Captain Falcon ended that match with knee combo no.#6. from that situation it was safe for him to do that. Good move."
Brawl matches tend to be more spontaneous. It's not the same as being random. They simply don't seem so formulated. Melee was like "Ok, I'm going to approach with Ness's Fair out of a short hop. Even if I miss or my opponent shields it, I can always just L-cancel it on landing to cut the lag and get to safety. The most they can do is shield grab me, which won't always work given the multi-hit nature of the attack and the fact that I'm going to follow up with Ftilt as soon as I land, which comes out faster than most grabs." Or with Fox. "I'll use my Dair from a short hop. The worst they can do is shield it, but they can't punish me since I'll use my reflector and jump to safety. Or even lead into another Dair. Oh boy!".
And if you have a strong camping strategy in Brawl, it won't fit into every match you play any less than it would in Melee. There are a lot more character-specific techniques in Brawl that aren't universal and will totally effect how you need to deal with your opponent. Pikachu CANNOT play a good camping game against Lucas. He can pretty much APPROACH with PSI magnet against a Pikachu who uses too many projectiles. Likewise, a Toon Link player going to be wanting to use too many projectiles against a Lucas who knows how to hit them back at you with his bat. Lucario may be a campy character with baby aura spheres, but he can't do anything when Wario just plows right through them with his bike. And don't even get me started on Snake.
Honestly, I don't know what everyone is complaining about. I've always had a defensive playing style in Melee, so perhaps Brawl just came more naturally to me. It could also have something to do with the fact that as soon as I found out about Brawl, I stopped playing Melee altogether because I knew that the new game would be different, and that a lot of the things I'd had to rely on in Melee wouldn't work in Brawl.
Looks like some other people should have tried the same.