Every move in Smash has several properties which fall under certain categories. These are, but are not limited to: startup frames, active frames, hitbox, sweet/sour spot, endlag, situation/input.
In PM, there has been an overall shift in how strong or good every move of a character's arsenal is. Many elements of Melee high tiers remains the same from its past, with minor changes and/or brawl input infusions. That is to say, many of the new characters (read:brawl) have had an overall shift in power scaling on a per move basis.
Melee's power scaling, and many other reasons, encourage a movement-heavy style of gameplay. This is largely in part of situation and spacing being highly critical to a move's relative power. Even amazing moves like Fox's nair are extremely volatile in their power level depending on spacing, movement, and timing. The offensive pressure present in Melee today is largely due to matchup experience and fluid movement. There are almost zero combos that work across multiple percent ranges that do not include DI traps/reads or dirty grabs or "frame traps."
Compare this with the combo ability and power level of the current high tiers in PM. Although offering different styles of gameplay is necessary, it must be modest and considerate of precedence and Melee's style.
This is where categories of ass comes into play. Every move must have at least one category of ass. This could mean it is 1/5 - 2/5 or a fail rating for one property or more. I'm talking one aspect must be ass.
How can you be satisfied when a move is 4/5 in multiple categories and it's only downside is it is difficult to land sweet spot? Or it's only semi-weakness was its startup - everything else is amazing. In Melee, almost every move has one category of ass. And the characters that have the fewest categories of ass per move are the best.
Make smaller changes for balance, even as slow as one move per character at a time. One category of ass will save a lot of character design in one fell swoop. Combos should have to be explored and worked upon and approaches should be nuanced and creative. There should be less universal answers and more movement required to compensate or adjust for power level per move.
In PM, there has been an overall shift in how strong or good every move of a character's arsenal is. Many elements of Melee high tiers remains the same from its past, with minor changes and/or brawl input infusions. That is to say, many of the new characters (read:brawl) have had an overall shift in power scaling on a per move basis.
Melee's power scaling, and many other reasons, encourage a movement-heavy style of gameplay. This is largely in part of situation and spacing being highly critical to a move's relative power. Even amazing moves like Fox's nair are extremely volatile in their power level depending on spacing, movement, and timing. The offensive pressure present in Melee today is largely due to matchup experience and fluid movement. There are almost zero combos that work across multiple percent ranges that do not include DI traps/reads or dirty grabs or "frame traps."
Compare this with the combo ability and power level of the current high tiers in PM. Although offering different styles of gameplay is necessary, it must be modest and considerate of precedence and Melee's style.
This is where categories of ass comes into play. Every move must have at least one category of ass. This could mean it is 1/5 - 2/5 or a fail rating for one property or more. I'm talking one aspect must be ass.
How can you be satisfied when a move is 4/5 in multiple categories and it's only downside is it is difficult to land sweet spot? Or it's only semi-weakness was its startup - everything else is amazing. In Melee, almost every move has one category of ass. And the characters that have the fewest categories of ass per move are the best.
Make smaller changes for balance, even as slow as one move per character at a time. One category of ass will save a lot of character design in one fell swoop. Combos should have to be explored and worked upon and approaches should be nuanced and creative. There should be less universal answers and more movement required to compensate or adjust for power level per move.