yay for the useless posts.
anyway, what do other fighting games have that brawl(+) doesn't? of the top of my head:
blocks, mid/high/low system, reversals and guilty gear has like 3 bars which I can't remember what they all did
well, those are the ones I can think of now and the first 2 are obviously not going to be in brawl+, the second would be very hard to code, but the third might be possible like the stale moves but then a bit different
Hit levels, for one. Some traditional fighting game fans feel this is precisely the reason why Smash will never have the same level of depth as other fighting games. In case you all don't know, by hit levels I mean the low punch/high punch game, which incorporates standing blocks and low blocks. I mean, you can sort of direct your shield upwards and downwards to block high hits and low hits, but it's not quite as refined as in other games. But that's just something we'll have to live with.
I have been vocal in the past about separating powershielding and normal shielding to create a parry system a la Street Fighter 3. R would bring up the shield, but the shield would not allow powershielding. L would do nothing if a hit is not incoming, but if it is, and you press it at the right time, you would powershield. This would also have the benefit of eliminating random powershields, and you would only PS whenever you consciously attempt it.
The problem is, everyone would have to learn to shield with R only, and many use L instead. But then again, there are some who use the nunchuk, and I believe even kupo started using the GC controller eventually, so I dunno lol. I would still love to try a code like this out.