On the other hand, suggesting to add crouch canceling may have been a bit much <-<... that AT completely skewered Melee's metagame.
Correction, I have said several times back there and even a couple posts back that I would like a
form of crouch canceling...not a replica of it. Here is what made me think to suggest this. It was around the time where I was extensively testing for a better ganon dsmash (melee one) to compensate for the loss of choke combos. Then it occurred to me, "****, why is the first kick of the dsmash soooo much harder to tech in melee than brawl+?" And then it occurred to me....crouch canceling. See, in melee, in order to tech that first kick, you have to input the downward DI at the
moment of impact. If you were to be too early, then CC mechanics would make you slide across the floor, missing the second kick but at least the move worked well enough as to not be completely useless. (With the potential to set up for an edge guard by sliding off the stage. If you were to input your DI too late in melee, then the second kick would connect so your timing has to be really precise.
In Brawl+ however without CC of any form, you can easy input your DI well before the hit and tech the first kick with sooo much ease. So my proposal was for a "form" of CC where it would still act like this without the part that people hated from melee. Some suggestions were to remove the ability to DI downwards while in crouching or to keep the "insta knockdown" part of Melee CC (which occurs during tumble) and not include the "No flinch" aspect which occurs before tumble.
This would of course hold true for those moves that send horizontally like those Ganon Ftilts, Ganon jabs, Gentlemens (oh wait) and other moves. Yoshi's Island really makes these "tech in the same spot that you got hit and stay there without any slide that everyone isn't like WTF and love" happen more frequently. So that is my reasoning behind adding a
form (form, version, variation) of CC.
It quickly became abundantly clear that people were not only against the idea of Melee 2.0, but were prepared to ridicule it relentlessly.
That was around the time that we actually got a vision together that started to resemble Brawl+ -- we streamlined the game and removed the elements of Melee that were the most alien to Brawl and then proceeded to make it as competitive game as possible.
Somewhat ironically, at this stage, Kupo was pushing for Brawl Air Dodge, Auto Lag Canceling, and more "Brawlish" levels of gravity. I was pushing for a hybrid dodge system, ALC, and higher levels of gravity. Our stances have nearly flip-flopped since
.
I'm not trying to say that kicking Kupo out was the right thing to do or not, I'm just trying to say that it's not as clear-cut "ridiculous" and "shameful" as you make it out to be.
I do admit that my stances on things has changed a lot...but I don't feel that brawl+ was at a state where it was forbidden to adapt.
At first, I didn't really want melee 2.0 like everyone else. But with more and more testing and digging the game apart and really figuring things out, the more I understood why things really should be much more like melee which is the reason why I compared the games and really picked apart the differences and what was taken out of the game and such in which I felt as if people really didn't appreciate my findings. Things like sliding during techs when sent flying pretty fast was looked down upon despite the fact that it was in both 64 and melee....and its pretty obvious why its a good thing to have. But there was some things that people tried out like NADT but after playing the game so long without it, people just refused to really try it out and try and adapt to it despite all of the great points from the Pro NADT side.
On the subject of Melee 2.0, that is REALLY a misnomer I think especially in regards to my Melee 2.0. There are obviously things that simple don't work in Brawl's engine such as Wavedashing. I have been very consistent with being against wavedashing the entire time and I don't ever think Wavedashing would be healthy for the game. However, I would like to see the air dodge not be so stupidly powerful. Being able to FF AD from the top of the stage and make it to the ground invincibly is flat out ********. My proposed suggestion to fix it would be a gravity change during the air dodge and stopping all FF speed in order to contain the area covered while invincible to a reasonable amount (somewhere near melee's range). So as you see, this would be a melee 2.0 mechanic that has been adapted well for brawl I feel.
I was somewhat against L canceling since the introduction of auto l canceling for the reasons provided at that time which were that it adds no depth. Very true but I never thought on my own about why to include it at the time until later in the project when I realized that its purpose is not to add depth, but to add a challenge to the game. Comboing is far easier when you don't have to worry about having to cancel an aerial. There really wasn't much I could do to get the code fixed up to where it was usable with PW on break and pre Almas and PK not to mention there were a bunch of other codes with higher priority at the time.
So it took a backburner but if I would have known that the project would eventually decided not to adapt anymore, I would have pushed for the fixing of MLC then before people got comfortable. And now that I hear its possible to add analog recognition to the shoulder buttons, that would be perfect, but if not, its no different than 64's digital input for Z canceling. Also, the mechanic wasn't broke in any way and worked beautifully in both previous games that it should have been included to keep the games consistent.
I already explained my plan for CC so that wouldn't be a melee replica.
I do not want to see ledge rolling occupancy make a return. I thought that was pretty dumb.
I also wanted to remove or at least fix some goofy, dumb brawl **** that was put there to make it more like Mario party 50. Things like swimming. My idea was to remove the ability to swim all together, but if you wanted to make water actually play a role in the game, unlike melee, then make water act like moon gravity. That definitely would be pretty neat and add a twist to things. It aids recovery without making it overpowered and without silly 3 minute water splash fests where nothing competitive or good comes from it.
Foot stooling is bad in the way it was implemented. Either find a way to make it different than the jump button, not so rewarding for accidents, or just suck it up and remove it completely because I don't see any true competitive value to how it functions now. It just gets in the way.
So yea, MY Melee 2.0 isn't exactly....Melee 2.0. It can still be considered Brawl+ by sticking as much to the original design of the competitive game while tailoring it to Brawl's engine to make it work
I have flip flopped my ideas for the project, but that is certainly not unheard of. Its ridiculous to expect that one should and must not change their thoughts over the course of a project such as this. I felt that I had great ideas and plans for this game, but it seems like the project wanted non of it. Its a shame that it had to lose such a dedicated member that helped to shape it from the very beginning.