What's wrong with the damage decay system? Characters DO have versatile movesets: this system just encourages you to use them. It also keep characters with spammable moves (like MK or ROB's down-smashes) from being overly effective. It's a system of balance. Now you have a reason to use the moves--they're fast, have range, whatever...--but you also have a reason
not to use them. The system rewards you for picking your moves carefully. It does so differently from how you may have envisioned it, but it's still effective.
They could try to make every move equal, but even with a lot of time to test, how would they effect that? It's a virtually impossible task. Instead, this makes it so you have a trade-off: keep using the good move, and it becomes worse. This decreases the level of move spam and forces mixups.
And this gives you more reason to grab; even if your character's grab game
isn't that great, the ability to reduce decay makes every throw useful to a certain degree. So out of all 159 throws, they are all useful to the degree that they make your other moves better.
While we're on the subject, why are you putting the burden of proof on me to show you how many grabs have use? Do you want me to just start listing them?
MK: Up-throw KOs, D-throw sets up for follow-ups and pressuring situations, b-throw is hard to react to and can send opponents at a bad trajectory.
GaW: Down-throw leads to tech-chases, his other throws pop opponents above him where he has an advantage with u-air and n-air.
Dedede: Down-throw... well, duh. Back-throw has a good low trajectory as well.
Wario: Down-throw puts opponents right behind him where he can force a grab, or even chaingrab a few characters. His f-throw and b-throw have decent strength to set up edgeguards. Also, his bite is an air-grab, giving him a deadly shield mixup game.
Lucas: Down-throw KOs, back-throw has a lot of strength as well.
Diddy: Really fast throws make DI'ing them difficult.
Sheik: Down-throw puts enemies in a position where they have to act immediately or take a hit... leading to the air-dodge/attack situation I've described before. Her b-throw also has decent strength and gives her time to transform to Zelda, which is actually a
good idea in this game.
Luigi: D-throw has good combo'ing, b-throw has good KO potential.
DK: D-throw drops opponents right in front of you letting you pressure, b-throw has good KO potential. Cargo'ing is still
IC's: Regrabs and control over Nana's throwing makes them have a ridiculously deadly grab game. It also lets them de-sync.
Marth: Still has combos off his throws. U-throw KO's sooner, apparently.
I'm sure if I knew more about the other characters I could go on.
Shielding system: It is a good system. It gives a strong defensive option to
every character. But it has a counter which can also be implemented by every character; a counter which, as I have demonstrated
repeatedly, has use. So... what's the problem here? It can't be abused because there are ways around it; instead, it must be used intelligently to have a strong effect. That's
good, right?
Airdodging: I'm adressing the people who argued that "air-dodging is overpowered." I'm also addressing Galt's previous argument that "Wobbles' opponents are dumb if they air-dodge predictably."
And no, arguing that a counterable system is a good system is not fallacious. If something can't be beaten, then would you agree that it is unfair? If everytime I hit you, you could airdodge and suffer no penalty for it, that would be a bad system. Instead, it can be punished and can't be abused or else you suffer for it. I
would argue that that makes it good.
But because it's so useful, it gives even the large, heavy characters an out against combos. ROB has a tough time escaping combos because he only has two quick aerials, neither of which stop people from combo'ing him. This means that some characters--who may have already had a disadvantage, like Bowser--don't get auto-combo'ed by a majority of the cast.
Mindgames: Who is using strawmen now? I never said Melee didn't have mindgames. I'm looking through my post, trying to find where I didn't, and I can't. I never even said that there were more mindgames in Brawl. I said that combo'ing somebody requires constantly predicting how they will try to escape. If this isn't true, argue against that. Don't detract from what I
did say by arguing against something I
didn't.
"At higher levels of play, there will be less predictability." Err... yeah. But that applies to both sides, doesn't it? The better player will escape combos more effectively, and will extend his combos more effectively. That will always be true regardless of how good the players get. If I'm
really good at mixing up my evasion and you can't keep track of it, that doesn't mean the system is bad. It means I'm better than you. And I'm being rewarded for my skill, which is
good.
The same tech-chase situations existed for good players as it did for bad ones. Did the good players escape more often? Probably. Did it mean that tech-chasing wasn't an important situation to understand and master? Not at all. It made it even
more important to learn.
Technical skill: Rapid button inputs = technical skill. Timing your inputs to a two-frame window is
also technical skill. They are not the same skill.
Did I say that? I think I did. I believe I said, verbatim, "It's a different type of technical play." I don't believe that implies that the two are technically comparable. Melee is clearly the faster paced game. I never once said it wasn't. If we're purely measuring inputs per second, Melee beats Brawl flat out. But that doesn't mean that Brawl's technicality
doesn't exist.
"Remembering when to attack is not technical skill." What does that mean? Do you mean
knowing when to input a command so that it executes properly isn't technical skill? Because, IIRC, that was everywhere in Melee. You couldn't do a shine during this time frame or it wouldn't go off. If you did it too late, you got shield grabbed. Knowing when you could shine and doing it consistently meant you were technically skilled. Isn't that "remembering when to attack?" Please explain what you mean by that.
"Spacing is part of technical skill, and it was definitely present in Melee." Yeah. Uhh... alright? I never said it wasn't. In fact...
http://www.smashboards.com/showthread.php?t=94597
I said it's incredibly important.
I'm not attacking Melee at all. I love Melee. I played it for nearly four years, almost every day. I analyzed it endlessly, wrote page after page after page about it. I'll still happily attend Melee tournaments.
You answered my question as: "Brawl has depth, but it's horrible." Great. New question: why is it so horrible?