Superfluous? the definition for this situation is 'redundancy(it falls in redundancy)' to begin with and as fact, I did a mistake, but it's understandable, since if looking based on the context of this sentence, I'm trying to say 'It exist a vast variation of games' but like always, it exist persons like you who dedicates their entire senseless lives criticizing others without being constructive as reflection to your own disgraceful lives, despite you have enough knowledge to support others in this situations, you reject this option with the target of praising yourself toward your adversary, as I said, might you have a respectable performance in the English language, but a complete caveman at the time to discuss with others politely, if you don't fix your behavior, the life will roll you on the floor.
"You shouldn't be rude"
*proceeds to insult me*
Uhhhhhhhhhh... lol?
My point was that I can't really engage if I can't tell what you're trying to say in the first place.
We don't need to discuss anything on this subject, it's already established that Melee needs a better domain on the senses, a higher mental fortitude at the time of making strategies since the game is by far faster, the mechanics are way faster and more complex.
Conclusion on the matter, the brain needs to perform calculations at higher speeds, while in Smash 4 isn't the situation.
The game demands a very complex coordination as well, while in Smash 4 isn't the situation again.
(SSBM demands more dedication and work to domain = therefore the investment is higher = making the game more valuable in comparison to Smash 4)
If you don't think you have to calculate quickly in Smash 4, you're still just wrong. Melee has some parts of neutral where you need to account for CC, DD, etc., but things like Diddy Kong crawling at you holding a banana produce an extremely similar effect [respecting/beating z-drop fair vs monkey flip vs item throw dash grab vs item throw dtilt vs item throw wait... and the list goes on beyond that].
Furthermore, Smash 4's combos are generally shorter than Falco fighting a fastfaller on FD, but it also means there's more player interaction... in Melee all you can hope to do is DI/SDI for your life, but in Smash 4 a lot of good characters have a plethora of landing options that are in general decent but eminently beatable, meaning juggling decisions occur at an extremely fast rate if you want a sustained punish by keeping someone in disadvantage for large periods. But unlike Melee, where it's usually just "try to shine out of marth's grab at 20, guess when he will go for the uthrow tipper fsmash", the opponent must also quickly go through landing options, assessing relative positions, and trying their best to reset neutral as the juggler seeks to maintain disadvantage. It's rather like a Marth juggling a Peach, but generally less one-sided and more interactive.
The difference is that in some Smash 4 matchups, decision trees are cluttered by crouch cancel considerations, which admittedly simplifies them somewhat. [The lack of crouch cancelling is also why characters with generally weak moves aren't garbage.]
I'm skeptical about Project M, there isn't the same codification like in SSBM, the game is still slow, second point, it's a fanmade, there isn't a real professional designer behind who really knows about balancing, he nerfed Melee's top tiers instead letting them intact while buffing the lower tiers.
No one has actually provided any evidence that Project M is slow, they've literally only asserted it with no argument as to WHY it would be slower.
Characters in the game do not have nerfed movement speed [in fact, some move faster]. I could provide a wide variety of examples of how characters have been sped up, but I don't think you'd particularly care.
Instead, I'm going to try to interpret what you mean by slower, and argue against that. But I suppose I'll miss the mark anyway? Worth a shot because this is going nowhere fast otherwise.
The *ONLY* way the game could be construed to be slower, is that certain heavy characters suck a lot less [and a new moderately heavy high tier in Snake], which means matchups between two moderately heavy characters with decent projectiles [say, Mario vs Link] will take longer to play out. But that's not the game itself being slower, that's just the matchups being less spacey-dominant.
As an example of what I'm talking about,
https://www.youtube.com/watch?v=pUcPaoXdfHU has three spacy matchups that have two games slightly below 3 minutes and one game around 3 and a half minutes. And even with the floaty characters Zelda and Peach, this other set is below 10 minutes including dead time [stage picks and the like]:
https://www.youtube.com/watch?v=pWa3KGD_8ZA
Meanwhile, a recent-ish Melee set between Leffen and Mang0 (
https://www.youtube.com/watch?v=qIsTgPo71Kc ) has games mostly below 3 minutes, but the big key to remember is that these players have better punish games, so stocks are taken faster. That's not a product of the game engine, it's a product of player skill. [I picked this set because Leffen and Mang0 came to mind, but I'm looking at game length, not set length, because otherwise the cherry-picking would be obscene].
Similarly, this set takes a similar amount of time for 4 games, but while the players do have strong punish games, they aren't playing spacies, which means they have less dominant neutrals which means they can't force issues as easily (neither Ness nor Sheik are particularly strong in neutral):
https://www.youtube.com/watch?v=k9x6urC-B5o
As such, if your only argument for Melee being "faster" is that it has more spacies running around because spacies are obscenely good, and not that the gameplay itself is any slower, then like, yeah duh, but it doesn't make Project M any less fast for the people playing it (and you will see very fast matchups involving fastfallers), it just means you're less likely to see the 2-3 minute games that result from having the bound-to-go-fast spacey neutral/punish/recovery combination and saturation of fastfallers, because characters of all fall-speeds are viable [more or less].
As for nerfing Melee's top tiers, they tried for the longest time to barely touch Fox, and then they realized that trying to build a character that went even with Fox meant that character also dumpstered the rest of the roster [see 3.02 Mewtwo/Pit, older builds of Sonic and Ivysaur, etc.]. Even with his nerfs, Fox is still likely the best character in the game and Sheik is considered top tier. Meanwhile Falco was arguably buffed because laser damage loss is nigh-irrelevant and shine lost I-frames, and dair spiking certain recoveries is harder, but the new movement options let him get around MUCH faster, and Marth was almost unarguably buffed due to changes to his dair improving the move overall. Falcon was also buffed substantially, so unless you think arguably the most broken character in Smash history [MK and Pika have claims from their games, but...] should not have been nerfed [lol], it's very hard to argue the PMDT's balance isn't better than the mess Sakurai left us with.