I'm glad people not really playing smash enjoyed the event as well <3
Also: can you perchance answer me a question I've been wondering about for a while: Do you traditional fg people "understand" the games you don't actually play? I mean e.g. assuming you were a SF IV person, would you get why something somebody does in MvC3 is really well played? Sure, there's stuff like "that combo is sooo hard to do, it has two 1 frame links" is obviously a great testament to the players technical ability if he consistently pulls that off in high pressure situations, but do you understand why something somebody does in the neutral position is great?
Because I sure as hell don't
I mean, to be clear, I'd classify myself as a Smash casual, but I'm still higher up on the fandom list than the average player. I imported Brawl because I didn't want to wait for its EU release, and the day it arrived my friends and I had a big Brawl party. I was sorely disappointed with the game, and when we rarely boot up Smash now, we use Project M. But I'd definitely go 2-0 in any Smash tournament to even your scrubbiest players. I didn't dislike Brawl because wavedashing was gone, because I never really cared about any of that stuff... but something about Brawl (the speed, etc etc) just felt inferior. So I do 'get' Melee/Smash on a basic mechanical level, I suppose.
I think there's a neutral ground between certain games. There's a language shared. Marvel is very different to Street Fighter moment-to-moment, but at a very macro level there's the same basic idea of gameplay going on - both those two games boil down to knockdowns and mix-ups, situation resets, footsies and so on. The execution on the combos in between is a different thing, and where the two differ - in Marvel you can do those massive character-killing combos, whereas SF resets the situation much more quickly - but at a very basic level the goal in a given moment and how Yomi plays out is the same, I think. Yomi is a Japanese term meaning "Knowing the mind of the opponent", and is essentially an intangible asset required in fighting games. It's the ability to know what your opponent is going to do, and act appropriately. Whether you achieve this by "conditioning" the opponent to act one way, and then acting in another way, or simply work your way into the head of your opponent, yomi is just that: the ability to know what your opponent is going to do. Daigo may be struggling in Street Fighter right now due to character loyalty and bad match-ups, for instance, but his Yomi is still some of the best.
Tekken is completely different tonally to SF/Marvel, for instance... there's still yomi, but it's completely different, and as a Street Fighter person I look at Tekken and I might as well be looking into a kaleidoscope, really. So it depends. You can group certain games together. I don't get Tekken, but it's easy for me to understand Persona/KOF/etc as they share that basic code with SF, which I do play. I bet Tekken players can understand Dead or Alive really easily as well.
I actually think Melee and Marvel have similarities in that both games are (to my eyes) this sort of dance prior to a hit being made. It's not as delicate as Street Fighter; like Marvel, the footsies and stuff are more profound. There's a lot of jumping, a lot of dashing - all that. Street Fighter is very often played in pixels, where Marvel is played in giant hitboxes, and I think in footsies Melee looks like the latter. However, when somebody gets in, the situation resets in a manner more like Street Fighter - aside from the infinites and stuff, it's a hit-and-run game, a few hits and out again, and then the dance begins anew. It's all about positioning. Watching that Ice Climbers action was fascinating to me, as it was so much like Marvel; Marvel is a game where if someone has solid execution on your combos, it's "one touch and a character is gone" - and so that dance is so important, so vital. It was the same there, in a sense - it was about dancing, avoiding that grab infinite, separating the two climbers, killing the CPU-controlled one -- all this is really very tonally similar at a macro level to the game that happens in Marvel, with baiting out assists and all that kind of stuff.
In that respect, I don't think it's really that hard for SF fans to 'get' Smash. There's definitely that shared code. I think the hardest thing to get over is understanding the non-traditional way health and vitality works, and that isn't tough to understand.
I really think often the combos and the one-frame-links and all that stuff is secondary. The mind game comes first, understanding your opponent and opening them up. The execution on a combo after the fact is, imo, just a formality. If you open somebody up and then drop the combo, that's an even bigger heartbreaker than failing to open them up - as combos and reflexes can be learned.
Wow, rant. I hope watching Evo maybe gets some of you lot to give some 2D fighters a go, too. I'm sure some of the Smash skill set transfers over, really.