Firstly I would like to argue that logistics shouldn't be a major factor on whether or not melee gets into EVO or not. We have the CRT Vault in socal and the smash community has dealt with these problems before. I'm sure most of us would agree that the game that is added to the EVO roster should be the one that has larger amounts of interest and exciting gameplay.
That said, I would prefer melee to be at evo next year. Personally I don't feel the excitement for sm4sh. While reading through this thread I came across this video :https://www.youtube.com/watch?v=gU_EClaO7Sg.
What I saw was abadango camping and using projectiles while using double jumps, air dodging, and rolls to escape any close action. Meanwhile, nietono struggles to chase down pacman and repeatedly gets punished before getting an opening; This is the common theme of both games.
The first game was 3:38 long with 2 stocks.
The second game was 4:57 long.
in my experience, games get campier over time unless more offensive options are discovered. However, usually it is defensive options that are discovered. For example, olimar became a more powerful character in brawl as the metagame developed with the popularization of pivot grabs and pikmin sorting(camping gave time for olimar to obtain a better pikmin line-up). I personally don't find sm4sh an exciting game and would like to see melee at evo.
refutations:
Instead of cherry picking certain elements of melee's metagame(that are irrelevant)to criticize, I would like you to address:
Melee's greater movement options compared to sm4sh.
Quicker gameplay that rewards offense(relative to sm4sh).
the added depth in melee's edge game.
That said, I would prefer melee to be at evo next year. Personally I don't feel the excitement for sm4sh. While reading through this thread I came across this video :https://www.youtube.com/watch?v=gU_EClaO7Sg.
What I saw was abadango camping and using projectiles while using double jumps, air dodging, and rolls to escape any close action. Meanwhile, nietono struggles to chase down pacman and repeatedly gets punished before getting an opening; This is the common theme of both games.
The first game was 3:38 long with 2 stocks.
The second game was 4:57 long.
in my experience, games get campier over time unless more offensive options are discovered. However, usually it is defensive options that are discovered. For example, olimar became a more powerful character in brawl as the metagame developed with the popularization of pivot grabs and pikmin sorting(camping gave time for olimar to obtain a better pikmin line-up). I personally don't find sm4sh an exciting game and would like to see melee at evo.
refutations:
This is known as a strawman fallacy. No one ever claims that this sort of airdodging improved melee's game design directly.Airdodging that induces helplessness is not necessarily or objectively better game design.
Sheik chaingrabbing is irrelevant in high levels of play because among the relevant characters, she can only chaingrab herself. Iirc she only gets one regrab on marth and can't cg any other top tier.And let's not forget that chaingrabbing is gone meaning you can't pick Sheik and d throw half the cast for a free win (Bowser vs Sheik is 90-10). No more ledge stalling because we all know what m2k does on the ledge with Sheik. Need I go on?
Instead of cherry picking certain elements of melee's metagame(that are irrelevant)to criticize, I would like you to address:
Melee's greater movement options compared to sm4sh.
Quicker gameplay that rewards offense(relative to sm4sh).
the added depth in melee's edge game.
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