In that case, Luigitoilet is very wrong. Smash 64 is the least clunky of them all in terms of movement. So would a good example of a smash game being clunky is the lack of Brawl's ease to dash dance? In both Melee and 64, if you move your analog stick right and left, your character dashes back and forth. Sounds pretty fluid, huh? In Brawl you can't do this unless you do it really fast.
Yeah, I liked dash dancing more in earlier smash iterations. There are examples of clunkiness in each game.
For example, if you don't play a lot of Brawl, the buffer window can feel pretty clunky because it causes you to accidentally buffer a walk upon landing a lot, something melee vets probably found annoying.
I find Brawl to probably be the least rigid overall, though. Melee gave people that freedom after lot of practice with various little tricks like dash dancing, l-cancelling, wavelanding, and of course wavedashing. While some of those options are satisfying to use, you can gain additional fluidity with a lot of practice in Brawl, too. Like, compare videos of 2008 brawl to 2012 brawl, there's just no contest. But it isn't because they mastered a series of little techinques, it's because they became more familiar with the engine and how the game works over time.
Again, melee is a great game that I enjoyed for a number of years, but given the choice now I'd almost never go back to it except to be nostalgic with friends. I'm close to alone in my opinion around here but Brawl just feels a lot better to play to me... though Brawl does have a lot of problems I hope they address in SSB4. (Tripping, and I'd really like for breaking out of combos like in brawl to exist, but with a little more effort on the part of the player rather than just doing whatever after frame 26)
L-Canceling is a bad mechanic.
Yeah. At some point during Brawl's development (not sure when, around the time of the e4all demo) I recall hearing about a different method of reducing landing lag that was in the demo. Like, you could fast fall, but you'd suffer lag, but if you performed a slow landing, you wouldn't lag. This probably isn't the perfect solution (hence why it was probably not kept for the final release) but what I like about it, is that it made whether or not to lag-cancel a choice rather than something you just always had to do.