@ the first part, I could accuse you of pulling a strawman (since I say speed is only a major factor, not the end-all be-all factor) and I could also say that most of the things you have listed ultimately contribute to the game's speed. (Wavedashing, dash dancing, L-cancelling etc. are just as important for defense as they are for offense, and in fact, gives Melee more mix up and movement mindgames during neutral than Brawl; their defensive and offensive) However, you ultimately failed to really address an overarching point of mine: When a game is played at its highest level, strategy is the only variable. Theoretically, there is probably just as much mental game in Melee as there is in Brawl, its just that Melee is a harder game to comprehend. If you believe that the inverse is true for Brawl, you are completely wrong since this doesn't make any sense. If two players played Brawl, Melee, 64, whatever, at TAS precision, the only uncontrolled element would be the mental game. Execution is no longer a factor at the highest level.Gonna address this first since it leads into the rest. I think you just simplified approach and the neutral position to just speed. In melee its worth approaching because the balance of offensive to defensive options has a strong preference towards being offensive. And this response applies to @ P pitthekit as well. Speed is one thing yeah (granted slowing down or speeding up the game affects both sides, speed is more complex than just changing the game speed), and yes you can toss in increased shield stun. But there's also less shield knock back, worse spot dodges, wave-dash, l cancel, worse out of shield options, easier to deal with projectiles, and many other factors weigh on this as well and speed becomes only one slice of the pie. The mechanics themselves make it easier to land your hit on offense then defense, and couple this with a punishment game thats more straight forward than Brawls and its clear that for most MUs playing smart offense is desirable. This is actually one of the main reasons I find the games aren't easily comparable. If you were to change all of these mechanics that make Brawl a more defensive game then you would not adjust well from melee just as the reverse isnt true.
It's also funny you bring up that conclusion because its actually the opposite for Brawl, which may be partially a result of this difference too. In Brawl strategy comes first, then improved execution giving the game a slightly more offensive tinge. Execution is the dividing factor between high and top level players. In the US we took this for granted then the Japanese came to Apex 2012 and destroyed us for our ignorance of the game. Its also why I say most perspectives built from experiences of the game's pre-2012 meta are very outdated.
The fundamental rules of the game are the same, but the fundamental mechanics are not. I mentioned some of them in regards to approach, but things like the airdodge or floatiness, hitstun, momentum reversals, etc. all play a role. So while the goals may be similar, the way they are accomplished are pretty different and in some ways more comparable to other fighting games. Its like being told to cut wood in half with one person given a saw and another an axe. I may elaborate more later but feel this is already long.
@ the second part, no. The fundamental goals are the same and the fundamental mechanics are the same. Nuanced mechanics are the only differences between the two. You can't point to a single aspect between both games and say that they cannot be compared. The fact that Project: M exists should be enough empirical evidence alone to conclude that the games are actually just a ton of tweaks away from being one another.
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