I'm only going to post these responses and edit the main post for today. I'm a bit busy...
Might as well again add my 2 cents here.
Since there are manny doubts about heavy Brawl there should be hosted a tourney featuring original moda and heavy mode both. Those would be ofc 2 seperate tourneys. After few of those I think its best for the comunity decide actually which one should be tourney standard.
As for me when I start a tourney in my homecountry (hopefully), I will experiment much with all the available settings including heavy brawl ofc. As of now Gimpy's or M2K's opinion on this would help some people with the insight of this

.
This is what I want to happen.
Ideally, everyone will register in both tournaments. Then we'll see how the gameplay differences play out in both tournaments. I predict that the semifinals to finals of regular Brawl will be filled with highly effective defensive play while Heavy Brawl will have varied styles in the finals.
Not watching vids, on Wii.
Comboing is not more in heavy Brawl than in Melee, its just more than in regular.
I did some more testing. For Fox camping was improved in heavy due to regaining SHL. Not gamebreaking an still approachable, but meh. Dash Attack -> utilt I believe is still escable. In regular Brawl Fox can combo with Drill->Almost any move, but in Heavy he can extend it, with 2 utilts and a usmash after drill. In order to still combo you need to drill the SECOND you leave the ground, while in normal you do it at the height of your jump. Also, <3 shine spike.
My brother feels Jiggs is buffed in Heavy, he says she flows better [not much help].
Also, looking at my brother's style, he camps a lot, in order to get a 0-100% inescable due to degeneration chaingrab on Fox. Never noticed it as camping.
Why was it improved due to SHL? (not trying to be condescending, I'd just like an answer why). Fox's campiness in regular Brawl solely consisted of him drawing him opponent by pissing them off with his laser and then responding to an approach. This hasn't really changed in particular in Heavy Brawl, so what gives?
Also, yes, we're not looking for Melee-style combos. We're looking for a bit more combo potential than is available in regular Brawl. Right on.
Holy ****e, that first video is what I'm talking about! Check out 0:55, Bowser dodges while off the ledge and is already off-screen before his dodge animation is finished.
This gimps the aerial fighting game that Brawl appears to be.
Also, can we PLEASE get some real fighting going on in these matches?
I liked the opening of the second video, dthrow->dair->deflector, nice. See that? Three hits, that's not a MEGA-EXTREME combo... I really liked the combo, showed ingenuity.
That's what I'm getting at, though. I think you guys are fooling yourself. Approach in Heavy Brawl is just as difficult as in Standard Brawl, it's the Follow-up that has changed. You have a shorter distance to travel to get back to your opponent: you offer them less breathing room.
Jesus christ I wish you people had started with that idea in mind, instead of this approach crap. Approaches are the same, and offer no sincere penalty, unless your character has a gimped approach to begin with. I can almost get behind this idea now, the idea of less breathing room is nice, but it hearkens back to Melee in a way that is not competitive, it's defaming. If you want the follow-up like I think you do, then you really are just trying to make Melee 2.0. Sure you liked the game, but Brawl has a different skillset required. If it weren't for the crappier recoveries and silly botches that end in a stock lost I'd be able to agree with Heavy Brawl. See my Bowser example above for exclamation and venom; similarly, you died because your multiple jumps failed to get you level with the stage, you went ^B and died under the stage, I think this is telling.
Well...the actual options for approach have not specifically changed. But they've become faster, which makes them far more effective. That, along with the ability to punish with extended combos, is what makes defensive camping not as attractive as in regular Brawl.
Also, your gripes is with gimped recoveries. Yes, we know. Recoveries are gimped. But
everyone's recoveries are gimped. And Bowser shouldn't be airdodging as he falls off the stage anyway.
The way I see it is: Although this is a nice way to level the playin field, if we have to alter the game settings like goin into a special brawl to make this game more competitive then I don't think it's worth it. Not all games were meant to be played competitively and Sakurai including the fact that all of his Smash games weren't designed that way, but with SSB(Although not huge) and Melee we found things out negating what he said but with Brawl we're talkin about goin into Heavy mode everytime we start the game up to make it a competitive game I think that's lame. If this turns out the be the best option though more power to you =) but I'm just gonna stick with Melee. And if you Brawl nubs attempt to flame me for a post that had no derogatory remarks in it then prepared to feel the force. I made a harmless post so the response should be that way.
What's wrong with choosing a different mode to be more competitive? almightypancake has already laid out a better response than I have on this one.
What about an empty SH? It sounds like you're using anecdotal evidence here. Sure you've had a bad time with it, try approaching with an empty SH, then grab, he spot-dodges? SH into a NAir, or DAir, you've already closed the gap, approaching the same way every time, or with one of your 'good moves' is of course going to be obvious, this was true in Melee, too.
The important thing that made this almost a non-factor in Melee was what? That's right Wavedashing, or more to the point: spacing. If you were afraid that you'd misstepped, misjudged, or otherwise made the wrong move, you could at least dash back and retaliate if something went awry from there, there is no such option in Brawl, so you have to vary your approach, every tried to SH at the same spot and instead of performing a Standard Attack do a >B? Vary your spacing so you go far enough that you can't be punished or just on the other side of him.
Honestly, I've not seen any good matches of Heavy Brawl with a human vs. a human, but from those that have computers in them I can clearly see that nothing worthwhile has changed. Approach is the same, again, it's the follow-up that's different.
I don't know what else to say, there must be something that you're seeing that I'm not.
I think the only way to sway you is to show videos of human vs. humans. I unfortunately do not have the means to do this right now. Does anyone else?
Perhaps they had the worst vesatility in their ^B, but Mario's Cape is nothing to cry about, nor was Falco's Falco Phantasm. They both gave each character good recovery potential, nothing like, say Zelda's, or Samus', but Samus wasn't deemed top of Top Tier because she could recover from virtually any point off the stage.
Yes, the recoveries are really off-the-wall when you look at them through the lens of Melee, Pit can come back from magnifying glass status to the middle of some stages, but if you tap him while his wings are glowing blue it's a long way down. Snake can vertically cover more distance faster than most characters can cross Final Destination, but zap his... uhm... propeller-thing and down he goes. Each of the characters have outlandish recoveries, but several of them that seem ridiculously overpowered have a glaringly obvious Achilles heel.
Switching gears here, but I think the only thing that's going to make this seem like an even remotely logical debate is for one of the pro-Heavy Brawlers to get a camper and show me how his style play is hampered by Heavy Brawl, because I just don't see it. I may be biased, but I can only see the cons.
Combo potential does not rise on the whole. If it does rise, it's not significant, and it's certainly not for every character.
Recoveries become gimped, the notable ones: DDD, and Sonic, though everyone suffers about 1/4 of their height diminishing. (Excepting a few characters, like Jigglypuff, who, for some reason remains largely unchanged.) Characters like Pit, and Kirby with multiple jumps suffer from what I like to call "DDDism", DDD in Standard Brawl barely moves vertically when he performs his jumps, nearly every character who has multiple jumps begins to act like DDD in Heavy Brawl.
Pit can get knocked away into the magnifying glass on Final Destination, float underneath the stage, and recover by grabbing the ledge on the other side (although he doesn't even need to grab the ledge to recover). In Heavy Brawl, he can no longer do this, but he can still make it back from any kind of magnifying glass distance. Sure, he can't recover like a
god anymore, but he's still extremely good at recovering.
Like I said a few times, DeDeDe's recovery is still pretty good, still better than Marth's.
Also, those characters have
multiple jumps to begin with. I've already explained that Pit still has godly recovery. Kirby can still float up rather high. Sure, I can see their problems, but I don't see any major issues.
And keep in mind, everyone has jumping issues, not just multi-jumpers.
Completely agreed, why not just scrap everything and play Marth vs. Marth for 10 years! In 2010, we'll all be like "Sonic who?? FOX FTW"
You don't seem to understand...
Everyone receives recovery nerfs. Everyone receives offensive buffs. There are already
major character balance gaps in Brawl, percentage-wise more than in Melee. Heavy Brawl makes some of these lower-tier characters much much more usable (this wasn't an intended effect we were looking for, it's just what's happening). For instance, Yoshi, considered by a lot of these boards to be low-tier, is now extremely powerful in Heavy Brawl because he has a lot of strong approach options and
extreme combo potential.
Even though you are using a Melee mindset in crafting the competitive scene for Brawl.
Cause you know, this is what you are basing everything from.
Here's an idea, lets just let brawl play out. That is the one reason,I think that melee was such a success. people weren't saying, if it was going to be competitive as the other game, or trying to make it competitive. They acted as if it was a totally different gaming experience. Just play the game. If you dont like it,it's as simple as this go play a differen't game!
Smooth Criminal already did a much better job than me:
Cause, y'know, Melee's a good template to BASE it off of.
As it stands, Brawl isn't exactly competitive grade material; an invite to Evo does not a competitive game make. I'm not going to even bother rehashing what has been said by Mr. Pancake (<3 your posts) and several others (such as Black Panther who, despite having a strong opposition to the game as a whole, has also brought up some good points from the opposite end of the spectrum). It's all there; all you need to do is click on the "first" icon and read the first page of the thread.
Hopefully, we can work some of the kinks out for Heavy Brawl and make it a viable option. I was playing for a couple of hours the other day and found it REALLY hard to get in to. Then again, I was using Ganondorf and was pissy because I couldn't drop off the ledge of FD, u-air, and then hit the platform again without having to use my Up B. I did use my Metaknight (my main) and came away with good feelings, though.
Smooth Criminal
Seems to me you are a little trigger happy mate, for I did not diss melee whatsoever in that post.
I was making a response to that other guy who was basically saying this has nothing to do with melee, when in reality, it has EVERYTHING to do with melee seeing as how we are using knowledge from THAT to better THIS.
It is not a bad template to use at all, nor did I say it was.
Aerozeke: Did I SAY you were trying to make it a melee 2.0? Did I SAY there is a right and wrong way to play the game? Did I SAY people didn't like it?
No. I am saying that all your knowledge and whatnot concerning Brawl is coming from Melee knowledge, which is a GOOD thing.
Quit trying to twist it around like my meaning was negative when it was not. Don't be foolish in saying that you are not thinking like a Melee pro to make this game competitive. That is utter bullcrap.
Well, to be honest, I'm not basing this stuff on what I know of Melee. I truthfully don't know a lot about Melee, just enough to get consistently dead middle in Melee tournaments.
If I did, I would be comparing approaches to wavedashing SHFFLs, but I'm not. I'm basing this solely on things I could/couldn't do in regular Brawl and things I could/couldn't do in Heavy Brawl. That's it.
It's everyone else who keeps accusing us of brining Melee into the picture. Where did I mention melee in this entire thread except to dispute that I
wasn't talking about Melee?