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Melee being astoundingly superior over Brawl has very little to do with tech skill! Melee having more tech skill is only a sort of result of what really makes it better - and that's depth. There's only more tech skill because there's more viable competitive -options-, more you can do to control your character, and so on.
That's what makes Melee better. Brawl's not only easy to play, it's mind-numbingly simple. It's checkers to chess. Sure you can prefer checkers and be really good at it, but eh... no one cares.
Edit: And another thing, being simple isn't necessarily bad. It's just the way in which Brawl is simple also makes it boring, because there's very little room for being clever or flashy.
cAkE said:
Melee combos start with mindgames, and continue and end with tech skill.
Brawl combos start with tech skill, and continue and end with mind games.
Probably not the best way of saying your point, but I see what you're trying to say.
Basically, you're dividing combos into two categories - those that continue because they are guaranteed so long as you don't mess up technically, regardless of what your opponent does, i.e., a 'tech skill'-based combo, or those that continue because of correct guesswork and/or manipulation of your opponent into making a mistake, i.e., a 'mind game'-based combo. And as a sidenote, just because a combo looks a little unconventional doesn't mean it's not a real, guaranteed combo that relies on tech skill - for example, Sheik's techchase on Falcon is guaranteed with good tech skill and reaction time, and doesn't require any guesswork or manipulation of DI, teching direction, etc., i.e., no 'mindgames' as you put it.
My claim is that Melee, because of it's superior depth and increased amount of viable options, makes for a more interesting, varied, and impressive game for both types of combos. Watch this:
http://www.youtube.com/watch?v=KG9tQAde2_g and just look at how many combos are continued because of very, very smart play, whether it be a correct guess on a tech chase or other wakeup situation, or a correct guess on DI, or a correct guess on how the opponent is going to recover. And using the word guess is a bit misleading because it makes it sound more random than it is; a lot of it has to do with knowing your opponent's habits and the character matchup as well. And yeah, there's also a lot of hard to perform, but very rewarding long strings of inescapable combos.
Combos in brawl chiefly come from either a comparatively lacking 'guessing/mindgame' style, or are easy to perform 'tech skill' combos, which are often long locks or infinities and then they're even easier. Both are less complex, with less depth, and thus easier/more boring.
And the 'starting the combos', the approach part of the game where you attempt to create or just wait for an opening, is the worst part of Brawl and much worse than Melee. It relies far too heavily on a defensive, campy style of play, with little room for variation and hardly ever any advantage to being on the offensive. First off, an offensive style is almost always much riskier and harder to pull off. Other than camping and spamming projectiles, there's very little you can do to pressure your opponent in to making a mistake and an opening, and attempting to do so usually just gets you punished. And what's your reward for this riskier style of play if you do manage to get a hit? Hardly anything, generally - most combos are just a few hits, and you usually need a lot more damage to get a KO in Brawl. This is why Brawl is so campy - there's no point in playing any other way, unless you're playing a character who has no option to camp back, in which case you're a lot more likely to lose than in Melee.