Every time a thread discusses the competitive aspects of Brawl, it always has the assumption that Brawl is less technical than Melee. While I will immediately concede that this is a reasonable thing to believe (especially after Gimpy said that it felt less technical), it may be worth reconsidering.
First, we have the L-cancel: Because there is one fewer button press, people call this less technical, but is that really the case? Skilled players will be analyzing and learning exactly what heights and circumstances allow l-canceling of which moves, and people who can start their fast-fall at the last possible moment and still pull off the l-cancel will be far ahead of those who can't. Some L-cancels may require as much timing and finger speed as Samus's double-missile jump, which is a heck of a lot harder than melee l-canceling.
Next, we have the edge-guarding game: Automatic edge-grabbing has persuaded most people here that this has been dumbed down technically, but that's because they're not considering everything. By making safe recovery easier, Sakurai has forced the edge-guarder to take more drastic measures. If it's easy to get past the traditional "stand at the edge and knock them back out" technique, edge guarders will be forced to chase their opponents off the edge more often.
Naturally, a good edge-chaser needs to really study out the exact timing of moves, analyze fall-speeds, and know exactly how many frames of lag his moves have to learn what can be done where and when. The recovering player will have to be equally knowledgeable to know the limits and abilities of evasion or counter-measures.
Third, we have combos. Melee-style combos are harder, but that's because most of them originate from the ground. With aerial lag reduced and characters who are more floaty, I expect to see combos that are just as cool, impressive, and difficult but have to be approached in an entirely different way.
And, of course, this is what I see based off of reading about the experiences of people who only spent a short time playing Brawl. It isn't likely to go down from there, but it could easily go up.
Before I end this, I would like to request that nobody change this to a discussion about how it's mindgames rather than tech skill that define a good player. I'm aware of that, and it's perfectly good discussion fodder, but it's not what this thread is about.
First, we have the L-cancel: Because there is one fewer button press, people call this less technical, but is that really the case? Skilled players will be analyzing and learning exactly what heights and circumstances allow l-canceling of which moves, and people who can start their fast-fall at the last possible moment and still pull off the l-cancel will be far ahead of those who can't. Some L-cancels may require as much timing and finger speed as Samus's double-missile jump, which is a heck of a lot harder than melee l-canceling.
Next, we have the edge-guarding game: Automatic edge-grabbing has persuaded most people here that this has been dumbed down technically, but that's because they're not considering everything. By making safe recovery easier, Sakurai has forced the edge-guarder to take more drastic measures. If it's easy to get past the traditional "stand at the edge and knock them back out" technique, edge guarders will be forced to chase their opponents off the edge more often.
Naturally, a good edge-chaser needs to really study out the exact timing of moves, analyze fall-speeds, and know exactly how many frames of lag his moves have to learn what can be done where and when. The recovering player will have to be equally knowledgeable to know the limits and abilities of evasion or counter-measures.
Third, we have combos. Melee-style combos are harder, but that's because most of them originate from the ground. With aerial lag reduced and characters who are more floaty, I expect to see combos that are just as cool, impressive, and difficult but have to be approached in an entirely different way.
And, of course, this is what I see based off of reading about the experiences of people who only spent a short time playing Brawl. It isn't likely to go down from there, but it could easily go up.
Before I end this, I would like to request that nobody change this to a discussion about how it's mindgames rather than tech skill that define a good player. I'm aware of that, and it's perfectly good discussion fodder, but it's not what this thread is about.