I merely listed all of the integral things that make Melee, Melee. Otherwise you just can't call it a Melee mode. For the record, I'm not saying it has to happen. 4xM tried to recreate it, and it didn't take off like PM did. Which imo should stay that way. A melee mod shouldn't get Nintendo's attention.
Yeah, I'd rather we look to "make Melee better" than just "make Melee again".
Can you exactly list what flaws I posted? Melee is what it is liked for because a combination of both freedom of movement and the punish game being more prevalent than neutral game as opposed to smash 4 style where neutral and read based play is from what I understand more prevalent than punish game.
Going from only what you listed:
Fox, Falco, Marth, Sheik, Peach, Jigglypuff, Captain Falcon, Luigi, Ice Climbers, Yoshi, Samus, Doctor Mario, and, Ganondorf all identically restored to their melee movesets.
Why though? And to what degree? Do you mean they have to be coded in a one to one way? Because if that's the case, then that means multihits become trash again, chain grabbing becomes a thing, causing stage imbalance, landing lag becomes atrocious again, Falco becomes a full clone again, Ganondorf becomes a full clone again, etc. This isn't really a direct flaw here, but it brings into question do we bring the terrible stuff I mentioned with the good too? Why would we want to do that?
This means Sheik and Zelda have to transform into each other
Ah, and then, even if anyone who likes Melee cared about balancing Zelda, would have to wait five years to transform between them at the cost of two good special moves they've acquired. Wonderful.
Yoshi can't jump out of shield
For all the talk about giving players freedom, this seems like quite the effort to take away freedom from Yoshi players, right? But it's from Melee so it's a "good game design decision" to have one character not be able to do something literally every other character can, right?
So what you want is for one punish in a stock to mean you lose that stock guaranteed? Literally no other fighting game players ever ask for stuff like this when infinite combos are said like they really are. Do you want a character to be able to literally get three/four (depending on stock size) punishes on you and then automatically win? And please don't say, "just balance Icies to be terrible in everything except this infinite", because that's such poor game design it actively hurts me to see people vehemently supporting it.
Congratulations, you made a character that can only do one thing well. What was that about "freedom of options" again?
Wavedash/land, dash dance, analog light shields
As a whole, I support the ideas of these, but not in the way Melee does them. Wavedashing is far too spammable to be really used skillfully. What's more hype: a constant wavedashing forward and back and punish, or a dash forward with a wavedash back and punish? When you give useful tools like wavedashing limits to their power, it makes it all the sweeter for both player and audience to see the one moment it was used at the right time and have it capitalized on. Something called sensory satiation or whatever, idk.
Dash dancing, in concept, is fine, but if I have the dash details of Melee correct, because there's no "dash lag" at the beginning of a dash where you commit, there really is no point of walking, is there? You gotta balance your movement options with each other you know, especially the more of them you have. And while I would love more, I would sooner take it away than have one functionally invalidate another.
Analog light shield, and things involving shield movement in general, need their own button. Or just do what most fighters do, and have the shield be a constant size. Honestly, the latter sounds far more appealing, since it doesn't make the game feel broken due to you blocking... and the game decided you weren't because your wrist was outside the shield area. This is more an issue with player perception, though, so not really a flaw competitively, however, it is important that the flow of your tools are consistent for the casual player.
same gravity, same aerial drift
Neutral on these. I've honestly thought of increasing gravity in my upcoming Ultimate mod, whenever it's possible lol.
So back to edgehogging then? So we just gonna make sure offstage player interaction has the ability to devolve into just taking the ledge, and thus a stock was taken without actually fighting said player? And if they actually take the ledge, you basically have to let them be because of infinite invincibility? Who wants interaction between players taken away? Honestly, ledge trumping was one of the few things I can safely say Smash 4 did right not just for that game, but the entirety of the series. Now bad recoveries aren't a complete death sentence. Now player interaction is about both offstage play AND ledge reads rather than just one. Sure, Smash 4's ledge mechanics could use some ironing out, like the ledge timer, but the more player interaction you can achieve, the better your competitive game overall.
slow air dodge + instant helpless after
Yeah, let's reduce player interaction more by having what could potentially be an awesome play on the dodger's part mean jack. Honestly, I loather Smash 4's airdodge spam, but this is a close second, because it removes most of the reason you'd want to add an air dodge in your game in the first place. Ultimate's system of one air dodge without helpless is honestly the sweetspot for maximum player interaction.
Still don't like the low landing lag on neutral air dodge though. :|
slower rolls than Ultimate, shield health depleting way faster than Ultimate
Neutral on both of these too, though I have a thought on shield breaks. Not really a Melee thing, but a Smash thing. Why is shield break so long, when in a game with high shield pressure like Pokken, it's so short? I feel like it turns shield breaks into certain death, when a game should really not do that. Hell, Pokken counts whatever broke the shield as hitting the opponent, meaning it starts scaling your subsequent combo early, which gives the overall effect of making shield break combos far less damaging than raw combos of the exact same string of moves.
Just something that bothers me about Smash overall...
I think a good quote from an L-Cancelling thread from way back will help highlight this terrible mechanic:
First, as someone who considers traditional JRPGs my favorite genre of all time, I would have absolutely no problem ditching Action Commands. Octopath Traveler doesn't have reaction commands. It's still great. Same with Chrono Trigger, Persona, Pokémon, Bravely Default, Golden Sun... It's actually quite easy to ditch the reaction commands and still have a fantastic and beloved game. Only two other traditional JRPGs that I know of have a similar action system at all, one of which is Shadow Hearts, and the other I'll address a bit later. But the idea that one of those games needs arbitrary action tests to appeal to people is just wrong at a basic level.
[...] So, maybe your problem is that you and those you play against need to discover the analog sticks in Smash, instead of just standing right next to each other and hitting attack buttons at set intervals. There are already a lot more options for depth and engagement, and arbitrarily adding more does not improve the game.
Finally, you seem to miss some elements of game design. The Action commands are communicated to the player, outlined, given prompts, etcetera. They're a core part of the game design. L-Canceling is not. However, there is an RPG which had a similar mechanic. Final Fantasy VIII. The main character, Squall, has the ability to trigger a critical hit with his weapon by pressing the left trigger with timing during his basic attacks. And...it's not really well received. It's too easy, too basic, does nothing to add depth, is incredibly repetitious, and actively harms the game's design and balance. Manual control of a traditional random element means that Squall is doing more damage than he should, or than the other characters do. What's more, since you have to be able to hit your opponent to critically hit them, Squall is the only character in the game with a 255 accuracy score. He can't miss. Even when afflicted with the blind status, he doesn't miss. Because removing your critical hit after you pressed the input would be wrong, so his hits have to be guaranteed. Even fans of the game say that, after the brief novelty of it, this mechanic gets tiresome and old very quickly.
Which is another point of differentiation between it and Action Commands. There are, at least, a variety of Action Commands (all communicated clearly and the are consistent with which attacks they work with) that actually help keep you engaged. With FFVIII, there isn't. You press the same one button. Every attack. And it gets boring and pointless.
Do you have ANY idea how much criticism has been directed at QTEs over the years? How much they've been mocked or derided as bad game mechanics? If you cut QTEs, most gamers would actually think the games were improved.
And rightly so on the last point. What fighting game player from any other series would welcome being forced to constantly press a button at the right time for some arbitrary action like jumping, else the game plays in a subpar manner? Why not you have to press L every time you hit an enemy within 2-3 frames, else the hitstun would be cut in half and your combos would fail? Where has any fighting game community other than the small playerbase of an even smaller playerbase of only like minded individuals within said smaller playerbase ever wanted this?
"So basically, you are pretty much forced to button mash this one button, EVERY TIME YOU WANT TO LAND,
WHILE PLAYING A GAME THAT CENTERS AROUND JUMPS, else the game will basically be running at half speed for that time."
"Really? So then I'll be required to do tedious busy work of learning these minute timings in the boring training room for hours on end just to be able to have the game work consistently? AND this is without even playing anyone, where even though I'm fighting my opponent with my execution skill already since fighting games naturally do that anyway, I'm still
required to do this action in order to even compete at a higher level?
SIGN ME THE **** UP!!!! THAT **** SOUNDS ENGAGING AND NOT TEDIOUS IN ANY WAY!!!"
Literally imagine a bunch of QTEs in very quick succession. That's all L-Cancelling is.
And I haven't even gone over more in depth of how it hurts casual players with needlessly raising the skill floor, nor the problems it gives developers trying to balance a game around the idea that their players can't even execute the tools they were given, let alone use them in the proper manner. It is, at this point,
objectively poor game design, and I have tried so hard to try to find a way to make it work, and I've seen others try. It's impossible to remove all of its flaws while still calling it L-Cancelling. At that point, you scrap it.
Like wavedashing/landing, fully endorse, but not in the way Melee does it. Simplest solution? Make it just so you hold the button and slide off the ledge and if you let go before your character gets to the edge, they don't. We don't need this specific spacing crap, just make it a blatant feature.
Fully endorse more hitstun full stop. More shieldstun I'd rather say depends on the move and character, but overall, totally fine.
****ing YES!!!!
NERFED recoveries for brawl/sm4sh movesets
Overall neutral on this, but I'd rather have differing things to nerf on recoveries, as well as ways to buff a few that are lackluster. I'd rather not just make all recovery moves objectively worse across the board.
Dreamland being restored to melee size, and the other stages having the same sized blastzones as their melee counterparts.
Neutral, leaning towards yes. More tight blastzones = more stocks taken. More stocks taken = more stocks available. More stocks available = more chances at comebacks and upsets. More comebacks and upsets = more hype game. Simple calculs.
Sorry if I was super snide and dripping with sarcasm in some of the responses, but treat that as a measurement of how god awful/amazing each corresponding mechanic is.