Kenshinhan
Smash Cadet
None of which are fighting games. Isn't that funny? That's the point I was making. Wii Sports and Wii Resort Sports have boxing at best, and that's simply punching/blocking/dodging as far as mechanics go. If Brawl only had that, it surely would've been worse. The mechanics of motion would have to be ported over, as well as first-person-point of view, and no powers, so at that point, do you still have a Fighter or a weak attempt at a Fight Sim?
Edit: The only way you can simplify Brawl would be to regress to a complexity of the original Smash Brothers, with better graphics.
But really, that's not necessary. With the mechanics of how to perform Tilt, Charge, Rapid Tap, Single Tap, and the variant of ground/aerial placement, moves that fit those categories would actually look and feel like how they would be performed when translated to a Wii Remote or Gamecube Controller. People who argue against more B moves because of physical limitations of the human response, are really making it far more complex than it actually is when you take that into account. Any newbie that see that a move is weaker if you tilt the stick rather than slam in a direction, will just naturally remember that, because it makes sense. Any newbie, that sees a move that demonstrates rapid movement, attack, or tap-charging (like Sonic's spin-dash) will naturally rapid tap. I mean, do you see where I'm going with how 1+2 = 3 because of the appearance and mechanics of a move translated to varying B execution?
Hell, as a newbie to the first Super Smash Bros, I remember rapidly tapping B in Samus' up B just because I thought I had to when she did all those hits in it. It took me a while to get over that habit of not rapidly tapping B since it did nothing.
Edit: The only way you can simplify Brawl would be to regress to a complexity of the original Smash Brothers, with better graphics.
But really, that's not necessary. With the mechanics of how to perform Tilt, Charge, Rapid Tap, Single Tap, and the variant of ground/aerial placement, moves that fit those categories would actually look and feel like how they would be performed when translated to a Wii Remote or Gamecube Controller. People who argue against more B moves because of physical limitations of the human response, are really making it far more complex than it actually is when you take that into account. Any newbie that see that a move is weaker if you tilt the stick rather than slam in a direction, will just naturally remember that, because it makes sense. Any newbie, that sees a move that demonstrates rapid movement, attack, or tap-charging (like Sonic's spin-dash) will naturally rapid tap. I mean, do you see where I'm going with how 1+2 = 3 because of the appearance and mechanics of a move translated to varying B execution?
Hell, as a newbie to the first Super Smash Bros, I remember rapidly tapping B in Samus' up B just because I thought I had to when she did all those hits in it. It took me a while to get over that habit of not rapidly tapping B since it did nothing.