I don't know why hit stun is back and I never tried to argue that lack of combos meant more depth. the ability to make a choice, a MEANINGFUL choice with trade offs in any give situation equates to depth. But... now that you mention it...
(I'm going to do a ridiculously watered down version of this)
Melee's combo system (high hit stun)
Step 1: Attack
Step 2: can I follow up? if yes attack again and repeat step one. If no end.
Brawl's "combo" system (low hit stun)
Step 1: Attack
Step 2: Can I follow up? if yes continue to step 2a. If no end
Step 2a: Attack and risk attack getting beat by a special interrupt(step 2b) or getting attack air dodged(step 2c) or bait reaction step 3).
Step2b:Attack successful repeat step 1 if not take damage
Step2c:attack successful repeat step 2, if not take damage
Step 3: Did the opponent double jump?(step 3a) air dodge(step 3b) Aerial(step3c) do nothing(step3d)
etc etc.
So yes... there IS more depth because there are more choices both the attacker and the attackie are making after each successful hit. But some times people don't want THAT MUCH depth in favor of the power fantasy of true comboing people, and THATS OKAY TOO.
Here's the problem with this 'watered down' version you've given us. Step 2a-3 all happen in melee as well under the event of being unable to follow-up, and the comboing in melee goes a lot farther than 'attack until I can't attack anymore.' This is why there's less depth by definition, because nothing was added, you're just relying more on what was already there.
I'm aware you didn't ever try to argue this, I was trying to draw a correlation to make my point.
talking to the wrong guy I'd LOVE to have big blue legal. Seriously. I'm pro items too.
That's an interesting opinion, but at least I can't call you hypocritical. Just out of curiosity, how much are you expecting the smash 4 ruleset to go? Regardless of what you think should be allowed in a tournament setting, what do you think the tournament hosters are going to decide as far as their ruleset, and why do you think they're going to make those opinions?
Unfortunately just saying something adds depth doesn't mean it adds depth. Getting a hit and then following up on that hit isn't depth by itself. But thats what your article is saying. Following up while your opponent is in hit stun is always the better option in melee. Just like L canceling is ALWAYS the best option not L canceling is a worse version of L canceling. there is no reason to ever pick that option so... it may as well not be there in depth's eyes.
Refer to TheMagicalKuja's point. I personally still don't think L-cancelling should be in smash 4, but I think that post made a good point how it does, by definition, add depth. Hit stun added depth because you had to set up the follow-up, not all moves could follow up on each other, and you had to know what was going to follow up based on your character's moveset, your opponent's character's weight and fall speed, and your opponent's ability to DI.
I'm going to drop this comparison, because there isn't a point to bringing a Melee vs Brawl argument. Here's my argument:
On a normal stage (without a walk-off), there's a horizontal threshold that you must bring your opponent over in order for a kill to be possible (excluding star KOs, but that's constant in all situations so I'm going to ignore it). The off-stage point, where there's no longer ground to be under. Normally, once your opponent is over that horizontal threshold, they are in danger because they have to come back in order to keep their stock. This is where recovery and edgeguarding comes into play, a major part of the game.
With a walk-off, this horizontal threshold is now at the blast line. Being over it is now literally defined as being dead. So before where you had to knock them off-stage, and keep them off-stage, any knock off-stage is a kill period. Edgeguarding and recovery is now gone. This is why there is, by definition, less depth.
That's gerudo valley. Even the commentators say "yeah you can stand by the edge but its a trade off" they go on to explain what I've been trying to tell you in that match and then the following one. Thats also the match that someone was point out to you where bowser was back throwing at the egde of the screen and not getting KOs. Go to 48:30 in the video.
You originally quoted me when I said that knocking someone off-stage is immediate death, where that video clip does nothing to disprove my argument.
But since this is the point you're trying to make..
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Not at 48:30. It's actually at 55:30. Dunno how you messed that up, but that's why he was confused. A little before that, you'll also see just how much space there is off-screen before the blast zone on Gerudo Valley.
Edit: 56:43 drags the point home even further. Bowser actually gets the red lightning effect on that back throw while hanging out near the blast line and still no KO. And we see that if spaced properly, Bowser's FSmash causes enough shield-push to be safe on shield. The opponent goes for the shield-grab and does not get it.
Double Edit: Looks like Sheik's dash attack causes just enough shield-stun to be "safe" on shield if you get up really close and personal before you launch it, since she passes right through them. And by safe, I mean she can't get grabbed. But some characters could probably just FTilt or DSmash out of shield and whack her.
Triple Edit: On a completely unrelated note (except for that video), Bowser has passive armour in his idle stance! Either that or has ridiculously high weight and armour on his jab. He just keeps jabbing or rolling right out of Toon Link's grounded Spin Attack. It looks like he actually gets flinched, though, so maybe he's just so heavy that TLink's USpecial doesn't combo. That's a scary thought.
I'll actually admit, that's a fairly compelling towards the camping issue. But I still feel that the walk-off introduces too many issues through the removal of the recovery and edgeguarding aspect of the game, and giving far too much of an advantage to heavier characters.
I suppose we could develop a metagame around being able to play blindly off-screen to avoid that, but then the original problem would become too much of an issue again.
You'll love this: By this logic Items should be on because taking them away removes options.
Items being off removing options is... factually correct. However, you have to consider what options we want in this game, what kind of depth that we want to have. In the case of items, it brings too much RNG into the game to be considered. I got a legendary out of my Pokeball? Awesome, I just got a stock.
Items are a mechanic that disrupts the match. I'll say this again: The purpose of a tournament ruleset is to create an environment where all matches are fair and the players can prove who is the better player.
Seriously though, out of curiosity, have you played brawl competitively? I know some awesome guys in near you that could teach you all the ins and outs of the game. It is read heavy but there actually are a lot of true combos and stuff they are just way more technical (knowing values, move decay, etc.) and situational (You need to have certain move decays against certain opponents while they are at certain percents)
If you like combos in melee you'd probably like brawl sheik. My buddy started picking her up and I could get you guys connected if you were interested.
I honestly haven't played Brawl competitively since about 2009. I still lived in Raleigh NC and I had friends who were into it at the time, but I started to get tired of it. I personally didn't become very interested in Brawl for reasons beyond its style of competitive play.
I'm not very interested, I appreciate the offer, though. I don't agree with your opinion on this matter, but you seem like a nice person.