Although Melee is possibly more competitive than Brawl, it is not any deeper. I would say that Brawl leans away from people with technical skill (with some exceptions) to people who are able to think quickly.
Isn't the deeper game, by nature, more competitive? And you're just flat out wrong about the quick thinking - techs = faster movement/lag cancelling = more options = more/faster thinking. Brawl just requires more patience.
The removal of wavedashing is a negative, but I would say the removal of l-cancelling is positive. Shffl'ing aerials with the higher gravity of Melee was not as punishable as shff'ing is now, so people have to be more careful (Imagine Snake with l-cancelling...)
At least you're right about the removal of wavedashing, but it's really not as critical as the removal of L-cancelling... The whole problem with Brawl is the lack of hitstun, the low gravity, and the lack of speed... Shffl'ing in Melee was all about high gravity, breakneck speed, and using hitstun to string hits together. Imagine COUNTERING Snake with shffl'ing. Shffl'ing was one of the best things Melee had, as it led to many options and variations.
Plus, snake's air moves aren't his strength anyways.
Also, there is less comboing ability in Melee.
You must mean in Brawl... right????
This is good. A Falco player fighting Marth would have had to be careful in Melee, because if the Marth had a little knowledge, a little practice, and good reflexes, he could grab the Falco and do about 50 damage with upthrows.
And a Marth had to be careful, because if the Falco had a little knowledge, a little practice, and good reflexes, he could stun the Marth with shffl'd lasers and pillaring and combo him to death...
Dude that's why melee rocked, the ability to string together tough combos like these, and the ability to fight your way out of such combos. I'll give you that you at least know your terminology, but how is combo'ing a bad thing?
Stringing takes skill, but many true combos require little more than timed button presses. What about Fox's waveshine? Technically insanely hard to pull off, but requiring little thought. Now that there are fewer combos, people who can string moves, reacting to what their opponents are doing, and deciding the best course of action, are doing well.
Fox's waveshine isn't
insane to pull off... it's tough to get used to using in battle but once you've got it, it's like butter... ever waveshined someone across a stage (Link/Peach esp.), shine at the edge, waveshine off, and shinespike? It's tough but not impossible. You should know that even waveshining is subject to a small amount of DI btw. And very, very few combos that exist in Melee are memorized button presses... it requires prediction, reflexes, creativity, and precision.
And in response to the bolded part, you're just wrong. There are very, very few combos, and those that do exist work at certain percentages or are something like utilt, utilt, utilt... There's no hitstun!!! Stringing moves is extinct because after you land your first hit, your opponent can put out a hitbox before you can, thus ruining your combo attempt. You're much better off getting a hit in, running away, spamming a projectile, and just getting cheap damage until you can use a KO move.
Wavedashing eliminated one option of movement, but there are some substitutes. Air dodging is an additional option in the air, as is gliding for some characters.
Air dodging isn't an option of movement in Brawl...
Random tripping is a bad thing, I will admit. However, move-induced tripping isn't so bad; it adds an additional punishment to people that judge timing wrong, trying to move away or landing at the wrong time.
Agreed.
Because of a lack of combos, approaches are even more important. In Melee, someone who might not be as good as another person might happen to win an approach, and then do tons of damage in a super combo, using their technical skill. In Brawl, the person who wins each approach does a little bit of damage. Over time, the more skillful person should rack up more damage.
No no no no no. Because of a lack of combos, DEFENSE is even more important. Defense and shield camping. In Melee, if you didn't have a well rounded game, your opponent could find your weakness and exploit it. If all you can do is rushdown, it's very likely that a good opponent will find a way to slow you down and exploit your weaknesses.
In Brawl, you try not to approach generally, because it's very rarely advantageous. The person who turtles, spams, and waits out the opponent longer will rack up risk-free damage.
Also because of less combos, there are fewer characters with HUGE advantages over other characters. Now, this hardly means that 'tires don exits', but I think that they will hopefully not be quite as important as Melee. There are still issues with character priority, edguarding other characters, and so on, but aside from Snake (lol), a variety of characters have been winning tournaments.
I don't think so. Snake is more ridiculous than Fox or Marth ever was, thanks to his insane hitboxes. If you could combo him, maybe there'd be a way around that... but Brawl's gameplay results in the highest priority/big hitbox spammable moves being used constantly, then switching to a KO attempt.
Edgeguarding being gimped out of the game is perhaps the saddest thing for me... that and ******** infinite grabs. And lack of hitstun. And slowness. And lack of combos. And lack of excitement.
And what it's done to these boards.
UGH!!!
Sorry if I'm a bit terse, you're not as bad as a lot of the people posting on here but you need a bit 'o education. You're entitled to your opinions, but I must object when you claim the very things that I hate about Brawl are its strong points.