Explain yourself, because I am obviously too ignorant on the subject.
Lolno, plenty of Melee players hate PM because it's not exactly Melee. If I'm blind, you're def.
Sure. Pay attention.
Since I'm not going to throw an encyclopedia at you of Melee mechanics, since that would be too long, I'll stick to a more pertinent topic. People are complaining about Smash Wii U because it's pacing is slow and resembles Brawl. Well why is Brawls pacing slow? Obviously when we say slow, we're talking by comparison to Melee, so let's look at what makes the game play fast.
1. Momentum.
In Melee, if you run out of a dash and jump, you maintain the momentum from that run as you transition in to the air. This makes following up on combos easier, more fluent, gives the game speed, and makes approach options for characters easier, especially for characters with no projectiles or disjointed hitboxes, like Captain Falcon. This is not in Brawl. All momentum is halted the moment you enter the air in to a stagnant speed that always remains constant. This is obviously not ideal because it makes approaching harder, and slows down the pace.
2. Fall speed, fast fall speed.
Obviously the values of these are different per game. They are not the same as gravity and weight, which are more relevant to things like how far a character goes during knock back. These elements are more relevant to the speed at which a character can move. If a character can transition from the ground to the air, and back down to the ground again, it makes the air to ground game faster. It also makes maneuvering around platforms faster too.
3. Dash cancelling.
When you commit to a run in a game like Brawl, your options are very limited because you can only do a dash attack, an up smash, a non-neutral special, shield, or take tot he air. While this is seemingly a lot of options, being able to utilize tactics like tilts, standard attacks, side and down smashes, and standing grabs out of a run allow for safer options and more utility in how you approach a defending player. And because Brawl doesn't have Wavedashing, meaning you can't reposition yourself mid dash (you have to commit), dash cancelling is an important element to maintain. Of course, it's not there.
4. Shields are dumb.
Brawls shields were overpowered. Simply put. The only way for you to avoid punishment from large grab hitboxes, out of shield options, and chain grabs was to space properly against the shield. What this means is that again, you can't commit to movement options that are faster, or more aggressive, otherwise you will be punished. This is an aspect people don't think about when evaluating Brawls overall speed.
5. No dash dancing.
Once thing that dash dancing does is it allows you to forsake the idea of committing to an unsafe option from a perspective of frame advantage in favor of just psychologically winning out over your opponent. If you dash dance in place, you extend the range of your hit box because it means you can commit to a dash attack (or a momentum based aerial assult) at any time. Even if it is an unsafe thing to do on block, the fact that you have the option to utilize this at a moments notice and your opponent has to predict or react quicker than usual creates safe openings in unsafe circumstances, rewarding faster gameplay.
6. Hit lag is different.
If I hit you with an attack and it keeps you in freeze frame as if I hit you with a Samus Charge shot, that's going to slow down the tempo of the game considerably.
7. Ledge cancelling.
Simply put, there are a lot of techniques you can utilize in Melee, such as aerials, that can have their landing lag cancelling while maintaining momentum and positioning just by moving in a direction towards a ledge as an aerial or move is used. This was cut from Brawl, and makes it yet again harder to cut corners and speed up gameplay.
8: Frames of moves and movement.
When you increase the amount of frames it takes to do things like a roll, that slows down gameplay. Pretty simple. It's obvious that moves that were previously fast have been given up time on start up, hit box duration, and cooldown recovery. Globally this seems to be a trend. Obviously I don't have the numbers in front of me to prove that to you for Smash Wii U, but you don't need numbers to see it happening. It's obvious, especially if you've played for a while and know how many frames are in x move. I can already see plenty of moves in Smash Wii U that have unnecessarily long durations. Brawl was kind of bad for this but I really see it here.
All of these things contribute to whether or not a game can be played a quick pace the way Melee can be. There's plenty more than that can too, like jump cancelled moves on characters like Fox, or double jump cancels for Ness and Yoshi. Wavedashing helps along too, but L-Cancelling is pivotal because it prevents characters with heavy recovery lag like Bowser from being condemned in to a status as terrible characters. Even if the implementation of this design is wrong, the fact remains that the landing lag on moves in Melee is ultimately lower.