Sonic Wave, I think you're missing something. Sure, you can air-dodge out of the 3rd hit of a 2 hit combo, but if the person who's combo'ing knows they're going to air dodge...
Then there's not much they can do about it since the other person lands before the invincibility runs out or they airdodge again on your next attack.
What you people are failing to realize is that:
1) Sure, camping seems like a good strategy, until your opponent camps you right back. Oh look, who's having fun going nowhere now? (*cough*Abalone*cough*)
Frankly, I'd rather camp and win the money with very little risk involved
2) You people are playing the What-If game, except you're playing it terribly.
No, I'm playing the reality game and all these things have held true.
"Oh oh oh, what if he air dodges? Where's your combo now?"
You need to ask the second half of the question:
"Oh oh oh, what if he mindgames the guy into airdodging, and continues to combo him?"
To bad that airdodging has a very large amount of invincibility and the one that was hit moves away from the person that hit them.
Now we have a system that requires skill, patience, mindgames, and has no inescapable combos and has significantly less "broken" aspects to it.
I fail to see how being able to immediately attack after being hit, and having a shield system that allows you to perfect shield easily and make the approacher have the disadvantage, while at the same time having grabs that neither combo nor kill, is balenced. In other words
the defender allways has the advantage. This is flawed
Like I said, I think everyone is being far too lazy. Before, you needed only to consider their DI and what to do with that. Now you need to think: Are they going to attack? Air dodge? Nothing? If they attack, what attack will it be? If it's a fair I can fast fall and use an Utilt, if it's a dair, I can IDJ and fair. If they air dodge, when will they do it? Will they do it preemptively? Will they wait for my attack? If they wait, which of my fast attacks should I use? If they don't, what slower attack or slower setup would give me the most advantage? If they do nothing, what do I do? Which attack has decayed enough to give me a combo from it? Should I set up for a move that has no decay on it at the moment?
Or, they can just airdodge, DI away from you, and land safely out of your reach. It's not that hard. After that, they just play defensively and abuse the fact that shielding>attacks, while at the same time grabs are pathetic.
In melee you had to consider, where will this attack send them if they DI, can they attack after this attack, if so does my attack outprioritize them. If not which attack should I follow up with to continue the combo, do I want to end the combo now, do I go for a tech chase, is so which tech chase. How can I hide that it's a tech chase and not a real combo, how do I make this real combo look like a tech chase, should I be popping them up or bringing them closer to the ground ect.?
You sir, are the one being lazy for not learning which DI helps you escape from combos, which strings of attacks aren't actually combos, which ones really are combos, which combos are the least lethal, which combos are the least damaging, ect. The combo system in melee was extremely lenient, and it's been pushed too far.
Boo hoo, significantly less hit stun. There are still a ton of things to consider. Brawl is not ******** because it doesn't have combos, it's just different.
And yet it's not as good as it would've been if it
did have combos. The lack of combos premote turtling simply because it is the most rewarding (stategywise) style of play.
Combos brought depth simply because the fact that there were combos also allowed you to trick people into falling for things that really aren't combos. They were also very good incentive for not making mistakes, as they are the ultimate punishers (some of them anyway).
Also, I think you're missing something. Character balance and Engine mechanics are two different issues. Sure, there were only like 4-6 characters that you'd typically see in tournaments, but this is simply because those characters were great at
everything. Getting hit by a 7 or 8 hit combo isn't that bad when it's from Mario, or Pikachu. However, a 7 hit combo from Marth can be quite devestating, since he combos into his kill moves quite well. Character balancing, not game mechanics.