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Edge invincibility frames after edge release was introduced in Melee, not Brawl.Brawl: The next step in Smash. The competitive scene moved onto Brawl, which resulted in a decline of Melee in 2008. After 2008, Melee emerged again as a separate entity (and largely anti-Brawl) while Brawl trudged along. Brawl introduced gliding, removed directional air dodges, removed light shielding, added auto-grabbing, increased the grab box for edges while adding a long edge invincibility advantage that continues even after edge release(very annoying and resulting into near-broken edge play for some characters), added Smashballs (not used in tournaments), and otherwise there were very small things that varied by character. Brawl has the most polarity between characters. One character (Meta Knight) stood leaps and bounds over the rest, with only 2, maybe 3, even having close to even match ups with the character. The next tier though is relatively balanced and holds about 4-6 viable characters. Disregarding the issues Meta Knight creates, the lower tiers in Brawl have a higher performance than Melee, but on the whole the game is less balanced than it’s predecessor. At current the URC has over 10 stages, but some tournaments run with as few as 6-7, and some still run with 15+, too.
Isn't it like 20 frames for both games?It is the case (or so I've always thought), and that was also the intention.