(mhhrmhmrmhgetitontheinternethmrmmhrm)
As soon as I got the game I started bashing it.
As soon as I started figuring out the mechanics and physics I was like" Alright..."
As soon as I started playing more I began to love it. No projectiles (aside from Sword Throw and Fugitoid's JEZORZ BEAMZ), good character balance, no rediculously stupid stages, good combos (underrated comboability), and the physics compensate for the slow ground metagame.
What people aren't seeing about this game is that IT IS NOT TO BE COMPARED TO BRAWL. Even if it might be better just to pick up Brawl and play (Though Brawl is MUCH more frustrating to play), Smash Up is a DIFFERENT GAME. Different physics, different metagame, different tactics, different everything. You don't 0-death combo someone in Smash Up. You either go for grabs, go for an aerial rush, or guard your way to your opponent, and try to generate as much damage as possible to take off a stock later. Wall attacks are another good option too.
You have much fewer options for rushing in Smash Up. As I said, rush in the air with an aerial, guard, or go for a fakeout grab. You can also try to use a longer range attack for people like Leonardo and Nightwatcher, but you can get punished for missing or getting guard-rushed. It's just like SFIV in this context:
Aerials > Grabs > Guard > Wall Attacks > Aerials
Or something like that. Except Smash Up is more free; you can change momentum in the air and you have a LOT of control over it. Usually Wall Attacks will force your opponent to the ground, and you can stop midway. Just Wall Attack towards the enemy, then downwards at the ground if you miss to cancel out any excess lag and go for grabs or guard for safety. Grabs are also more free; you can break out of grabs by wiggling your movement control, or alternately you can counter grab by guarding when the G appears above your head.
Another thing I should mention is the use of ground hitstun.
The stunned time on the ground is much larger if you are hit with a stronger or a stun move in Smash Up. If you are stunned, or dazed, as I should say, you will be unable to move for a short time, and you can shake out of it faster. Though, aside from that, hitstun on the ground is rather large. You'll be down for quite a bit if you get hit, but there are many invincible frames to compensate. As another compensation, getting up when knocked down is very hard. Rolling out to the left or right is risky as getup attacking is. This is why Teching is even more important here, just as important as it is in BlazBlue; it's very risky. Much more risky than not teching in Brawl.
I do want to play around with SU a lot more. Maybe if I can compile enough I can explain the more....competitive scene. Though I haven't yet much of "competition", I can see there is potential. But it's certainly not pulling me away from vBrawl-er, I mean, Brawl+. Actually I feel this is much better than vBrawl. xD Do keep the Brawl+ talk to a minimum in here, we don't want to end up bashing anything.