BronzeGreekGod
Again, how would we get this faster game? And would we want to in the same vein as Melee? I'm sure the answer you will give to the second answer is no, but I'm curious about the first. Also, we can't have the game be
too fast, else it might cause it to create too high a skill floor. Honestly, I think the overall speed shown in Ultimate is a perfect amount of quickness in terms of overall moves and how you combo or chase into them, but I would definitely like more combo-DI based play, as well as more potential for combos without making the game faster as a whole (in terms of animations, gravity, physics, etc). So what would I do to achieve this?
1: Increase general fast fall speed
This is different from gravity changes because fast fall is something the player is in control of. It allows for less overall floatiness, especially in the neutral, while still allowing for slower, more methodical play should the player wish to use it, whether for situational purposes or because their character relies on slower overall play to win.
2: Increase hitstun and DI variance
These two go hand in hand. DI is the reason why I actually like Smash Bros for combos where other fighters fail, because DI allows for player interaction and thus interesting mindgames not just in the neutral, but even in the advantage state. This should speed up the game technically, but still allow for worse players to get out of these combos should they DI correctly due to the increased variance of it. However, this means the tutorial has to go over DI, which is easy enough.
3: More move functionality
We need more multipurpose moves, whether it be sourspots for combos attached to sweetspots for kills, or more shield cancelling, angles on projectiles/smashes, more multihit smashes a la Link FSmash, etc.
4: More separated move statistics
I have noticed that Smash Bros seems to have formulas in their move equations that intertwine multiple things. For example, knockback on a move is dependent on its damage, priority is dependent on damage, shieldstun is dependent on damage, hitstun is dependent on damage. If we decoupled these stats, we could create much more varied moves with more purposes, and thus much more varied gameplay between characters, which helps literally everyone: casual, competitive, and spectator alike.
These are only a few ideas off the top of my head. Notice how only one of them is something that is generally considered a trait from Melee while the others aren't really indicative of any singular Smash game?