1. Spacies are in no way the best in P:M. Absolutely not. Characters already have been made to counter them; in fact, one of my main issues with P:M is the big F**K YOU it issued to spacies. "We didn't like them being good in Melee, so we are going to develop ten new characters that all have ridiculous easy combos on them. And then we'll make Wolf, who has all the good parts about fox and falco, his spotdodge is god, and his recovery is leagues above fox and falco's. Oh, and he can combo Fastfallers as well as mid weights with relative ease." Wolf is an objectively better spacie than fox or falco. They gave many characters intentional chaingrabs on fox and falco. Every single new character was given preset tools to fight fox and falco. THe only reason they are performing better is because they have 11 years of metagame development behind them, and the P:M characters have what, five months behind them?
2. Agreed, sonic is the best character in the game, hands down.
3. More players? Every Melee noob and their mother plays P:M cuz its easier to perform better, as P:M rewards spammy playstyles and eliminates punish opportunities for the player's opponent even if the player is playing terribly. P:M is easier, and, since easy, technical (seeming) gameplay is appealing to noobs, its scene is already astoundingly large . P:M is a great crutch for those who cannot handle Melee. P:M tournies (locally) get a huge turnout compared to melee locals, at least in my region.
4.BALANCE? HA! For a game that prides itself on balance, they have succeeded in about as much balance as Melee has, and Melee is heavily imbalanced. The physics are a work in progress, but right now, they suck a**. If playing melee is equivalent to typing on a keyboard, P:M is typing with closed fists: Sloppy, imprecise, and frustratingly impossible to be consistent with.
Puff and Peach are the only Melee characters with even COMPRABLE recoveries to some in P:M. That is to say, they have very good recoveries. Compared to P:M, every melee high tier excluding those two has a SH*T recovery. And btw, are you forgetting about Falco's recovery? Icies? And the designs of Sonic, Snake, and Lucario are not only not melee-esque, they are not Smash-esque. They take every concept that makes smash a unique fighter and smushes it into a bleary and unfocused mess of gamebreaking mechanics. You also forgot to add Ivysaur to that list.
They are overdone, and its not a good thing.
It took a while, but you made it obvious that you either haven't played PM at all, and have relied on what others have said instead of finding out for yourself, or you picked up PM for a few days, played for a few hours, and made your final conclusion. It is also apparent that you are one of those that is only here to argue, even if it may conflict with your own opinion. As much as I'm sure you'll just enjoy this, I'll toss in my opinion.
1. I agree, I do not believe spacies are "the best." However, with the "counter" thing, please elaborate and give specific examples on specific counters that are a "F*** YOU" to spacies exclusively. Also, what about combos is easy? Hasnt it always been easy if you know who you are fighting? Isnt it also easy to negate said combos because you know what your opponent plans to do? The games meta is currently and constantly changing, perhaps the issue isn't that combos are easy, rather, the issue is that players don't take the time (or perhaps even had the time) to learn the matchups and learn the characters they are fighting to negate said combos. The spacies arent performing better because of the 11 year meta-game. All the original melee cast in PM has also been around for 11 years. Some had big changes, some very little to nothing (I.E Marth, Falcon), at this point, we see better results from the spacies over characters such as these, why is that I wonder?
2. Agreed. But this is why we are in a Demo, the beautiful thing about this is Sonic won't be a Brawl MK. "Well, hes already in there, cant change it, guess we all play MK now." The game will change and aim for total balance, though the likelihood of perfect balance isn't likely to succeed, but I do believe it will be close. Sonic will change, as many of the other characters are sure to as well.
3. Now, I am not a melee noob, but I was never close to top tier. This was due to the lack of my preferred characters being competitively viable. When PM came about, it gave me the opportunity select a character I liked visually, historically, and bend around their style of play. If I didn't like or connect with that style, there was still a myriad of other characters to pick and choose from to suit all my needs and preferences. When I play P:M, I'm not fighting the same few characters with the same strategies, I get to play against a vast number of characters. Due to the game still heavily in its meta-form, and will be for quite some time, I have the luxury of getting to be a part of watching players come out with new and astonishing things with characters. That makes the game extremely fun to not only play but watch as well. Nowadays, its difficult for "new" melee players to make a name for themselves since the bar has been raised so high by players high level of experience and time played, and the concept of "I want to be that good" is nearly out of the realm of imagination, and it just isn't likely happen. The opportunity to play another game, with so much new and variable content allows players to do something new and make it their own. With the cast being so large and relatively close to balance, we can do just about whatever we want. That is why I switched to PM, not for the reasons you stated. I cannot vouch for every PM player, but its a generality to assume a lack of skill is why all players switched to or play PM. I would like you to elaborate further. You make lots of generalizations and state things as though they are fact without providing a basis for thought or hard facts. Just elaborate further, else they remain empty words.
4. It was this part of your post I made my conclusion of what I wrote in the first section of my reply. This game is, by far, the most balanced Smash game yet. It isn't perfect by any means, but it is in a pretty dang good state for being a demo. Again, your first three sentences completely lack reasoning, and requires elaboration. As for recoveries, some characters have it better than others, completely. However, its not all as bad as you make it out to be. Bear in mind, the game hasn't had 11 years to find counters to character's recoveries. Its entirely possibly that the melee cast gives an illusion of being "sh**ty" due to the overwhelming exposure of how to effectively counter them. Some characters have some recovery that may need some tuning down, but it's not all that you make it out to be.
Project: M is a demo. Simple as that. This is a beautiful and a potentially annoying thing at the same time. Looking at it now, it is terrific, and many times better than Brawl in all aspects, and in certain aspects (number of viable characters and viable stages immediately comes to mind) it easily tops melee. The feel of the engine and physics can change, this is also a wonderful thing, as we can expect to see it happen in due time. The single annoying part of being in the demo stage is that things can drastically change to characters, resulting in much time spent learning a character to be close to worthless (excluding the fun you had playing). That's about it, that is the only issue I have with being a demo, but in all truth, it isn't that big of a deal. I expect great things to come out of Project: M, and I am so excited to see where it goes.