It's too early to define how the metagame will ultimately end up. Age of Empires 2 was a game that people initially decried as "Age of Buildings"; it had some of the strongest buildings ever in an RTS at the time. Many said that the super-powerful static defenses would make every game slow, full of town center spam, and ending in Imperial Age siege warfare. That's kind of how the very early metagame was.
Reaching the castle age quickly and hitting people with knights relatively early was developed early on as a way to combat this and deliver an early knockout blow. This was the "fast castle", and people tried to figure just what the ideal way to do a fast castle was and the best way to counter it. Eventually people started experimenting with Feudal Age rushes, something that initially was dismissed as not viable due to the powerful defenses (some freely given at the start of the game) and fairly durable villagers. But Feudal Rushing developed and became a viable and even dominant strategy.
With where the metagame ended up (or at least where it was when I stopped playing seriously a few years ago), Feudal warfare is not even "rushing" so much as where the fighting normally starts on most map types. And trying to do what would have once been considered a "fast castle" in 1v1 on most normal maps will just get you killed. Even Dark Age rushing is viable for a few civs, though quite risky. It's common for a 1v1 game to not even reach the Imperial Age.
Granted, Age of Kings did have an expansion and some patches. But those came after the Feudal Rush became popular, so it's somewhat moot for the point I'm making.
I'm not trying to draw a perfect analogy, Smash is obviously very different from Age of Empires. I'm just providing an example of a game whose metagame ended very differently from how people expected it to. I'm not saying the same thing will DEFINITELY happen with Brawl; it's possible that it will just spiral deeper into a campfest. But the metagame needs time to evolve.
Reaching the castle age quickly and hitting people with knights relatively early was developed early on as a way to combat this and deliver an early knockout blow. This was the "fast castle", and people tried to figure just what the ideal way to do a fast castle was and the best way to counter it. Eventually people started experimenting with Feudal Age rushes, something that initially was dismissed as not viable due to the powerful defenses (some freely given at the start of the game) and fairly durable villagers. But Feudal Rushing developed and became a viable and even dominant strategy.
With where the metagame ended up (or at least where it was when I stopped playing seriously a few years ago), Feudal warfare is not even "rushing" so much as where the fighting normally starts on most map types. And trying to do what would have once been considered a "fast castle" in 1v1 on most normal maps will just get you killed. Even Dark Age rushing is viable for a few civs, though quite risky. It's common for a 1v1 game to not even reach the Imperial Age.
Granted, Age of Kings did have an expansion and some patches. But those came after the Feudal Rush became popular, so it's somewhat moot for the point I'm making.
I'm not trying to draw a perfect analogy, Smash is obviously very different from Age of Empires. I'm just providing an example of a game whose metagame ended very differently from how people expected it to. I'm not saying the same thing will DEFINITELY happen with Brawl; it's possible that it will just spiral deeper into a campfest. But the metagame needs time to evolve.