Yeah you're right about that. Stuff like wobbling, stalls, etc... those would be cool to get rid of. That is too bad you're not traveling anymore, but understandable. Hopefully there will be another tourney around you that I can make.
Oh, more like...
If Fastest Could Patch Melee
Features/Bug Fixes
1) Allow players to choose if they want the control stick to jump.
2) Allow players to remap their buttons! Why every game doesn't allow this is beyond me!
3) Remove wavedashing's dependence on the character's friction.
This one will need some explanation. If for some reason, you wished to increase Shiek's wavedash range potential, you would have to reduce her friction. Unfortunately, this would also effect everything else Shiek does while on the ground. By decoupling a wavedash from friction, you will be better able to fine-tune the game. Note that
this does not change wavedashing at all. But it allows more control over each character and allows designers to balance individual aspects of the character instead of making global changes. Of course, the game will need to recognize a wavedash as a feature. (Assuming I had Melee's full source code, this wouldn't be a problem. But I don't, so just ignore any arguments about how wavedashing isn't officially "part" of the game.)
4) Remove phantom hits....
5) Remove/Fix crash bugs. (Just listing this for posterity's sake.)
Derandomization
As a rule, serious fighting games rarely have unpredictable occurrences. The community has done a great job at removing randomness by banning items and certain levels in tournaments. However, parts of the game could still use some fine tuning.
Examples are:
1) Remove "Shy-Guy DI", but keep the little dudes in because it's awesome to hit them.
2) Remove Arwing shots by Fox's crew. Or, at least make them predictable by showing a graphic where a random shot will occur. (Perhaps the target from SF64?) This would preserve their randomness while adding a fair tactical element into the game. THROW YOUR OPPONENTS INTO THE SHOT!
Fastest's Opinion Section
1) Make the shield cover 100% of the character at all times.
Yes, that's right, I said it. Make the shield like it was in 64! If you don't agree with me, try and play Mewtwo or G&W seriously or for money, and cry when you get hit while shielding. This change will not hurt mid/top tier. This will HELP low tier, as many low tier characters tend to have shielding issues. Also, preserve the properties that light/hard shielding gives to characters in regards to sliding. For example, preserve how light shielding as Yoshii or Luigi makes them scoot around.
As a result of this change:
2) Weaken the shield so it is more easily broken by normal moves, and severely weakened by charged smashes, and special "shield-breaker" moves such as Marth's neutral/b.
You rarely see shields broken... but I think you should. 99% of the time, a character with a weak shield will simply be nicked in the feet/head/tail. Perhaps during development, when HAL added the "small shield" feature, they didn't realize that shield breaks would almost become removed from the game.
Fastest's Balance Opinions
In fighting games, balance isn't entirely relieve in the sense that top tier chars are better simply because they have *stronger* moves than low tier chars. Top tier chars are at the top because
they have more options available to them. Most designers have the wrong idea when they balance fighting games. Instead of boosting the low, they
take away from the top. This only hurts the game as it removes options from the playing field that would otherwise take the game to different levels. This is part of the reason why smash is so amazing. It's very unrestrictive and allows for a lot of creativity. Thus, to help balance the game, I don't advocate hurting the top-tier, but rather give things to the low tier.
Mewtwo
1) Improve over/b recovery.
2) Make projectiles reflected by over/b capable of hitting people/things.
3) Give Down/B the same shield-breaking properties of Marth's neutral-b, and allow it to hit a shield even from behind. However, people can still avoid the move by facing away and not shielding.
4) Improve back/air startup frames to make it almost instantaneous damage.
I do feel that M2's hitboxes are too large. However, it would be too much to change M2's hitboxes along with the global shield change. Further tweaking to M2 will be needed "post-Fastest patch". I do suggest perhaps making his tail a disjointed hitbox like Marth's sword.
M2 is an extremely defensive character. He has a hard time advancing because he's out prioritized and surprisingly bulky. The back/air change will give Mewtwo a way to advance, yet it will keep him facing away such that he can't advance and abuse his arguably overpowered Smash 64-like throws. The down/b change will give M2 a way to keep pressure on.
Yoshi
1) Give the poor guy the ability to jump out of his shield!
This will be especially needed because shields will be weaker, and he'll need a way to escape his egg.
2) Fix all hitboxes concerning his tounge and how it goes "through" people.
3) Let him grab the edge during certain frames of his airdodge.
4) Swap input of his up/b and neutral/b so people can throw his eggs easier. I've seen many Yoshi's who waste their second jump because they tried to throw an egg. This isn't a problem if you're a decent player, but even pros waste jumps every now and then. (If control-stick jumping is disabled, this won't be an issue.)
Bowser
1) Increase horizontal speed and acceleration of up/b while on ground.
2) Put flame-canceling back in as a feature!
3) Reduce startup time of up/air but reduce damage and knockback.
4) Reduce matrix-like startup time of down/b, and increase damage it does to shields like Marth's neutral/b.
5) Reduce startup jump frames.
An idea I've been working with in my head with bowser, is to remove his down/b, and make that his neutral/b. Then, make his neutral/b a fireball which travels straight much like Luigi's. But, if used in the air, the projectile is shot downward at a 45 degree angle. This may help him advance and keep fast characters from crowding him.
G&W
1)The shield change should fix a LOT of G&W issues. Poor guy gets hit with a 100% shield nowadays.
2) Decrease empty bucket recovery on successful projectile absorbtion, but increase recovery on a miss. - Just an attempt at making this move viable.
I have a whole document about this, but this is the current version of my "wishlist" I have at work. Let it be known that if Wii smash sucks, I'll be "porting" (remaking) Melee onto the PC as an exact copy of the original. (Or wii, as I have the SDK... just need to mod a wii now to have it run homebrew stuff.)