Because too much was taken out when compared to what little was added.
Almost nothing new was added to aid approach. There is really very few new things for approach that wasn't already there in Melee. In comparison, we lost a whole truckload of ATs that aided approach.
Specifics please.
How is this not limiting it?! A lot of options were removed, few were added. A lot of the old options have also been gimped. This is limited it.
Very few people can approach aerially safely because of the new shield mechanics, lack of hit- and shieldstun and super armor on grabs.
Pit has a few options others don't, and? There's the truckload of characters without many options. What about them? Are you saying we should all play as one of the very few characters with a good approach-game?
well we pretty much did in melee and that worked out rather well
but in all honesty, all this does is change the way we approach, almost every character has some form of projectile, or someway to bait there opponent out of their shield, what you say is true, but you over exagerate the problem, its miniscule in the scheme of things.
the few characters don't have projectiles, have some sort of disjointed hitbox to stay at range, to suggest the game is all about Shield turtling is a rediculous claim, it simply isn't true these are hard facts [/QUOTE]
Shield pressure - To put pressure on the shield. To hit someone once or twice and then stop is not shield-pressuring. Smash does not have the High-Mid/Overhead-Low mixup. Shield-pressure was key to finding openings. Now we don't have it.
Brawl is a turtling game. Turtling is bad for competitive play.
You can. You just won't be safe.
The sheild still shrinks rather quickly in brawl again, to suggest that brawl is a turtling game is simply false, go check out any of Gimpy's Tournament videos on youtube, there isn't a single instance of shield camping and when someone tried they got punished. Nothing was removed, the physcis engine changed so some adjustments must be made, big deal there's no loss here, opennings can still be created by baiting your opponent out of his shield in a variety of manners
Too bad most aerials cannot be comboed from because of the lessened hitstun (they can hit you back faster than you stop lagging and can jump after all) and the new floatiness to all characters. Less hitstun - More floatiness - New knockback system = Less comboing. Very few characters can combo, especially in the air.
Most of the time, the opponent can recover enough to airdodge, aerial you back or simply jump or air control away.
ok, so do the same thing back. They counter your arial with one of their own, the you return the favor. So what? now combo's are a series of action->reaction moves, and your choice of reaction is what will distinguish your strategy, what's that? do i smell a new depth to replace an old one? why yes it is
Combos are very limited now because of the new mechanics. These are hard facts.
Combos are very different now because of the new mechanics these are hard facts
Why is "off the ledge" edgeguarding easier now? What possible change made it easier?! It was there in Melee. It hasn't been improved in Brawl because of the lesser knockback in general, floatiness making it easier to recover (so if they don't die from the edgeguard, they'll just DI and recover really high up), floatiness which makes it so that pretty much everyone will recover high almost every single time, making it much harder to edgeguard them, the new airdodge system makes it easier to airdodge attacks as well since you will be able to move afterwards.
Less hitstun means that even if you hit someone far away, they'll recover fast enough to use recovery moves anyway.
ok, first of all the overall more floatiness affects you as well, this improves your arial mobility which translates to more intricate arial combat.
Where edgeguarding has become more difficult, edgehogging became easier, that is balance and retains the depth
Everyone's recoveries were also boosted (pretty much). No, edgeguarding has gotten harder in every possible way.
ok, so that strategy may not be the number one form of killing, however it still exists, edgehogging is better, and now you also have to worry about acctually sending them flying far enough to K.O. them, Big deal. No depth lost here.
It doesn't have to be advanced. It'd be nice to have more options at all.
Well, infinate jump techs are a semi-option, but we pretty much aggree here
Mindgames have everything to do with the game engine. The extent to which one can mindgame is limited by how the game is programmed. Less options = Less room for mindgames.
I have shown how the engine does not limit the things you think it does, certain changes are OK, and its really all hyperbole that you are masquerading as "Hard facts"
You wont accept this though so theres no sense in arguing this point with you.
There's no universal lag cancel and it's also extremely situational.
No universal Lag cancell is required, specific situational ones add more specific and skill intesinve depth.
Yes, because mad dashgrabbing worked so well in Melee!
actually it was Mad JCgrabbing, and it was a make or break in alot of specific character matchups so i'll go with yeah
There is less hitstun. Spacing was always important. Now it's vital... which is bad for the many characters who aren't safe on aerial approach even with proper spacing.
Because there's less hitstun and shieldstun, you are also limited to only lagless moves since characters can just shielddrop smash/tilt/jab you or shieldhop fair/bair/nair you if you do a move with a lot of lag now.{
Super armor = You will not flinch but still take damage. Say you jab me twice. I shieldgrab on the 2nd. I take the damage from the jab, yet I'll still shieldgrab you.
Ok, that's what super armor is, i don't think its that bad, if anything it counteracts that "turtuling" Concern you have any way, so yeah that's balanced
and with how balanced the cast is now, i don't see any character besides maybe yoshi that doesnt have a solid safe approach plan
There is almost nothing new when it comes to approach, edgeguarding, etc., etc., etc. in Brawl!
Look at it logically.
And the oxygen particles in our atmosphere don't reflect blue light, look at it logically, its simply false these claims you make, how can you refute something based in perspective and oppinion. Look at it with an open mind
They removed a bunch of things.
They added a few new things but nothing big (that's universal).
Again, you are hyperbolizing the change in the physics engine
Of course things are more limited now! Yes, emphasis has shifted. But the game is still much more limited than Melee because a whole bunch of options have been removed!
Please stop acting like anything that was changed instead of added detracts from the game, Just because all the deep points of the game are or function differently doesn't mean they're not there, they just not carbon copies of the function they had in Melee.