Short-hopping isn't a glitch, and no one said it was.
And no one can complain about it, since it's in Brawl too. It's not even an AT.
Mind games aren't glitches, and no one said it was.
And no one can complain about it, since it's in Brawl too. It's not even an AT.
Spacing isn't a glitch, and no one...
Do you notice a pattern?
Are you going to call l-cancelling a glitch? It was in Smash 64, Sakurai was clearly aware of it, and he left it in Melee. I believe it's just a usage of the IASA frames, interrupting an aerial early with a shield. Something so inherent in the gameplay isn't merely looked over by its designers. Sakurai put it IASA frames on purpose. Are you going to call it a glitch, then?
Are you going to call wavedashing a glitch? The game needed some way to resolve what happens when a character airdodges into a surface, so we have sliding. If you airdodge directly into the ground, you have no horizontal force, so you're technically still wavedashing, just with not sideways momentum. 64 didn't have wavedashing because it simply didn't have air dodging. Brawl doesn't have wavedashing because air dodges can not be controlled. If the game was programmed to let the character slide on contact like that, and competitve players are merely taking advantage of that fact, is wavedashing a glitch?
Things that are oversights may be called glitches. The ICs freeze glitch clearly is an unintended result, and so it is fair to call it a glitch. However, something programmed into the gameplay intentionally by the creators is clearly not a glitch.
It bothers me that the competitive scene doesn't appreciate Brawl because of a "lack of competitiveness" or "ATs."
That's stupid.
Lack of competitiveness and Lack of ATs ARE NOT THE SAME THING.
And why is it stupid? If the competitive players wanted to play the game a certain way, and the programmers made the game specifically so that they could not play that way (and did so intentionally, mind you), why should the competitive players like the game? It was specifically made for them to not play it how they wanted to.
An identical argument can be made for Melee and casual gamers. ATs were in Melee, and casual gamers feel that the can't compete without using ATs. Since they are (for some inexplicable reason) morally opposed to using ATs, then one can argue that Melee was made specifically for casual players to lose.
So when you say that competitive players are being asinine for claiming that they dislike Brawl due to its lack of competitiveness, you're exhibiting casual elitism in its purest form. An argument based on Brawl's lack of potential for a high level of competition is perfectly legitimate.