I kinda get it, but I can also see its failures. There's really no "right" way to do it, because no matter what you do, someone is always going to complain. Either it's the hardcore gamers, or it's the kids. If the kids don't make the list of top ten Smashers, they're more likely to complain, and then Nintendo could lose those easily-affected younger gamers. Older gamers are supposedly more mature.
Besides, it must be tough to maintain such a list online. Easier to keep it off. You could also have various swear words in names and taunt messages and such; though that's been touched upon already.
Anyway, to copy and paste a post from PureZC I made in the Brawl Spoilers thread over there. It's pretty long, but worth reading if you're interested in the game's physics.
So as of today, I have played Brawl. Someone brought in their Modded Wii, complete with Brawl somehow burned onto a disc. I had a turn at Zero Suit Samus first on the Gamecube Controller, and then Fox on the same, and then King Dedede on a Wiimote+Nunchuck combination, and then Marth on the same Wiimote+Nunchuck combo. Here's what I experienced. (And dangit, I've got nearly four hours to make this post, so I'd better make it count.)
Zero Suit Samus:
The round started off with me choosing Samus just to see what ZSS was like. I remembered that you could choose ZSS outright by holding R (Shield) when advancing to the stage selection screen, but then I promptly forgot about it when actually recommending the stage. We chose Final Destination because I chose that moment to be especially loud and particularly pleasing to the ego. So the match had begun, and I noticed that I was indeed ZSS, despite having not held R. Actually I had, because I'm just used to holding in R when selecting a Stage in Melee to get the alternate music, and I guess it carried over. Whatever. I didn't see any superspecial entry effects for her, but I wasn't paying that much attention either. I was more interested in knowing where on the screen I was. I suppose she enters with her "Twirl and wrap her plasma whip around her with a flourish" pose upon entry, if you must have something to sate you.
Now. A word about ZSS. Two things, actually.
Her Up+B to recover, .. .. I dunno. I didn't really see much recovery with it. I lost a life to it, in fact. Far too chaotic to see what was happening. I got hit off the stage, hit Z, and forgot what happened. I didn't grapple the stage, that's for sure. I hit Up+B. Nada. So I died. I don't even think I caught the edge for some reason. Then, on the ground, while I wasn't being assailed by a Peach, Metaknight, and Pit, I tried out my Down+B. She does an interesting arc in midair. It's clearly a recovery move, as I sincerely doubt it's even capable of doing any damage. It's just a little gymnastic move. Really.
Here Forward+B is a NICE Plasma Whip extension. It actually reaches pretty far. I also tried that "Grab while holding <AWAY>" and I suppose it reached a bit longer, but I really wasn't playing long enough to pay attention. I was more focused at Smashing and doing her Plasma Whip forward move. And yes, Up+B Is indeed the similar Plasma whip, only directed upward. Didn't have a chance to use it much.
Her aerial moves are actually pretty nice. I can't really describe them, other than "A Helix to Shiek's." They feel similar to hers, but with every opposite twist. Her Fair is exceptional, as is her Bair. I didn't get a chance to see her Nair.
Her Dair is deadly though. To you. It's just like Sonic's. You pause a tiny bit in the air, and then *ZOTT* ... you shoot down and a little bit forward with quite a bit of speed, hammering any hapless opponent who happens to be there. It CAN EASILY KO you. Be careful with it, and make sure that you know what you're doing before you use it.
Fox:
... Oh boy. Fox was .. fun. I mean that in all ways. First of all, if you're one of those Zelgadis people, you're in for a sore surprise. Although Fox's moves aren't really different, the very feel is soooo much different entirely. Fox isn't as light but heavy as he was in Melee. Also, if you relied on crouch-canceling (Or anything else.) to link into a Smash Up, you're totally out of luck, from what I can tell, you can't crouch cancel at all anymore. You just keep moving forward with whatever momentum you had. A serious loss for all Melee experts everywhere.
Shining is interesting too. It felt cheaper FOR Fox, but also felt oddly satisfying. I'm not really sure why. > >.' It's a tiny bit harder to shine someone, because their attacks can easily get in the way, and it felt a bit like his hitbox was a bit smaller, but ... ... it was fine, really, when you can get in that perfect shine. Also, you no longer have to press "up" to get out of it faster. It just depends on how long you hold B. The smallest shine felt like it was about one third of a second, I suppose. Definitely not instant, but nothing entirely inconvenient at all.
His laser hasn't changed much. I didn't try it that much in air, but it didn't feel like you could do much of a running SHFFL with it either. I'm not really sure what the problem was, but he felt sort of bogged down while he was doing it. His Up+B move still has wonderful attack power, and is not to be underestimated nor underused. It was that one "Ace up my sleeve" that I had when I was in trouble. Forward+B still has a lot of speed behind it. Didn't try it that much; was more attentive toward making sure I got back on the platform.
OH. I should mention that the trick where you're hanging off of the ledge, then press down to release yourself, and INSTANTLY press jump and then attack, .. .. .. yeah. That still works. :twisted: Seriously, I am so happy about that. So immensely happy... ... ...
Many of Fox's attacks definitely hit harder; not like in Melee. You can combo into them as easily though. Take his Throw Down move. Grab an enemy, and press Down, .. and whereas in Melee, he'd throw him down and laser him a bunch, and then you could immediately do any attack on him, like Smash down, down+attack, up+attack, ... ... yeah. In Brawl, the guy just flies away after the down throw. I didn't really use any other throws though.
I got about two Smash Balls with Fox. His Landmaster is, yeah, ... pretty damn badass. The laser does indeed hit where you'd imagine it would. Doing a barrel roll on the ground kinda tosses whoever is on you down to the ground, and then gets hit by the Landmaster's hitbox. (Well, they would. O.o They got tossed under it. XD ) It can also fly, but it's a fairly slow and clumsy flight.
King Dedede
... man is this guy heavy. I liked pretty much all of his attacks, but he's SOOO Slow. He feels a LOT like Donkey Kong from Melee, ... ... except possibly slower. His Forward+B move (He throws a Waddle Dee.) feels kinda like the intent of Peach's thrown vegetables, I guess. His A attacks are pretty powerful, and his forward Smash attacks feel like the Ice Climbers, only, well, .. bigger. Almost like you're hitting someone over the head with one of those streetside magazine stand shops. :P Heh, seriously. His Up+B Attack was kinda odd. You just bounce upward, and if you land, (IF. It's risky.) you do indeed suffer about two full seconds of recovery time, if not more. I think I KO'd someone with it to win the match, actually, though it was entirely accidental. (Yeah right. No really!)
Not that much more to say about it. Even his Bair move is like Donkey Kong's. :shrug: I sucked someone in, but didn't do much with it. Didn't know what I could do.
Marth.
... ... Ah, my Marth... ... At long last, we are reunited.
Marth is just as much a badass as he is in Melee. His attacks hit even harder, (They're DEFINITELY A LOT More tangible. O_O ) and it's easier to use your Fairs and Bairs against foes, especially when they're on the ground. It's still just as easy to Forward-slash someone (While on the ground.) right away from you, and still just as easy to smash attack. It hits pretty hard.
His Sword Dancing move(s) aren't as .. uh .. flashy as they were. Also, unfortunately, using a single Forward+B in midair when recovering no longer helps at all. In fact, it almost harms you by canceling almost all of your momentum. It's pretty tragic, really. :-/ I wonder if DI's work here too. Hell, considering his recovery has been nerfed so hard, he'd need one. Desperately.
I suppose that's all I can tell you, really. Oh. Air Dodging. Normal dodging on the floor works wonderfully, I suppose. No complaints there. Didn't really notice myself using them much, but when I DID, they definitely worked very, very well.
...
AIR DODGING, on the other hand, ... Well, Z didn't work. I don't even know if R or L did either, because they didn't seem to have much of an effect in the least. As far as I'm concerned, I was entirely air-dodge-less as everybody. It. SUCKED. TERRIBLY.
I should update this with content I've learned since then.
Concerning Zero Suit Samus: Her Forward Ground Smash Attack is similar to her Forward+B. She uses her whip, essentially. It has considerable range too, almost as much as her Forward+B. Her Forward+B has a "sweet spot" on the end of it which, if done precisely, can actually hit someone who is edge-hogging. Very, very difficult to pull off though. Again, the move has incredible range. That sweet spot is more than likely to be utilized when using the attack though, because it hits enemies anyway as you use it because of the nature of the attack. It practically pushes foes toward the sweet spot, so fear not.
Her Up-Tilt attack is a phenomenal attack as well. So is her Standing Up+B. It too has a sweet spot at the tip. You can also spam it in place, using the right timing of course, to keep your enemy suspended in midair for a while. Very interesting attack. Don't underestimate it. It brings your foe down to you when it hits them, and you can repeat the move to send them back up to the sweet spot at the end of the whip and back down again to you to use it again. Seriously. Good attack.
Don't bother with her Standard B move though. It's nigh useless. The Fully Charged blast (Which takes only a single second to charge, and is barely more powerful than the uncharged blast anyway.) doesn't stun anyone much at all, for a paralyzer. Rather, her normal Downsmash, which fires her paralyzer at your opponent's feet right in front of you, that actually stuns them for one or more seconds. Do use it often. Particularly fully charged, if you can make it.
Her Down+B Gymnastic flip actually has its uses. For one, yes, it's a recovery move, and can get you closer to the edge of the platform while recovering to use her grapple tether, I believe. It can also be used to spike! You just have to get both the timing and the spacial distance correct, and in the middle of the arc, you can press A, I believe, to have her extend her legs for a kick while maintaining the arc in midair. It really is a pretty good spike move, from what I can tell.
Anyway, Captain Falcon still has his electric Knee smash attack from Melee. It just is released a little bit later, so you should do the Fair (Forward-Aerial attack.) a little bit earlier, around the height of your shorthop, to release it as desired.
Snake's Downsmash move actually plants a proximity mine in the ground. There can only be one onstage though. His Down+B move plants a remote control mine in the ground. You can also plant one on the head of your opponent if he's standing right in front of you. (Yes. Really...) Meaning you can send them high up nearly off the stage via whatever means available to you, and then hit your Down+B to explode the mine, sending them the remaining distance offscreen. A pretty solid attack, I think.
Although you can't jump at all from the release of his Cypher (Up+B Recovery move.) you can still attack on the way down.
Oh. There's also a neat item, in the form of a soccer ball. You can't pick it up. It's the equivalent of Mr. Saturn, but hits harder. You can attack it, and it'll be cast out like a real soccer ball (Utilizing the Havoc Physics engine, also powering Half Life 2. <3 ) to send it out towards another character. It does hit relatively hard, I suppose, particularly owing to the fact that there's a trail of smoke and fire behind it after it's kicked. 😛
Oh! I almost forgot. Marth's Forward+B sword dancing move (the first step only.) actually does help you recover, but only if used a fraction of a second after your midair jump. So in Melee, it was at the crest of your midair jump. In Brawl, it's immediately after you hit jump. The effect is a lot smaller, but at least it's still in there.