Its one thing to add walljumping or triple jumps to a mario game, its another entirely to allow you to float infinitely above all hazards without consequence.
Because that's a remotely reasonable comparison and not an insane leap in logic at all.
A better comparison is that they add wall jumps and triple jumps to a Mario game, and you complain that these things would trivialize certain boss fights and levels in the previous game, so are therefore terrible additions that completely ruin the game. But you're not considering that while,
yeah, you can't just slap these things on the old game and expect it to work, but if you
design the new game with these mechanics in mind, they will probably work just fine.
I have given you multiple reasons why I think air blocking would lead to bad gameplay. Care to give me reasons why it would not?
Yeah. It would encourage aerial play. That was the point of every change I suggested in that post.
When you knock an opponent off the stage and he's trying to get back, and you hop out there to try to finish him off, you both have more options, both offensively and defensively. The player closer to the stage still has the advantage because he is closer to safety and likely hasn't used up his second jump, but the player further away has actual defensive options outside of killing himself with an air dodge.
The point is that on the ground, when someone comes at you, you have a lot of options: block, dodge, roll, jump, counter-attack, grab. But when someone comes at you in the air in Brawl, you really only have two options: dodge or counter-attack. And in Melee, dodge is a pretty terrible option since it puts you into a fall state. And if you're playing as a character who has a slow and shitty aerial in the direction your opponent's coming from?
Welp.
I just find the current lack of aerial options pretty boring, both to play and watch.
How about this: When you shield in the air, it depletes twice as fast. This would make shield shattering far more likely, and considering the helpless state that leaves you in, it would basically be death if there's no safe ground below. It would be a defensive option that you could use, but one that you wouldn't want to abuse.
Oh, and by the way, on this?
Neither of these examples make sense because neither series has the movement mechanics that Smash has. You cannot air or platform camp in either series (well you actually can in MvC but thats beyond the point). Hell, they don't even have platforms to begin with.
I wasn't specifically pointing out that air blocking works in MvC, therefore it should work in Smash. I was pointing out a situation where a relatively minor game mechanic was changed that drastically altered the dynamic between the two players and what was considered a weak position and a strong position, and - shockingly -
didn't completely ruin the competitive aspect of the game.
Just as jumping in MvC doesn't put the player at a huge disadvantage yet didn't break the game, air shielding would give the player on the ground less of an advantage, but this wouldn't break the game. It would simply present a different dynamic between the two players.