Huge Succeeded
Banned
Yes, but if your opponent gets knocked away, you have significantly more time to get back on your feet. Besides, I don't see the fact that your opponent has more of a chance to get a shot in at you after you hit him to necessarily be a bad thing.
You're not considering the effects these things has to the game design at large I don't think. And I don't mean to imply that you ought to. but from a competitive player's standpoint there's implications to these mechanical changes that will crop up every single round. Cancelling aerials allowed for some degree of followup from a successful hit. Whether it's a defensive maneuver or offensive, your suite of aerial moves in Melee was always a functional part of your moment to moment moveset and your approach options. When each of these moves has lag, some changes occur - it becomes much less safe to approach in general, because a whiffed aerial practically guarantees punishment and unfortunately offensive approaches also become much more predictable and dangerous to attempt as a result. It becomes nearly impossible to guarantee follow up even at low percentages and there's few 'marathon combo' possibilities in Melee that aren't escapable so while I understand appreciating fewer risks of getting beat the hell up (even though it's very rarely to the same degree as other juggly fighting games) the alternative given in Brawl is that (due to a couple of other factors as well) combos practically don't even exist. Aerials are often simply high risk, low reward momentum stoppers in a 1-on-1 situation. In tandem with Brawl's incredibly beefed up universal defensive options, these things help to contribute to the fact that in a competitive or even non-competitive environment Brawl often boils down to a game that's much more defensive or 'turtly', where projectile characters often shine because they have the tools to do damage and put pressure on people without putting themselves at risk of punishment from vastly less viable offensive approach options, where it's safer to play extremely defensively and avoid an outright fight than it is to take risks and get into the thick of things.
Brawl had one big mistake : tripping.
Other than that, maybe it was more attracting to a different type of individual. But to dismiss those people, to dismiss some of my friends, because it's "objectively" worse?
No. It was worst to you. It was different to me. And for some of my friends, they found Brawl more fun to play.
That's just the way it is.
I don't like when competitive players use reductionary reasoning toward the opinions of casual players because it's a bad look but I don't appreciate when we're on the receiving end either. Tripping is only the most visible of Brawl's foibles and in the grand scheme of things it's not quite even the worst, just the most deliberately against straight play. If tripping was your only significant issue with the game then that's cool. And I understand why you might not be willing to cave on some things with the state of Brawl vs. Melee discussions here being what it is and people antagonizing and attacking one another. but Brawl's general direction was truly limiting to a swath of dedicated Smash players. For a reason, of course, and an understandable one as far as I'm concerned (desiring a more accessible Smash during the Wii and DS era is smart even if I'm salty), but Melee years prior had managed to strike a balance between accessibility and depth that helped to cultivate a following 10+ years strong and the formula could have been made more accessible without neutering offensive play outright. And it's like pulling teeth to communicate that to a lot of players. You might not perceive them as mistakes but Brawl has huge fundamental differences that alter the ebb and flow of the game to the point where it just lost its appeal to some of us.