In many ways Melee is about the freedom of movement you have, given the constraints of the physics engine. For example, all characters in Melee can do the Hyrule Jump. Another is the speed. Just how fast is Melee? Too fast.
This is a good example of spacing. My favorite part of the video is at 17:00, when Hungrybox gets a cheap and totally unexpected rest on PP. A moment I found funny was at 18:37 when PeePee got a KO from a forward tilt despite Hungrybox’s evasive tactics.
Compared to other matchups, Falco vs. Jigglypuff is super campy. Both Falco and Puff have to be careful with their approaches because one wrong move could result in a devastating combo wreaked upon them, inflicting 40% or more in damage points.
In a way they’re like opposites. Puff has absolutely flawless aerial manueverability; her five jumps and powerful aerials give her the ability to punish opponents offstage and her Rest is typically a OHKO move. However, Puff has no long-range moves, no projectiles, and is super light, making her vulnerable to moves with high knockback. In contrast, Falco’s laser covers large distances and stuns opponents, but he has poor recovery once knocked off the stage, so he needs to combo on-stage and get KO’s with his back-air or up-air kicks.
You wouldn’t expect all this complexity out of Melee, but that’s the thing: there’s always new things to learn about it. I find that the more I learn about the game, the less I feel I know. The better I get, the more room for improvement I see. Melee is a true skill just like playing guitar or programming. It just takes exposure to the competitive scene to realize the depth of this game.