Good morning, everyone. I hope your day is going well. But today, I would like to discuss a matter very important to me: Super Smash Bros. Currently, there are four legitimate entires (five if you count the 3DS and Wii U game as two separate entities - although, in actuality, those two games are overall similar in nature), alongside modifications existing for the game (in a sense, video game modifications are almost like vape modifications - both begin with a base product and expand upon said original product, typically producing bigger, better results).
However, of the Super Smash Bros. games (modifications and official releases alike), Super Smash Bros. Melee - released on the Nintendo GameCube in 2001 - is the game that holds the most viability as a good entry. The first game was lacking (due in part to its release on the Nintendo 64), and the third game, titled Super Smash Bros. Brawl, was far too slow and built with relatively slow, boring, and lacking physics, making for drawn out battles and overall diminishing enjoyment the longer you play (the story mode of the game, dubbed the Subspace Emissary, was not anything of particular worth). As for the fourth installment (or fourth and fifth, referring back to a previously-established fact, while by no means bad games, they were not on the same level as Super Smash Bros. Melee. Let me elaborate on this.
Super Smash Bros. Melee (henceforth referred to solely by "Melee") is a game in which movement and action are both fast-paced and intense, allowing for exceedingly large amounts of fun. Not only is it fun to play, it is also fun to watch - this is where "E-Sports" comes in. But before going too far into E-Sports, I must explain some more about the appeal of Melee. Although often called broken and imbalanced, these "design flaws" - as one might call them - are what allow for advanced play of the game. Requiring a lot of skill, numerous unintended actions can be performed while playing the game and battling, allowing for players to both avoid taking damage and inflict larger amounts of damage by chaining attacks together (which would be referred to as a "combo").
One might think, "If someone requires that much skill to do it, then why would it be practical in any way?" And to that question I say: the practicality lies in what kind of gameplay you are committed to. In tournaments, these advanced techniques are employed to gain an advantage on the opponent - the techniques, however, are not the sole factor needed in succeeding in tournaments. Skill is important, but just as important - perhaps even more important - are the reflexes of the player. "Reading" - a player's ability to predict the opponent's next move - is essential.
What this all adds up to is fast-paced, intense action. People enjoy watching these kinds of things - the thrill of seeing advanced techniques employed brilliantly, and the clash of minds between the two rivals. That, my friends, is how this connects to E-Sports (which would be video game tournaments, in essence). Similar to how one might enjoy watching Nascar - fast-paced racing - fast-paced Melee gameplay is a sight to behold. I implore all of you to accept Super Smash Bros. Melee as the best of all Super Smash Bros. games, and to seek out the competitive Melee scene.