I'm still playing Project M a lot.
I'm far from being a high-level player (I'm actually quite mediocre), nor I play with human rivals (sadly), nor I'm reading specific guides, but here are the subtle details why I love Melee-like gameplay/mechanisms and 1vs1, no items, stock matches:
-The slow realization your hands have started thinking by themselves, rather than waiting for your brain to dictate orders.
-Your characters slowly moving a lot better, doing short jumps with fast falling + aerials, and dropping from platforms quite fast, but they still feel too slow, too clunky, not as fluid as you want to, you're too repetitive.
-Doing aerial and special attacks near the ledges of the platforms, so the combination of the game's gravity, the ledge's physics and the character's inertia will make them drop from the platform and cancel the lag. And realize it when you have already started doing it a lot time ago.
-Sweet-spotting all your attacks, and specially your recoveries. And learning how and when to do your recovery so you can minimize the lag/avoid the edgeguarding rival/guarantee your return to the stage.
-Learning and overcoming the character's weaknesses, the hard way.
-Start doing specific combos without learning them from guides.
-To never feel the game is unfair: your death, your fault. To never feel the game has a ceiling: there's always more and more to learn, more and more micro-optimizations to do, more and more playstyles evolving, being created and discarded. Every match is different, the game is its own sequel, its own sucessor.
-To do attacks that does not connect with the rival. Not because you're bad and wrongly calculated the distance, but rather because you want to reduce the rival's range and available options.
Those are the things I'm slowly feeling and learning, it's quite hard to describe with words the satisfaction and fun. These are the thing you cannot simply grasp as well with Brawl-like mechanisms (infinite air dodging, automatic edge grabbing regardless of the character's current animation and action, no conservation of inertia in air), or with crazy 4 (now 8!) players, free for all, items on matches in banned stages, and while I agree that the Smash experience is by no means limited to or "more complete" with a competitive mindset, I'm tired of all the people saying 'it's just a party game, stop playing it the wrong way". Sadly I know a few people like that.
Edited by Maleboocado, 02 November 2014 - 11:50 AM.