Lol sorry you feel that way.(at least you knew it was a joke)
But that joke was more catered to internet forums in general. Though the smash community is quite known for a rather, "adamant" stature.
*edit* Did you get a chuckle out of it though.
Nah. It's perfectly fine. I did get a chuckle out of it, actually.
For this entire rant, assume I'm talking about tech skill when I say skill. I know that reading and psychological skill are also important, but that's not what I'm discussing here.
I'm on the side of things where I think a lower skill floor for a competitive game is not only healthy for its sales but healthy for its community as well. Online gaming communities thrive on fresh blood coming in and mixing things up. This not only ensures there's enough people at tournaments in fighting games to not only have a tournament but allow some players to consistently hit near the top, but ensures there's enough people to play against period. If a player that puts in a decent chunk of time towards a game can at least feel like they're at least some form of threat or competent, they'll stick around even if they lose a lot. This not only keeps the community lively, but gives professional players more people to play against so they can have more data and get even better. You never know when some random newbie is gonna try something so bizarre that it actually works and leads to a new technique.
I feel this is the biggest short-coming with Melee as a professional game (and a hurdle it surpassed purely through the insane passion of its community). The base level of entry for basic skill in competitive melee is absolutely ridiculous. You can have played 200 hours of Melee and still not have the skill to avoid getting 4-stocked in a serious tournament setting, much less win any matches. There are some techniques that are difficult enough that some players, no matter how hard they practice, will never actually get it down either due to just not having the innate timing or the basic manual dexterity for it. It's hard to build muscle memory if you can't even manage something in the first place. In short, there are people that, with a hundred years of practice, still wouldn't get wavedashing down. I'm not a competitive player by any means, but I still can't either, and I put plenty of hours into melee.
In most games, this would actually kill the game. Overly technical games frequently fall by the way-side despite high critical acclaim from their target audience. It's not just in fighting games either. For every Schmup like Touhou that's highly successful, there's dozens of well-designed ones that fell by the wayside because they lack a tutorial mode or an easy enough difficulty. One of the genius things of Ikaruga and Radiant Silvergun were that you gained continues or stats every time you died so that every player would EVENTUALLY beat the game. The same can't be said for something like oh...
THIS.
As cool as that is, almost no one outside of Japan has ever heard of that game because of how patently difficult it is. That's an extreme example, of course, but it still makes the point. Games that want to have large communities either need to be passionate or accessible to keep new people coming in (and preferably both). In a sense, this is also an argument for why having skill based match-making for Smash 4 is an insanely good thing, but that's a discussion for another time.
Point is, someone that's really passionate about a game and put in over a hundred hours into it but is perhaps just not as skilled as other people needs to feel like they can at least give a professional player a warm-up and not just perfected or 4-stocked twice in a row. I've put a decent amount of Street Fighter IV in. I'm, by no means, a professional player, but I feel like I could maybe at least hold my own (not win, but at least do some damage) in the first rounds of a minor tournament. That's honestly just not true with Melee, and practicing with people of a skill level high enough that I could get there is going to mean a lot of lop-sided matches that just aren't fun for most players. When this kind of scenario happens, the player pool stagnates and you just don't get any new blood.
Once again, this hasn't happened to Melee because of how ridiculously passionate the community is, but it's far from the norm, and it's not actually reasonable to expect lightning to strike twice here.
So yeah. I'm highly in support of a lower skill floor for the game. That said, there actually isn't really anything wrong with a much higher skill ceiling. Carl Clover from Blazblue is an interesting example of this (albeit a bit overboard for reasons that'll be obvious in a second). Blazblue is actually a pretty accessible fighting series and it's seen some decent success because of the interesting mechanics they put on their characters. Carl Clover is a puppet character, which means he control a second character as part of his moveset (like Rosalina and Luma). Carl Clover is low tier in the original Blazblue, because most people just can't get used to his playstyle. He's highly technical, his character has a low health bar, and he does little damage. That said, there's like a handful of good Carl players and they are all absolutely insane. These people have put thousands of hours into this character, and they've been rewarded with being allowed to do some absolutely amazing things in the game that, while not game-breaking, are decently potent. Of course, Carl is an extreme example because he's still pretty low tier and Carl players don't win tournaments often, but this year's EVO was actually won by another highly technical character, Litchi (who isn't low tier, but still requires a pretty high level of skill).
There's similar characters in other games. Spencer in Ultimate Marvel vs. Capcom 3 isn't played very often because he's somewhat difficult to link his combos for, but when someone like Combofiend is good at them, their comeback potential is insane.
So, I'm not against there being advanced techniques that are circumstantial or individual characters that are highly technical. These don't have nearly as big of an impact on keeping new players out as universal advanced techniques like wavedashing do, and a high skill ceiling is very rewarding to those players that do want to reach insane levels of player skill. Hard to learn characters often suffer from a lot of variability in play level until you master them (since a dropped combo or attack goes from unfortunate to devastating), but you gain flexibility and options and the satisfaction of having more room to improve into.
As such, I'm actually pretty happy with the direction Smash 4 is going. Characters like Rosalina and Robin look VERY technical and there's a much higher variety of playstyles in this one. Similarly, the sheer variety of characters is gonna lead to some interesting match-up potential and might require really serious players to learn 2 or even 3 characters. Either way, I think a really good Rosalina and Luma player will be able to take the game to new levels while a very dedicated casual Bowser will be able to occasionally win a match or take a stock from a professional player. It's a good balance between being accessible to people that are on the fence about becoming competitive without completely removing every chance of highly competitive players getting to expand the game and how its played.
Aaaaand... That's a wall of text. Scary thing is, I could've gone longer.
Anyway, TL;DR. Low skill ceilings nourish healthier and more active communities, but high skill ceilings can still be added into such games to appeal to the hyper competitive players.