Quick refresher on yomi and triangles:
Fighting games are a series of triangular options, like Rock Paper Scissors. When tiebreaker conditions (local asymmetry) are imposed on such a triangle, it results in a yomi state.
If we are playing vanilla RPS, it is symmetric and thus
unoriented, so it lacks any meaning. But if you are playing against Dwayne "The Rock" Johnson, whose Rock gets triple points for a win and beats all other Rocks (but he loses other ties), then it creates a classic 4-layer yomi state:
layer 0 - Dwayne's Rock
layer 1 - Your Paper
layer 2 - Dwayne's Scissors
layer 3 - Your Scissors
...(repeat)...
Note that you have no reason to ever play Rock, and Dwayne has no reason to ever play Paper. Tiebreakers (asymmetry) always flatten triangles into yomi states in this way.
Now, fighting games have tons of triangles, generating multiple yomi states a second. Probably the outermost triangle that all fighting games (and some others) share is Offense < Defense < Null < Offense.
- Offensive options advance your win condition but have some cost
- In fighting games, this is usually measured in time.
- Sheik doing a d-tilt costs 30 frames.
- Defensive options do not advance your win condition, but stop offensive options while costing less.
- In fighting games, this means you have a time advantage, which can sometimes be converted into a guaranteed punish.
- Sheik spot dodging costs 25 frames.
- Null options cost nothing.
- This might involve movement (walking is a null option), but there is no commitment of the primary resource.
- In fighting games, null options provide a time advantage over defensive options, just as defensive options do to offensive options.
- Shiek waiting or walking costs 0 frames.
Every fighting game ever made has a rather large bias in favor of offense. Virtually every offensive option is designed to bypass certain defensive options. (Some moves are safe on shields, grabs beat shields outright. Multi-hit, very fast, and very slow moves beat spot dodge. D-smash and hard reads beat inward roll, projectiles and dash options beat away roll, ect.) There are no such counter-examples for defensive options ever "beating" a null option, or a true null option "beating" an attack.
Everything is inherently tilted towards offense, so that games march towards completion.
People talk a lot about "defensive options" and comparing them between games, but beyond smash 64 (which had trash defensive options) the defensive options in each game are... pretty mechanically similar? Spot dodges are a bit better in one, rolls in the other. Shields have more health in Melee and lower OoS frames in Smash 4.
Offensive options are way harder to compare, but seem broadly similar in efficacy. Melee top tiers have a little more shield safety in their movesets, but that's about the extent of any game-wide comparison.
The distinctive thing about Melee is actually that it has
really powerful null options. Dashdancing is essentially superior to standing, and wavedashing is essentially superior to walking. And then you have faster dash acceleration, the faster jumps, and higher gravity. Sheik's spot dodge only costs 22 frames in Melee and 25 in Smash 4, but losing 22 frames is more costly against an opponent who is wavedashing.
Stalling is not related to defensive options--no one stalls via rolling or shielding. Stalling tends to occur when null options are too good (well beyond even what melee normally has) and offense can't properly beat them like they are supposed to. This is most commonly caused by stages allowing loops and/or too much aerial freedom for a given matchup, but you can consider planking a case of this too.
Note that Smash Ultimate's better dashes + the ability to do anything out of them is a
massive null option boost. This is the most Melee-esque aspect of Ultimate, by far.