Character Attacks
Theres a difference between just attacking someones character and challenging credibility. If someone makes a statement with no argument, theyre relying on their credibility to support that argument. But if you attack someones personal character or as a way to make an argument theyve made seem bad then its ad hominem. Even though I've questioned Senario before his latest posts have much more thought behind them (even if I think theyre wrong, lol, but thats something I need to explain why).
Game Comparisons
Also, I would say on a fundamental level you can compare various competitive games. For instance you can compare the game of chance in Brawls punish game to poker. Theres obviously going to be tons of other differences, but the process of finding things like this is called abstraction and is very important to theorycrafting.
I also think people are confusing my initial post.
I think smash 4 will be much more offensive oriented than USF4 based on what we've seen so far. I only used it as an example to show that defensive play is not inherently bad (also, anyone who's a connoisseur of Brawl top level play can understand how strikingly similar USF4's neutral game looks between the 2).
Cancels vs Commitment
I've been thinking about it, and I think I've discovered what my real problem is with the new direction of the series. This new smash template is simply not as intuitive to control on a fundamental level. There's a direct connection between player and character in both Melee and Smash 64 that is instantly gratifying. You truly feel as if the character is an extension of your mind; if you can think it, you can do it. Brawl simply didn't have this intuitive feel. It was clunky, it was messy, and it was imprecise. Simply put, it was less fun to control. I felt like I was fighting against the engine, rather than flowing with it.
No offense to that guy or anyone who shares that opinion, but I think more than anything thats indicative of bias people have for a certain type of game. I made a post earlier about commitment vs cancel based games (what hes describing). Its completely understandable of people like cancel based games and anyone who's a die-hard fan of melee will probably have a bit of a bias for that,
but its not the only way to design a game. I think more than anything this is what people who want more cancels in the game need to understand, that the game might have mechanics that arent bad but that they simply wont enjoy as much as melee even if others do. (For the record, smash 4 seems to have the second most amount of cancels in the series and be in the middle of melee and brawl in terms of movement cancels).
As I keep repeating thats the beauty of the smash series, that each game has distinct differences. Its very likely youre going to have a favorite game and if its the only type of game you enjoy then theres a chance youre not going to enjoy mechanics of another one as much. But a lot of people will enjoy all of them.
Also even Brawl had waaaaay more movement options than 64, and anyone whos played all 3 games I dont think could reasonably argue that Brawl isnt much more fluid than Melee though slower. Its one of the reasons you hear M2K complain about controllers all the time for melee.
Smash 4 Analysis by Pros
Lastly, I dont think its intentional but a lot of melee players who analyzed the game only play melee, which is why I think its very easy for them to fall into the bias of believing cancels (aka movement options in their words) are a necessity for the game. I also would definitely say that their lack of time with the game is definitely a reason to question their input. Since the invitational their input has been found to be less and less relevant and correct. Anyways, this is why their input into game improvements isnt the most reliable, and should 100% be questioned and taken with a grain of salt. But you have people like Hugs who say they already know what the games gonna be like. I mean really, Hugs is cool but whos going to take analysis like that seriously?
Heres an example of good analysis by Larry (DEHF) whos not only played a lot of different fighting games in and outside smash, but provided adequate caveats. His AMA has a several good gems.
I like the game, I feel as though the best comparison I can give to the game is a mix between Brawl and Smash 64.
The dash grabs in the game seem to resemble Smash 64 more than any other game as they're less ending lag for most characters compared to the other games.
Edge guarding is going to be different with the ability to be knocked off the edge by someone else grabbing it combined with not having a lot of invincibility frames from excessive edge grabbing. The way I see it playing out is at the beginning of being offstage it will be more Brawl like with the edge magnet on recoveries and the invincibility, but the more offstage you are the more like Smash 64 and Melee the edge guarding will be. I'm not 100% certain on this though since I don't completely understand this mechanic yet, but that is what I got from playing it.
I think the stock count at 3 is fine, I honestly feel like matches are going be a lot faster than Brawl based off the characters that I've seen. The main reason as to why a lot of 1v1 matches seem so long is because no one actually understands the game very well. In competitive Smash games low level play usually doesn't look that good watch because they're missing so many follow ups and opportunities better players wouldn't, which causing the match to drag on. I also feel the the way the game is designed edge play is not going to be as strong as it was in the previous Smash games, which could also play a factor in getting more exciting sets. We need to actually get the final product before we can say how exactly the game is going to play for sure since, so many factors can play on how the meta game turns out, things we wouldn't even think of.
I like how there are more hit stun on attacks. This could lead to there being a lot of true combos in this game and a lot more frame traps than Brawl had. I also like how they nerfed air dodging to the ground by giving you a large amount of lag for doing it. I didn't like Fox's nerfed Up Smash, Fox doesn't KO until like over 100% now, like come on!!!!!!!!!!