I've done write ups on the Toon Link thread about combos, offense, and just in general how offense functions.
Honestly, most of my theories for it came from past Smash game experience.
In 64 juggling is incredible. In Smash 4, generally speaking juggling is great, although there are more options than in 64 (just not as much DI).
In Melee there's a certain flow to the combat and combos. Smash 4 has that sort of flow.
In Brawl, there's a lot of basic defensive moves (that aren't any of the janky stuff) that translate to Melee that you see a lot of top Brawl players use when they play Melee competitively. Fiction immediately comes to mind when I think of that. A lot more of that Brawl defensive stuff (again, not the jank) translates to it.
Honestly, I just got all these views of the gameplay and whatnot from viewing the game. I viewed it, and I had all these theories in my head. I constantly wonder about gameplay ideas. I deep read all of the comments made by developers, I translate how the characters effect everything, and I look at the product as a whole. Then, during the E3 stuff I read everything from the players and applied it before playing the game.
I wanted to find out what "Super Smash Bros. for the Nintendo 3DS and WiiU" really are before I even played it. After all that, by the time I played the game, I knew what I was getting into while still having an open enough mind to be convinced otherwise.
Honestly, I feel almost every smash fan doesn't understand the totality of smash. Smash isn't just a fighting game. It isn't just a platformer. It isn't just a competitive game. It isn't just a party game. Smash outside of its' gameplay (via things like trophies and stickers) is seen as a museum of Nintendo, and now, it looks more like a museum of video games.
I realized after @
Thirdkoopa
told me that this applies to smash's gameplay as well. Smash's gameplay is a love letter to video gaming. It has the functions of a fighting game. It has the feel and DI of a platformer (which in itself is an odd combination of Mario, Yoshi, Wario, Kirby, DKC, Sonic, and even Zelda II). It can be played solo, in teams, or one player versus multiple opponents. It has elements of a shooter/projectile-centric games/arcade shooting gallery games with the way certain weapons play. It has a damage percentage system and some moves similar to those found in RPG's. It has moves that look like flashy moves out of beat 'em ups and arcade games. It has certain spacing strategy that remind me of strategy games. Heck, Smash even has crawling similar to that found in steal series (namely Metal Gear).
In other words, Super Smash Bros., as a basic concept, is exactly like water. In the words of Bruce Lee when talking about water, it is "formless, shapeless." "You put water into a cup, it becomes the cup. You put water into a bottle, it becomes the bottle. You put it in a teapot, it becomes the teapot."
Looking at the total spectrum of what Super Smash Bros. truly is (IMO) from this point-of-view, instead of looking for the essence of what the game is, I realize that:
1. I won't know everything about the game, just like we don't know everything about what's in water. However, generally speaking, it is the same
2. That I shouldn't look for the water. No, I should look for what the water is in.
What I found from the general direction is that the container for this water has "the greatest hits" of each of the 3 previous smash games (or at least it aims to have that) in its' build. The influences of past smash games are there as well (namely the series I named off a bit earlier, as well as the likes of Street Fighter, king of Fighters, and Guilty Gear). There are obvious influences from Soul Calibur, Tekken, and Virtua Fighter.
Despite all these past influences, it still is trying to pave its' own trail. The new edge game and the apparent (current) lack of chain grabs is a huge deal. At first glance, all I thought it meant was that defensive strategies based on minimal movement and action are dead.
What I found from viewing it, playing it, and thinking about what the next "step" of Smash Bros. would be, I found that these 2 simple but gigantic changes are going to make the previous 3 games' "greatest hits" functions work better.
In 64, we had the complexity of movement and heavy pressure-centric gameplay. Thanks to chain grabbing and edge stalling being dead, that's easier. We also had offense that made it to where comebacks were easier. Now, we have a similar combo-heavy gameplay, especially with juggling and less DI being a factor.
In Melee, we had a certain fast paced flow of movement and combos. Well, the flow of movement and combos is easier, but thanks to these 2 changes, defense (against grabs and against edge stalling) are significantly easier to punish, so that flow is easier than ever to obtain. Additionally we also had a lot of meteor smashes and only 2 true spikes, all of which kept players on their toes and could change a game in an instant. Now, we have both back, and meteor smashes are a lot harder to cancel.
In Brawl, there is a lot of importance put on spacing and poking. With edge hogging gone and chain grabbing being gone, the focus is put more heavily on the spacing and the poking. Defensive and counterattacking-centric tactics to beat spacing and poking now have to be a lot smarter and more involved. In other words, defense will nearly always be more exciting, engaged, and have risks and rewards. That also means defense can switch to pokes and grabs as well, but only great defense will get great offensive rewards out of it.
All of these things lead to one thing: MORE ACTION.
Thanks to having more action, we'll see more of a focus on risk/rewards (since nothing is truly safe), more movement, more very specific tactics, more in-game audibles (for example, changing from a poking-centric style to a counter-attacking-centric style), less technical barriers, and doing offense and defense that requires more thought. Offense and defense will have lots of pros and cons, as well as risks and rewards. There won't be that one thing that just is near impossible to punish (at least in theory).
All this is more true than ever and more possible than ever, with patches confirmed/de facto confirmed, DLC definitely happening, and obviously our experience in this water with a near endless spectrum called Super Smash Bros.