Knowledge isn't a boolean thing though; it's not that you either know things or don't. Everyone knows some amount of stuff and doesn't know some other amount of stuff; no player has perfect knowledge. Just looking at it as a barrier of entry is greatly simplifying, and honestly your long explanation of Pac-Man's Bonus Fruit only re-enforces what I'm trying to get at here. Do you really think any opponent of yours, excluding perhaps another Pac-Man main, is going to know half the stuff you do about that move? Of course not! I consider Pac-Man a low priority (since I think he's bad) and probably couldn't even tell you the precise order his fruits cycle, and I study a lot of stuff about the game. Other people who study less might not even realize the fruit is catchable or something else more drastic. Does what you know give you an advantage? Well, I sure hope so; it wasn't very worthwhile for you to study all of those details if you aren't being helped by knowing them. If you win over an opponent who doesn't know as much as you, is it a dirty win since they were, relative to you, ignorant? I wouldn't say so. Why would you even learn to play a complicated character if not to secure a knowledge advantage?
I guess I'm a different player than you.
This has happened... virtually against every player I've played in person. Not many people play PacMan, so I have to sit down and tell them things. A Lucario player doesn't need to learn that Mario fireballs cancel Melon in one hit. But if the Lucario is playing overly defensive against me, I will tell him that "Yo, microspheres cancel that Melon out. You should be winning the neutral game right now".
Ditto with a Mario player who didn't realize that Mario's Fireballs clashes against a number of PacMan's projectiles. I tell my opponents things after the game, and offer them rematches if I felt like this knowledge affected the game. I treat this as a common courtesy in fighting games.
Believe it or not, I don't just grab the Mario up-tilt combo and do it blindly on opponents. After I win a match, I tell them "You know you can escape the up-tilt combo with correct DI. Wanna try it out in training mode??". Honestly, it isn't fun to win with "tricks" like that. I want to make sure the opponent understands the mind games and traps I am putting him into... not the simple low-hanging fruit like correct DI to escape specific "combos".
I mean, sure, if they play me enough, they will learn the tricks eventually. But I'd rather shortcut the practice and make sure my opponent gets to the top of his game ASAP. As you note:
I do agree high knowledge opponents are my favorite ones to play
I fully agree with you. So I make my opponents a higher-knowledge player ASAP.
Otherwise, I think you're being a bit disingenuous. If you
honestly like your opponents to have lots of knowledge, the easiest way to get there is to teach your opponent your tricks in a practice match. As long as money isn't on the line, I'm more than willing to tell my opponents my weakpoints and strategy.
Not everyone listens, but that's fine. Explaining things is a chore anyway (and listening to random dudes who tell you facts about games is also kinda demeaning in ways). So I try not to demean my opponents. But still, in the issue of fairness and competition, it is essential for my opponent to know the matchup as he comes into the fight. I do what I can to make the match fair.
Why not just drop Pac-Man for Diddy who has a much easier to learn neutral special and is better anyway if you don't even like winning thanks to your esoteric Pac-Man knowledge?
Cause I am confident in my choice right now, and I don't believe switching to Diddy is actually offering me an advantage. PacMan seems to go even in a lot of matchups actually, outside a couple few which seem to be covered by my secondary Robin.
It takes months to master a character. I dare say that no Smash4 masters even exist right now. The matchup knowledge of this game is too broad, I bet you that no person in the US has actually played against a tourny-level opponent of every character yet.
Master GG:AC players know what I'm talking about. Finding that rare Bridget or Johnny player and knowing what to do in that matchup really separates the good from the best.
I think the depth vs breadth thing misses the bigger picture here. Just like knowledge isn't boolean for players (it's not just ignorant players versus informed players; every player is somewhere in-between), the type of knowledge you have is variable too. You can precisely learn how one thing interacts with every other thing as a case by case memorization study. Alternatively, you can look for ways to generalize.
Generalizing is not how you become a master.
I put forth the effort to know everything on a case-by-case memorization study. Its part of my toolkit as I enter matchups. I know opponents aren't as kind as me, and they sometimes won't tell me why I win or lose a fight. So its my responsibility to rise to the challenge.
And part of that responsibility is fully understanding the full cross-section of attack clashes in every single matchup that my character (and secondary character) can do.
Knowledge is binary man. You either know that Mario's Up-B (which can be executed OOS) is frame1 invincible, or you don't. Period. Either you know to DI upward to escape Mario's up-tilt... or you don't. Either you know about Jigglypuff's "crouch to evade throws", or you don't.
I don't want to win... or lose... because of ignorance. There's no way to generalize this sort of in-depth masterful knowledge without going through every single attack in the game, and studying it's interaction against every other attack in the game. A full cross-section of knowledge is not required, but you should at least enter a tournament with all the relevant knowledge of your primary and secondary memorized.
You are welcome to disagree.