Why is this such a problem to you? Do you want us to sit and be spoon fed without questioning if we like or dislike a specific flavor? No point in explaining to you how a reboot would better Smash when your already content with the game. Why are you here? From all of your posts regarding this topic, your the master critique. Let it go, bud and leave us alone.
You just want to see this thread locked so bad, huh? Just write your own critique. Don't respond to me. Admittedly, I have to quote you tho because your seriously grasping at straws, I can't ignore it. Honestly, I wish the Unpopular opinion thread was left opened just for you.
If I'm asking it's because I don't know. There is almost never not a point in establishing dialogue, but it looks that your understanding of it is backwards. I'm also here because this is an open forum and free speech happens to be a handy thing when you got an opinion to voice. It was also patch week, so I tend to visit this place for impressions about the new changes and such. For someone who doesn't want to engage with me, you sure keep humoring me with responses for some reason. Walk away and never look back if what I write makes you mad.
I also don't care if this thread lives or dies, so don't go playing the victim card on me. Just because someone has an opinion doesn't mean that they are infallible and other people have every right to question it (and depending of the context and gravity of the situation, people have an obligation to question potentially harmful ideas). This doesn't apply to you of course, because you are never wrong about anything.
I mean, I've already listed what I wish for the series going forward in this thread countless times,, but if you're in a mood to make accusations of empty promises, I can certainly give you a refresher. Consider this a quick "what-I-would-do-if-I-were-in-charge" in regards to Smash:
I don't have much to say in regard to the roster since I don't care about the characters that are in Smash as much as most people seem to, but I will say that if I were in charge of picking the roster for the next game, I'd probably focus on better representing each series and trimming the fat roster-wise. Stuff like giving characters to series that have been begging for one for some time (coughkirbycough) and cutting characters whose continued inclusions don't make much sense when you think about it - folks like Jigglypuff, Corrin, and Piranha Plant come to mind. (People argue in favor of characters like Jiggs being grandfathered in every installment, but in a scenario where Sakurai's no longer calling the shots, I feel this point ceases to matter.) Not every game's going to be like Ultimate; cuts happen, and in that case, I'd say it makes sense to trim the fat and put on the chopping block fighters whose inclusions haven't aged super well, characters who people are going to look at in 10 years and think "what the hell is he doing here?" (And before you say it, I'm not just biased against these characters, as this would mean even cutting characters I do like like Plant.)
As for movesets, I'd mostly focus on better representing each character's capabilities while also designing a cohesive kit that allows each fighter to play creatively, expressively, and most importantly, effectively. You mention Ganon at the end of your post, and that's an obvious one that people have been begging for for a long time, but I could think of a lot of other fighters who could use changes, like making Mewtwo feel like Mewtwo (see my previous posts on the matter for elaboration) and designing the heavies to actually succeed and not be lumbering lugs that lose more matchups than they win. You could do this in a number of ways, not the least of which being making the heavies capable of playing at range. Rivals does a great job with this, with each of its heavies at least having some way of applying ranged pressure - for instance, Kragg has his rock, Etalus has his icicles, Sylvanos has a handful of ranged attacks and a massive threat bubble to boot, and Elliana has missiles, rocket fists, and steam clouds. Despite this, each character plays immensely differently from each other, with Kragg being the standard tanky heavyweight of the bunch, Etalus being a sort of heavy-rushdown hybrid, Sylvanos having an emphasis on stage control and trapping, and Elliana being pure heavy zoning. So, yes, you can have characters that are unique while still being well-designed. You could probably give every superheavy currently in Smash a long-ranged projectile that fits with their character all while making them distinct from each other, such as a barrel for Donkey Kong, a Dead-Mans-Volley style projectile for Ganondorf, and a fireball for Bowser. Unlike Smash, Rivals also does an excellent job at designing each of its characters (not just the heavies!) to be able to take on a variety of threats. Every character has disadvantageous matchups, of course, but nothing that feels unplayable, if that makes sense. Meanwhile Smash's heavies are designed to lose hard against zoners and rushdown characters, and win against... other heavies, I guess? The designers have been taking the lazy way of "just make them slow and hard-hitting" for ages now, but as each game has shown us, that doesn't work when it comes to making well-balanced characters. You have to actually design a cohesive kit with tools that flow into each other and compliment the character's strengths if you wanna make characters that are fun, flexible, and viable. Given how much Smash really doesn't like changing characters' movesets once they're already in, a reboot would be the perfect place to make these kinds of changes in my book.
I could probably think of similar changes that could be applied to almost every character in the roster, but in the interest of time as that last paragraph takes up over half of my post thus far, I'll just move on to the most important part of any game and what I personally think Smash could stand to improve the most: the gameplay. You've stated multiple times in this thread that Smash is "just fine" gameplay-wise, and in a sense, I'd say you're right. (Although if you really think that, I can't imagine what you're doing in a thread like this.) As a couch party game, Smash is virtually unmatched in the video game sphere, so if you just want to have some friends over and play some silly matches, go to town, I guess. However, it's when you take the game outside the party room that the issues become apparent and you see how Smash fails as a competitive game (which doesn't just affect tournament players, for the record). I've touched on the character design previously and how I think it could be improved, but to me, Smash as a series feels bogged down and stiff to play, like I'm fighting the game more than I am my opponent in any given match. In Ultimate especially, movement options are way too few and restrictive, and it feels like I can't really move even when I'm playing the fast characters. I like to contrast this with Rivals of Aether, whose movement engine is fine-tuned to be as free-flowing and crisp as possible to the point that it's fun to move around even with the slowest characters. People often say that they wish Smash had more [interesting] movement options, and I couldn't agree more. I'd start by drastically reducing the endlag and landing lag of directional airdodges; there's no reason whatsoever for them to have as much as a full second of lag when they're already restricted to one use in the air anyway. This way, directional airdodging would actually be viable as a movement tool and, god willing, maybe even make way for something akin to wavedashing. Other than that, I'd definitely make actions like dashdancing and dropping through platforms quicker and more consistent (both things that Rivals does that makes it infinitely more fun to play and to watch, in my opinion), and hell, maybe even add something similar to the backdash or airdash that many traditional fighters have. I dunno, I'm just spitballing here. I just wanna move in this game, y'know? Finally, I'd drastically reduce the input lag for the next game. Ultimate infamously has the most input lag of any Smash game to date, and it seriously gets in the way of performing precise inputs and doing anything remotely cool (especially if you're playing online, god forbid). These changes alone would make Smash feel a lot better to play and would probably be enough to get me back into the game, if I'm honest. One of my biggest gripes with Smash currently is how much aggression and interaction are discouraged and how much camping and waiting are encouraged. This is evident even in party matches, with the Pit player who sits in the corner of Hyrule Temple spamming arrows the whole match usually being the one who wins. (Which just goes to show that even if you limit yourself solely to playing "casually", you can't escape these basic trappings.) In most, if not all Smash games, non-interaction is optimal, which does not make for fun or engaging gameplay. By optimizing the movement and giving each character more tantalizing reward on hit (i.e. more [extensive] combos), interaction will be encouraged and matches will suddenly be much more exciting both to play and to watch. That is what I mean when I say Smash needs a gameplay change.
Hopefully that page-length response was to your liking. There are even more issues I have with Smash that I chose not to mention since this post was already mammoth enough as is, such as ledges, which I find to be an antiquated crutch of a mechanic that makes recovering way too safe, or the online, which I think could be largely fixed by just adding separate Casual and Ranked matchmaking modes (perhaps bringing back "For Fun" and "For Glory"?) like every other modern fighting game on Earth and getting some decent netcode, but by now, I think you get the idea. A reboot could do wonders for Smash, it's just one of those things people don't think about because most people are already happy with what they have and don't know anything else. But that doesn't mean it can't be improved. I don't even mean a hard reset of the entire series, necessarily, but I do think a change of direction of some kind would be really refreshing at this point and could bring on a ton of positive changes for Smash, casually and competitively.
It's not exactly a good pitch when your first point for a reboot is to cut characters for the sake of cutting characters. Most people know and understand that when you have a long running fighting game series, cuts between iterations are going to be inevitable. Nobody expects everyone to return, but that doesn't mean that players don't campaign for their favorite veterans to come back and that developers don't often make an effort re-add these fighters alongside new ones. However, depending on the developer and publisher, the action of selling back veteran fighters can be seen as controversial because it gives the impression of cutting content prior to launch. This is not true for every case, but there have been examples of it done by Warner Bros. and Capcom.
Ultimate is an outlier in that regard because of the focus of bringing every fighter back, including those that were sold as DLC in the previous iteration. That also leaves room for the DLC to focus only on newcomers and new stages rather than veterans. And while I agree with the fact that very few people would be willing to campaign for re-adding characters like Corrin and Piranha Plant, many see the motion of bringing back the full roster as a positive one and with good reason.
The other issue at hand is that cutting characters for the sake of cutting characters does not necessarily translate into better representation for the existing ones, whatever that means. If they wanted some of these fighters changed, I'm sure they would be able to manage their resources to accomplish it. Another thing that I've spoken about before is that you can make a character's existing kit more effective rather than reinventing them, i.e. like how Smash 4/Ultimate Mario is a different beast from Brawl Mario despite having the exact same moveset; or how Smash 4 Mewtwo reached his prime after several patches. You agree with me on Ganon and raise a fair case for Kirby, but who else is hurting for change? Do we need to need to overhaul characters like Fox, Yoshi, Ness, Peach, Sheik, Marth or Pikachu when their movesets are, for the most part, fairly representative of the games they come from?
Characters also equal options. Even identical characters like the three Links play vastly different from each other. You tend to get more replay value out of a game that has 50 something characters and stages than one that has 15. The smaller roster may prove easier to balance out due to the absence of several archetypes, but the bigger one also gives you room for experimentation and playing different scenarios. I'm not fooled into believing that future games should follow into the "Everyone is Here!" motto particularly because there will always be lower priority fighters like clones and not everyone is going to be as demanded (see for instance how nobody cares about Kobra and Darrius from MK Armageddon), but it behooves players and developers to bring back who they can so long it's within their power. There will always be good reasons for cuts such as limited development time, but I don't buy your reasoning in that their absence will mean that the existing ones will be better by default. Mileena fans probably don't think that MK11 is better off thanks to her absence.
Going on to your other points about movesets, I see you are doubling down on my initial gripes that I have when people pitch the idea of a reboot: using pretty words with loose definitions like "creatively!", "expressively!" , "effectively!" or "excitingly bombastic!" to describe changes you would come up with rather than going into the logistics of it. There isn't an universally accepted way of designing a moveset for a character. It depends on the developer and the game. Just see how some of the Pokemon characters in Smash fight in Pokken. Like Smash, they also base off the source material but apply it in a different way that is no less valid than Smash's approach. There is a lot of subjectivity on how you can make a moveset, but most (read: most) characters in Smash respect their source material, and that is actually a good start to make a moveset representative and expressive of their home series. So what exactly makes your non-existing examples better and superior than the existing ones? Are you sure your is mouth isn't writing checks your ass cheeks can't cash, buddy?
Since you are also bringing up heavies, I'll go on a side note. I want to say that I understand the desire to make weaker characters better overall. With that said, I take issue with constantly classifying the heavies as a victim group in Smash. I know that those have had it rough in the beginning, but despite what you may say on the contrary progress has been done in later games and they are much better than they were initially. You called them lumbering lugs which is interesting because DK, Bowser and Charizard are quite speedy and have decent frame data as well. And when you suggest to design them to succeed, what kind of metric are you using measure this success you speak of? By success, do you mean having a higher tier placement? Winning majors?
This also implies that you seem to believe that heavies can't win at all and I think this undermines player skill. If I use a heavy in Ultimate, does that mean that I'm doomed to lose no matter what? And if I win, does this mean that I just got lucky or the player that I fought was bad? I play heavies on a regular basis offline and online, with a decent win ratio on locals and friendlies, and never once felt myself impaired. If I lose a match I tend to reflect on what I could have better, which is plenty, but I've never felt sorry for myself thinking about how bad my character has it.
This also brings to me to player accountability; if you play a heavy and lose, clearly it must be because the developer's philosophies and the game's design failings conspired against you, predestining you to fail the moment you made your choice in the character select screen in spite of your skill and efforts, right? No matter the game there will always be bad matchups for certain characters, but that doesn't mean they are impossible to overcome. Ben Gold won a major tournament in Australia using K. Rool as a solo pick, with the runner ups including Palutena, Ness, Yoshi, ZSS and G&W, which have the upper hand against K. Rool. This is not nothing. This doesn't make K. Rool one of the best characters in the game or that a slew of K. Rool will start getting good placements at majors, but this is not an insignificant accomplishment.
The designers actually have stepped back from the initial approach of "slow and hard hitting" since Smash 4 when they redesigned Bowser; while Charizard and DK are more on the faster side and Wario is quite acrofatic. It is true however that this concept still applies to Ganondorf and K. Rool, but the latter does incorporate ranged options, same with the Samuses, Snake and ROB. And while having a ranged Neutral B for DK and Bowser wouldn't be a bad thing, it's baffling that your opinion on them appears to be very low when those characters tend to be well regarded among heavies for the most part; with Bowser even having decent tourney results.
With constantly victimizing the heavies, you create the illusion that they can't win no matter what. It's actually eye-roll inducing when some people appear to think that heavies have it particularly bad in Ultimate when once upon a time there were games called Melee and Brawl. Being an heavy in those games was actually soul crushing. Even back in Smash 64, Link couldn't recover. Bowser was pretty much the indisputed worst character in Melee, and boy, did they actually took the slow but strong archetype straight. I know because I was there back in high school and college. So when I pick a heavy in Ultimate, I look back to those times and actually breathe in relief that I have a good fighting chance even against bad matchups. I actually enjoy fighting those because it pushes me to improve. Could it be better? Most likely. But there is little point in focusing on something you can't control.
I also feel that the desire of these radical changes mostly comes up due to the players' own mediocrity. Perfectly plausible; after Ultimate's launch, this board and others were flooded with kids complaining that they weren't winning enough with K. Rool, while others complained that they were losing too much against him. A lot of people don't want to overcome obstacles, they want the road ahead to be as smooth and clean as possible, which is potentially dangerous for a person's development. Fighting game have come a long way and they have been getting better, which I like a lot, but it has also spoiled some of the younger generations. So when I see you suggesting that heavies just can't succeed as if they were doomed to fail in their current state no matter what, I can't help but think that maybe this is some projection of the quality of player that you are. No judgement of course!
If I hadn't said anything about Rivals is because I don't know enough to say anything about it. So for all I know, you may be a 100% right about their design philosophies which is commendable. They also have a roster of about 16 characters which is probably easier to balance. Maybe Smash can take a page off that for a future DLC character or patch. I still don't believe that heavies in Smash are the losers you make them out to be. Except Ganon. That guy needs help.
I'll do you one better and actually suggest a simple change that will help heavies without the need to reinvent the wheel and can be realistically accomplished in the game's current form. Improve recoveries by giving them some armor or intangibility frames. They don't have that much trouble engaging enemies but it's the issue of coming back that is more glaring. But if they can't be launched out of their recoveries, then they have more survivability. Just some frames of their recoveries, because being offstage shouldn't be entirely devoid of danger. Just improve on what you have. Sometimes simple works better. In the Pokemon series, some Pokemon improve when they gain a new forme but other times they make it better by increasing one base stat, adding a new ability and/or giving them access to move they couldn't use before. Seems a better solution than the mostly abstract ones that you suggest.
Addressing another of your points, I just don't see how Smash fails as a competitive game. Do not misunderstand me though, I am well aware of what it does right and what it does wrong. Before you get excited, I've seen the video. This doesn't mean that the game is a failure as a competitive game, and it actually thrives in spite of those issues. The input delay is an unfortunate one, but it doesn't make the game unplayable. I've also don't feel restricted when moving around, and I say this as somehow who also plays a lot of Fox and Mewtwo and has no difficulty controlling them. I actually have gotten to see players on and offline not having much difficulty with this and recall the scene being quite active with mostly weekly events before the pandemic rained down on us. I've personally liked the ability to use tilts and Smashes out of a dash.
Perhaps we've adapted better at the game while you fell behind? As pretentious as I may sound by saying that, it still doesn't come off as pretentious as you telling me with absolute certainty that players can't pull off cool stuff when perhaps you mean that you can't pull cool stuff at all. That would have been at least a more accurate and humble approach. When I pull off a ladder combo with Mario across platforms, sail with my opponent offstage with DK's Bairs and Up B, or convert follow ups from Samus' projectiles, Utilt and Dair, I find that pretty satisfying to do and cool to watch in my humble opinion. If this game isn't for you that is perfectly fine, but you also appear to be completely tone-deaf into why people are into this game competitively. People even gather around patch day as if it is Christmas because everyone likes seeing not only the new character but how older ones get improved (Ike and Falco buffs, baby!).
Also, your issue with camping seems very trivial. There are always going to be players who, given the opportunity, will play lame and camp out the whole match if they can. My brother is one of those people. I've put him Dragon Ball Budokai, King of Fighters, Marvel vs, Smash and Guilty Gear and he plays like that every damn time. He doesn't succeed at it for the most part, but it goes to show. You even acknowledged that this a basic trapping of Smash games in general. Don't want that Pit player to spam arrows on Temple? Don't pick the stage. That is a camper's paradise. Go somewhere smaller. Smash offers a lot of flexibility in rulesets, but you just seem unwilling to even think outside the box for a moment. If it's a casual match, outlame them by using items and such.
And this just simply isn't true for most 1v1 matches. It's depends on the matchup and the players, but you'll get plenty of interaction in the form footsies, mixups and rushdowns. If you play against Sonic on wifi, expect campiness. But play against someone like Chrom and he would be in your face most of the time.
Finally, regarding online, what is there for me to say? It obviously needs to be better. Period. You are not saying anything we haven't heard before. I will say however that the issue with online play is mostly because of Nintendo's infrastructure rather than Smash itself. They'be been behind everyone else in this regard, so good netcode goes a long way. Mode separation would be nice though.
My thoughts: I actually wished you've dedicated yourself to touch upon specifics on how to reboot existing characters in a less abstract way. Instead, you oversell the idea of a reboot by telling me how much more "creative" certain movesets would become without giving me a proper outline. Maybe I'm asking too much, but then again you are a little man trying to fill in big shoes and perhaps you even overestimate your own competence. Or that maybe your ideas sound good on paper without much practical application. Overall, not throughly impressed by the prospect. Getting overambitious can easily back fire. I already touched on how simply improving a character's existing kit is a much more impactful and effective approach rather than throwing everything into the fire and start from zero.
You don't see how lowering the input lag helps casual players? You don't see how making the characters more practical and versatile would help casuals? You don't see how improving the ease and range of movement would help casuals?
Alrighty, then.
I don't think he is opposed to lowering the input lag. I doubt anybody is.
The problem is, as I mentioned above, that you talk about making characters more "creative" and "effective", but you fall short in conveying the idea.
The thing about longer combos is that not I'm not sure if implementing them would be a healthy thing long-term. I suppose you are thinking about increasing the hitstun between attacks thus allowing your character to juggle more easily. Thing is that there are plenty of characters who get plenty of mileage by juggling opponents already, even if you take DI into account (try telling me again that you only get one or two hits out of Mario, Samus, Joker, or Kirby's combos before they are out ot range). So it would seem to that this is more of an asymmetric change. Characters with already strong combo game will only get better, while those who don't would end up worse. I think you are too caught up thinking about the wonders without considering the potential consequences. It doesn't seem like a well-thought idea.
Smash doesn't haver corners and long hitstun like a traditional fighting game, so I'd say let it be it's own thing. Also, as cool as watching some of this combos are, you also don't want to them to go too overboard like this: