Um dude did you really watch the Treeehouse? Most still died more to smashes and special moves than FS. In fact almost nothing really changed here other than fact you have extra oneshot move (that isn't guaranteed KO) which risks getting you killed. FS happened waay to infrequently for stock come down. It's not like we didn't have similair moves in Smash 4 like True Shryo that not only killed even earlier, weren't gated. At the end of most KOs in Smash come do to reads and setups not combos which few actually had.
Your comment can literally apply to Rage Arts which are comeback supers in Trekken 7, however not only did they work, it didn't t stop other methods of koing. You're sceanrio is not how people play fighting games.
Yeah I did watch the Tree House footage, that’s what cemented my decision as a no.
Surely, they don’t kill as early, but as I stated, they take away s lot of excitement from the comeback factor of the game. Instead of having to carefully approach, space and take risks to make a comeback or gain an advantageous position, all you have to do is press B to use a move that covers a ton of space, forces you out of neutral, or could kill you instantly. Combine that with the fact that they are not all created equal, it’s not gonna fly well. If we couldn’t use custom moves in Smash 4, what makes you think that these are ok?
True Shoryu was strong in smash 4, but it’s saving grace that to set it up you had to use a series of inputs that could potentially screw up. Now with final smashes he could link any move into a final smash and true combo into it due to his mechanics allowing him to cancel normals into specials, and specials into final smashes.
Not all final smashes will kill, which wouldn’t be bad if they all functioned the same / gave the same benefits to each character, but that simply isn’t the case. Characters will final smashes that kill will be much more viable, and similar to how players cower on platforms for Limit / KO punch, players will do the same for final smashes, and scenarios like these are not exciting for spectators.
In comparison to Rage Arts in Tekken, and Supers on Street Fighter, landing and using them tend to come at a cost. In addition to burning a full meter of resources that could be used for EX moves to pressure or maintain a neutral position, a super is a Hail Mary, go for the damage maneuver that traditionally leaves your character with a sufficient amount of end lag. You can put your opponent in a damage / stun disadvantage, but your opponent may have the resources necessary to reverse the situation on you, especially if he / she gets some solid reads and strings. This push-pull with supers in traditional fighters creates a sense of tension, and pushes player executional barriers, which is why no one has qualms with them in traditional fighters. As opposed to final smashes, which have no execution barrier (press b), give players maximum advantage over stage control and neutral (some moves being able to whiff punish or instantly target a player from across screen), and no viable method of defense against them besides out maneuvering them, which in a game that is all about controlling space, is incredibly overwhelming (unlike games like street fighter with parry mechanics [3rd Strike], Alpha Counters [Street Fighter Alpha], and V-Reversals [Street Fighter V]). Even if you miss a final smash you aren’t at a disadvantage, you still have all of your moves available, so you only broke even. If there are no real costs associated with it than the possibility of punishing a character shortly outside of its invincibility frames, then having that advantage does not weight evenly with cost of the move, and therefor, presents an imbalance.
I know the idea for having these in the game is cool, but think about it in the long run what kind of game we would be playing. If you get final smashed then KO punched you’re basically losing 2 stocks for nothing, and I know you’re gonna get tired of that ****.