Side-stepping the Melee tandem, I'd like to address this post. I'll be going by each paragraph one-by-one.
Reading this I don't really think it's because defensive options are too good, or entirely the pacing. It's because the combination of the two are incredibly forgiving when you actively play a defensive play style. According to what Shaya has said previously in a thread, there is less shieldstun than Brawl, yet more four frames stuck in shield, but you can still act out of it regardless.
You seem to misrepresent the premise of Shaya's thread. What you say about the mechanics is true, but your implicit conclusion is false. Here's a quote (ironically from me) within that thread.
"To put it in simpler terms.
Hitting a shield puts the opponent in shield stun, which cancels out the shield drop lag, allowing the shielding character to retaliate faster. Not hitting a shield forces the opponent to go through the entire shield animation, which includes the shield drop lag.
So to make a prime example, people often SHFF aerials to attack. The defender shields the hit, then grabs. The optimal solution to this is to make an empty short hop, scare the defender to shield, and allow you to do whatever you want because he just committed to 18 frames minimum to shielding."
This means the best option against a fighter who is shielding is to
not hit the shield. Not hitting the shield actually puts you at an advantage. This may seem like a head-scratcher at first, but this has already been used in practice, especially in TCU Tournament where offensive players (such as Will) would scare other players into shielding, and then just opt to grab, charge a smash attack, or for some characters,
render shielding useless.
General recoveries have largely been buffed across the cast, or have largely remained consistent with how much space they cover. With the removal of edgehogging, and ability to steal the ledge from others, it actually removes an edgeguard option while also opening the edgeguarder to punishment for attempting a failed edgeguard.
I don't quite understand this, because that mechanic change is perhaps the most important change that has ever been done in the series.
Let me get this out of the way: Edgehogging is not an edgeguard option. It is
THE edgeguard option. The ability to slightly push back an opponent and make them fall to their doom is a dominant tactic in every other game, and is largely the reason why characters that need to recover actually gained options against that in Brawl. Overall it would've been far too dominant of an option otherwise.
I can't even begin to understand the bolded. Do you want characters to suddenly get Melee Fox Fall speed whenever they're thrown off the stage and die without you having to do anything? Hyperbole, yes. But that's what I'm getting out of what you said.
Also, not all recoveries have been buffed. In fact in terms of distance, the majority of them have been nerfed. Pit/Metaknight/Charizard can no longer glide, Samus' Up-B now lacks horizontal movement, Re-grabbing the ledge no longer gives invincibility (big nerf for every character here), and you can no longer instantly re-grab the ledge with tethers. It is only the characters that had bad recoveries in Brawl are considered to be buffed, and in Link's case that is only because his bombs explode quicker.
The removal of edgehogging actually forces you to use a multitude of options per situation. And I don't see how that is a bad thing.
The problem is largely because the opponent being pressured has this large advantage available to them even when being pressured. Even when you do force the opponent into a combo, or off stage, the amount of options they still have available to them still allows them to recover from many things safely and easily. Even with hitstun cancelling removed entirely, air dodges punishable when transitioning into the ground, tripping removed, etc., why would I want to do it? After it's done the whole thing usually resets to neutral, and with how brief the offensive part was why would I want to commit?
Dear lord... this is... completely wrong. I'll explain why. First, I'd like to link
this thread once again to help illustrate my point.
An opponent being pressured is the exact inverse of having a large advantage. If you have a large advantage, you are not being pressured. The aggressor is being pressured because he has to approach. The situation you are talking about is most likely to happen in Brawl. But even then, this is present in all fighting games where zoning is a strong tactic. To illustrate this point, lets not look at Smash and look at
Street Fighter instead. I pick this video in particular because the commentary helps as well.
Zangief wants to beat the crap out of Ryu, but he has to get hit confirm. Ryu doesn't want Zangief to get hit confirm, so he stays back and uses Hadoken, long ranged pokes, and only goes in when he has hit confirm and can do quick damage. To be honest, you only really need to watch the first three matches. In the first match, you see Ryu is in complete control of the match through his zoning ability and reads on Zangief. In the second match, Zangief is in complete control and Ryu is in a state of disadvantage because now he has to play at Zangief's momentum and gets utterly overwhelmed. In Game 3, momentum shifts back and forth and Daigo ultimately takes the match through superior play and not getting overly aggressive so he can maintain control. To any normal viewer who hasn't studied fighting games, they will mostly just see Ryu being "cheap" with Hadoken spamming, but we all know better than this. Daigo uses Ryu's Hadoken to maintain control of the match.
And this is present in Smash. You engage in footsies, get hit confirm, and press your advantage to maintain control of the match. You press it as far as it can go until you feel the momentum start to shift and then you back off. But if you're backing off too early you're not pressing you advantage enough.
Offense is more than just combos. Offense is forcing control away from your opponent and to play at your pace. You switch to defense when you can't press this further through offense.
(1)-I can put more distance between the opponent and myself, but it only encourages more neutral play.
(2)-When I'm able to capitalize off a hit, it's generally a couple of hits and nothing more. Hitstun is unfortunately too low still to do much of anything over low percent follow ups. This generally leads to more neutral play, and as a result forces aggressive based characters into neutral even more. This leads to more approaches on their part, which leads to more punishes on them for being unable to commit to anything safe.
(3)-When successfully landing a blow that sends the opponent off stage one has to generally play much more aggressively to actually keep the opponent off stage. The opponent is still able to ride the angle of the knockback and use the height from the knockback to recover. This is because of the floaty physics. This also inhibits moves that send at a semi spike angle because of how low knockback is coupled with the still floaty nature of the game. Many moves that kill send at these now unfavorable angles (90 degrees or above), and you generally have to kill next to the ledge or later percents because of the further blast zones all around.
(4)-The recovery system is much more forgiving. You still have the floaty physics, recoveries that generally cover good amounts of distance, great ledge grab features, and removal of edgehogging as a viable offensive option. The opponent has many advantages even when off the stage, and can even put the edgeguarder in an unfavorable position/punish. Ironically now the previous edgeguarder has a lot going for them to recover from. It heavily discourages offstage edgeguarding and just helps to neuter gimping. Don't forget the buffed tethers.
(5)-The way air dodges, dodges, and shield just go into one another kinda neuter hitbox coverage. It's another reason of why should I commit with direct attacks? We have safer options on hit because no more hitstun cancel, and air dodge has a standard 22 frame landing lag, but the way they flow into one another with minimal lag still hurts hitbox coverage. Lots of things outside disjoints and projectiles are already unsafe to commit to in neutral.
(1)-I explained this above, but I'll say it again. If you're not pressing your advantage, you are doing something wrong.
(2)-Again,
offense is more than just combos. You're misusing the word neutral play in this case. This is all about
pressing your advantage.
(3)-
Ness Disagrees.
DK Disagrees.
Shulk Disagrees. There are plenty of kill moves that can kill horizontally at 100% or lower at the middle of FD, which only makes them stronger at the ledge. Also, 90% angles are not unfavorable. They lead into a disadvantaged state where the player has to regain control of the momentum. You see this a lot in high level play.
(4)-This is just plain wrong. Yes, the recovery system is much more forgiving, because in previous games, the recovery system was that much of a dominant factor. Now it's balanced out. However, no character wants be in the state of recovering. No one.
Not even characters with great recoveries.
(5)-You're right. Why should you needlessly commit to an attack if they're going to air dodge? If you read an air dodge, obviously you're going to punish that landing lag, then continue pressing your advantage. If you scare them into shielding, you're going to grab them. If you scare them into rolling, you're going to punish it. You've more or less answered your question in the same breath.
All this puts much more emphasis on indirect attacks in neutral, then using guerrilla tactics with the hope of actually getting anything off of it. The culmination of forgiving options, and lack of disadvantageous options a pressured opponent has just gives no real incentive to really do anything in neutral other than to punish hard off an opponent's mistake. Even then there's not much reward off a punish.
I can't phantom why people want this massive reward off a punish from one mistake their opponent makes, when one match can have hundreds of mistakes. This is why people hate MvC3 because one mistake can lead to a touch-to-death combo. Even accounting for this, this is false. Neutral is only neutral when both players have equal control of the game. If you're constantly putting the game into neutral,
you are not pressing your advantage, which is true for every single fighting game.
Having a gameplan, reading your opponent, pressing your advantage, getting out of a disadvantage, and maintaining control of the match is the basis of every fighting game, and Smash 4 has that. This is an objective fact, and cannot be disproven. Therefore, I still don't understand why people believe Smash 4 is a bad fighting game at it's current meta.