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Hahahaha I love the bluntness. That being said, I agree with your general message.Listen here you buttface.
You don't understand how walling works in Melee. Moves interact with each other differently, along with Crouch Canceling and disjoints you can easily punish someone who spams aerials. Peach and Puff are notable characters whose walling is not unpunishable, but fairly safe. This comes more down to the character, as you have some characters like Gannon, Samus, or Icies that have to be a lot more careful with what aerials they throw out. Most other characters land somewhere in the middle, with it mostly being matchup dependent. All you proved is that Sm4sh can only be played a certain style, while Melee has more variety.
Sm4sh has a lower skill ceiling than Melee. The areas of skill are more obvious to players unfamiliar with Melee, but Melee has more areas of skill to develop in.
Sm4sh: reads, spacing, patience, setups/frame traps, conditioning, matchup, game knowledge
Melee: reads, spacing, patience, setups/frame traps, conditioning, matchup, game knowledge, shield pressure, edge guarding, dash dancing/movement rhythm, platform movement, combos, tech chasing, SDI, DI mixups, Powershielding, and tech skill.
If there is ANYTHING that Sm4sh develops beyond what Melee offers, please tell me. All it does is take out half the pools of depth from Melee and reduces the depth of another few. The only reason anybody thinks differently is because Sm4sh characters move so slowly it's easier for scrubs to pick out certain subtleties like reads and conditioning because they're simplified, slowed down, and there's only fewer of these instances to notice. It's like comparing Speed Chess to Pawns-Only Chess. It's not that pawns aren't a vital, intricate, or deep part of chess, but the skill ceiling is obviously lower.
I'm certainly looking to see what 2044 or whatever looks like too, but Nintendo's stance towards game balancing doesn't give me much hope. The first patch nerfed little mac and removed DACUS. The second nerfed the only character with aggressive combos instead of raising the rest of the cast to that level. That and the attitude of people who just mained diddy because tires doesn't give me hope. But then again, only time will tell. Hopefully you're right.Hahahaha I love the bluntness. That being said, I agree with your general message.
I'm sure anyone who's tried both games seriously will not deny how high Melee's skill ceiling is. Saying Sm4sh can surpass the skill ceiling of Melee at it's current state as of right now is quite the statement. Personally, I see that as being impossible, but maybe some people know things about the game that I don't know. Perhaps this is true, but before I go changing my opinion I would rather see it with my own eyes how high the skill ceiling can be. Thousands of players such as myself and all of you are trying to dissect the game and push it to it's limits. However given the engine, don't you think the limit is simpler to find? We are at this day and age where if something is discovered, we will know very quickly (unless you choose to hide it you douche :D) Until then I highly doubt Sm4sh will reach close to Melee. Everything in Sm4sh is in some shape or form in Melee, but not vice versa.
That's not to say Sm4sh isn't a great game, I still play it a lot and enjoy it, but I accept it's limits. That is however until someone shows me (or I figure it out for myself) how far the game can be pushed. Can a random upset the bracket? Yeah, but I think true high level players won't let that happen. Even so how do we know that random isn't quite good themselves?
The skill ceiling is still high, reading your opponent is quite the technique after all. Ah, while we're talking about reading your opponent, you get to play a whole set with them. 1 game, assuming they don't switch character should be enough to know your opponent. Even though smash is very free in how to play, FGC pro's have to deal with rounds even shorter than ours to read their opponent, and they do it well mind you.
How convenient of you to forget that edge guarding, movement rhythm, platform movement, combos, tech chasing, "hitstun shuffling," DI/vectoring, powershielding, and tech skills like perfect pivoting exist in Smash 4, eh?
If you don't understand how these aspects are reduced, I'm going to petition Smashboards to add a Kappa emote so I can accurately show how much of a **** I give. Also your counterpoint basically boils down to "Yes Sm4sh removed depth, but not as much as you're saying it is!"Unless I'm wrong and there's some game mechanic in Sm4sh that Melee doesn't have?Listen here you buttface... All it does is take out half the pools of depth from Melee and reduces the depth of another few.
There is no way of telling how balanced the game is at this point. It might feel that way, but don't forget once the PK kids grab release frame data from Brawl was discovered they dropped several tiers. Also it took a while for Shiek's chain grabs to take out such characters as Pikachu, Samus, Yoshi, etc. If it is balanced, that would be nice. And Nintendo is showing that they care somewhat about balance, although PMDT they are not. Also, frustratingly, more stages like Wuhu and Skyloft are being banned because Nintendo said so. No copyright = no stream = no legal. At least Town and City is still here.In my opinion, the true skill ceiling of Smash 4 is driven by more, and more balanced characters, which means not only that more matchup knowledge is required, but that more stages can be legal, because we don't have OP characters like Brawl MK causing stages to be banned, which increases the importance of stage knowledge. In other words, although this game has a lower skill ceiling tech-wise than Melee, it has a higher skill ceiling in terms of knowledge, and using this knowledge to your advantage.
More mechanics does not automatically equal a better game. You're free to prefer the game with more mechanics, but there's nothing that says, for example, that Guilty Gear is a better game than Street Fighter IV because it has roman cancels (or yellow roman cancels in the case of the new game), bursts, dusts, etc.If you don't understand how these aspects are reduced, I'm going to petition Smashboards to add a Kappa emote so I can accurately show how much of a **** I give. Also your counterpoint basically boils down to "Yes Sm4sh removed depth, but not as much as you're saying it is!"Unless I'm wrong and there's some game mechanic in Sm4sh that Melee doesn't have?
More mechanics = more options. There are alot of facets to this, like how effective the mechanics mesh together and what they bring to the table. Removing the possibility for options makes the gameplay more dull and linear. I think the noticable problem for me is that Smash Bros quit being progressive after Melee, and instead focused primarily on damage controlling the competitive skill gap.More mechanics does not automatically equal a better game. You're free to prefer the game with more mechanics, but there's nothing that says, for example, that Guilty Gear is a better game than Street Fighter IV because it has roman cancels (or yellow roman cancels in the case of the new game), bursts, dusts, etc.
It has more to do with the kind of dynamic that edgeguarding brings to the game as a whole. When you take edgeguarding and make it trivial, you're taking significance from every other area of the match. Getting knocked off becomes less impactful, which means you're given more chances to come back, which makes high damage less impactful, which makes stage control less impactful. It kind of changes everything.But let's take one of the examples that you just straight up say takes less skill to implement, to the extent that you decided not to list it as if it were a non-existent skill: edgeguarding. What makes edgeguarding less skillful in Smash 4? Does it require less skill for the person edgeguarding or being edgeguarded, or is it both? What makes ledgehogging a feature of skill, and ledge trumping not?
Obviously I'm not saying that edgeguarding is some skill-less, mindless exercise in Melee, but I think it's either an active desire to avoid learning a new system or just plain bias that the ledge play in Smash 4 can't be appreciated on its own merits, just because it's not as unforgiving for the defender as the one in Melee.
You make a point, but I don't know how well it applies here.Putting aside this specific point, another thing I find bizarre about the whole offense vs. defense debate is that, when a game requires the defender to be immensely skilled to defend successfully, that's considered a good thing because it shows that your defense needs to be top-notch to withstand the onslaught, but if it's a game where defense has the edge and it requires a ton of skill to attack into that, then that's a game that fails to properly reward skill properly. It's such a strange mindset to me.
The guy I was responding to asserted that Sm4sh had the same amount, if not more depth than Melee.More mechanics does not automatically equal a better game. You're free to prefer the game with more mechanics, but there's nothing that says, for example, that Guilty Gear is a better game than Street Fighter IV because it has roman cancels (or yellow roman cancels in the case of the new game), bursts, dusts, etc.
But let's take one of the examples that you just straight up say takes less skill to implement, to the extent that you decided not to list it as if it were a non-existent skill: edgeguarding. What makes edgeguarding less skillful in Smash 4? Does it require less skill for the person edgeguarding or being edgeguarded, or is it both? What makes ledgehogging a feature of skill, and ledge trumping not?
Obviously I'm not saying that edgeguarding is some skill-less, mindless exercise in Melee, but I think it's either an active desire to avoid learning a new system or just plain bias that the ledge play in Smash 4 can't be appreciated on its own merits, just because it's not as unforgiving for the defender as the one in Melee.
Putting aside this specific point, another thing I find bizarre about the whole offense vs. defense debate is that, when a game requires the defender to be immensely skilled to defend successfully, that's considered a good thing because it shows that your defense needs to be top-notch to withstand the onslaught, but if it's a game where defense has the edge and it requires a ton of skill to attack into that, then that's a game that fails to properly reward skill properly. It's such a strange mindset to me.
I don't think you've paid attention to video game history. As soon as there's an online mode every little thing becomes common and specifically has to be delt with, leading to complaints that previously didn't exist without online. Mario Kart is a good example. Remember Snaking in MKDS? It had been around for awhile, being most prominent in MKDD beforehand. It was just as overpowered in MKDD and yet you didn't hear a peep. There's a 100% chance that the same would of happened to Brawl had things not been fixed.At least, thats my gripe with Smash Bros as of late; that it isn't moving forward, just trying to find a middle fence to straddle. I don't remember anyone ever complaining about how difficult Melee was when it was the newest entry, but when brawl came along, everything changed, because of just how vastly different a game it was. I honestly believe that if Brawl was moved in the same direction that Melee was, casuals wouldn't have even noticed.
It's not necessarily about how good recoveries are, it's about how complex the interactions are. Sm4sh has less depth than Melee, and no one who disagrees can say anything other than "It's just how I feel." or "4 out of those 9 areas you listed where Melee is more deep are somewhat debatable."There were some points brought up about edge guarding that I think are interesting to think about, not so much to make it a Melee vs Smash 4 thing, but that I think it requires reflecting on some of the core components of Smash Bros as both a casual and competitive game.
The arguments have been over whether ledge mechanics of game X or game Y are better or worse for competitive play based on the degree to which being knocked off stage is a disadvantage. I think everyone can agree that, aside from things like Meta Knight planking in Brawl and things like VIllager shenanigans in Smash 4, being off the stage is inherently worse a position than being on the stage.
However, the very fact that there is an "on-stage" and "off-stage" is part of what makes Smash Bros. function, and I don't mean that in a "this game is beautiful!" sense. Why are characters allowed to recover in the first place? Why do characters take damage and get sent flying further away instead of losing all of their health and automatically getting KO'd? Why do Sakurai angles exist? It's all to give a chance for the player who is getting hit or in a disadvantageous position a chance to come back. These aren't "comeback" mechanics in the sense that Rage is usually criticized for, but rather the game giving opportunities to players to keep fighting. They're an inherent part of Smash Bros. and I think that evaluating ledge play requires that we remember this.
At the same time, all of those elements that make it possible to survive beyond what is "expected" can also be the ingredients that result in early kills. Being off-stage means being susceptible to edge guarding of all sorts, and it's possible to edge guard in all Smash games. In some games it's more pronounced than others: case in point, Fox shine spiking. The very fact that Fox can do that is I think a defining feature of Melee, and the appeal of being able to take stock after stock within almost the blink of an eye is one of its stand-out features. And yet there's nothing to say that this is the "right" or "only" balance to how being off-stage should work, that recovery should be a difficult task, because being off-stage just gives you less options compared to your opponent in any game, bar specific exceptions.
Basically, recovering from off-stage is integral to Smash Bros. in a lot of ways, and I think it's not surprising that the games have tended towards making getting back comfortable. Whether that makes a game more or less competitive, though, is very much an eye of the beholder thing, because it gets to the core of how we individually define "competition."
Adding on to this, Mang0 no longer plays Jigglypuff because he thinks the way she's played isn't entertaining + got criticism for her being too gimmicky/easy to win with. He prefers playing spacies for "style".Keep digging. You are extremely close to the truth.
Here is a hint: Try searching Mew2King's post circa 2010.
You will see alot of. "I choose not to play that way because it's lame."
Top player metagame manipulation is definitely real.
Here is the truth and it will blow you away
All fighting games when played optimally lean towards being "defensive".
Shocking I know.
So what if smash 4 has less depth than melee? Does that mean that it is a bad game?It's not necessarily about how good recoveries are, it's about how complex the interactions are. Sm4sh has less depth than Melee, and no one who disagrees can say anything other than "It's just how I feel." or "4 out of those 9 areas you listed where Melee is more deep are somewhat debatable."
There are many factors that go into your enjoyment of a game, competitive depth is just one of them. It's perfectly fine to admit sm4sh is not as deep as melee and still enjoy playing it.So what if smash 4 has less depth than melee? Does that mean that it is a bad game?
On another side it's also ok to not like something if it turns you off about that game.There are many factors that go into your enjoyment of a game, competitive depth is just one of them. It's perfectly fine to admit sm4sh is not as deep as melee and still enjoy playing it.
3 stocks always worked better imo, if by accident you did something it shouldn't cost you the game if you were the better player but with 2 stocks comebacks and upsets can happen more often not giving the win to the better player.A format of 2 stocks and rage definitely makes upsets much easier to happen. That I agree with. I think when someone wins a close game, it wasn't much of an outplay. But when someone solidly wins a game, then it means much more than it usually does.
Also the fact pwii listed combos as something to learn in melee but not sm4sh should make it obvious he isn't worth replying to.
Sm4sh combos are not as deep or complex as in Melee. Let's take Falcon's throw game.All it does is take out half the pools of depth from Melee and reduces the depth of another few.
Didn't say they were or weren't, but you still need to learn your combos and follow-ups (especially for air dodge baits)Sm4sh combos are not as deep or complex as in Melee.
Ok now I am going to challenge you on this.It's not necessarily about how good recoveries are, it's about how complex the interactions are. Sm4sh has less depth than Melee, and no one who disagrees can say anything other than "It's just how I feel." or "4 out of those 9 areas you listed where Melee is more deep are somewhat debatable."
A lot of this applies to Smash 4 in terms of weight and percentage.Sm4sh combos are not as deep or complex as in Melee. Let's take Falcon's throw game.
Sm4sh: D-throw. If they're close enough, nair. If they're too far out, try for a falling uair, then cover the airdodge landing with a gentleman. If they're too high percent, stay under them and try and take stage position while watching for a punishable airdodge.
*Melee:
low percent-----
Floaties: D-throw. Regrab on bad DI. Nair on good DI.
Fastfallers: U-throw until like 30 when they start hitting the platforms. Techchase (see Gravy's thread.)
mid percent-----
Floaties: U-throw starts comboing into uair. Depending on DI/stage position, sometimes this can lead to a knee.
Fastfallers: D-throw into techchase. Again, if you don't think this is complex, read Gravy's guide. OR If there isn't a platform, you can try U-throw into a combo starter like D-tilt, nair, turnaround bair, or stomp if you think they'll miss the tech.
high percent----
Floaties: D-throw can combo to knee. If it doesn't, it usually combos into u-air into knee.
Fastfallers: U-throw combos into knee. If I remember correctly, DI behind will make you respond either with a bair, or reverse uair/knee.
*Keep in mind that I'm still learning CF, so don't quote me on this.
Note that I didn't include middleweights, because I haven't learned enough about comboing them. Point is, it's a lot more complex than Sm4sh. Not that combos don't exist, but they're almost braindead in Sm4sh. Everything's either as guaranteed as Kirby's dair-> u-tilt or it's taking stage position while you try and throw your opponent off with a 50/50 for the airdodge/attack. There's no room for creativity or style.
That's literally all I said about combos until you responded to me. I said they were less complex than Melee combos. Don't make it out like I'm saying something I'm not.Didn't say they were or weren't
I'm saying edgeguarding is less complex in Sm4sh. It's not an issue of how easy it is, it's just flowchart. Now I am honestly not qualified to go super deep into edgeguarding in Melee because I still have a lot to learn in that area, but what about sweetspotting?Ok now I am going to challenge you on this.
Is it real depth or is it the fact that edgeguarding can be more rewards because Melee ledges are terrible.
Some characters cannot grab the ledge as someone throws a move out, nothing will help them.
As Peach I can just Bair over and over and pretty much cover most of the options alone on just doing that.
Edge hogging shuts off options, not really respecting the options the opponent has unless it's Peach or someone with an actual good recovery.
Smash 4 makes recovering easier but there seems to be more confrontations off stage to get the kill and end a stock.
How is that inheritly objectively worse depth?
This reads to me of, it's different therefore worse rather than actually looking at it.
A lot of this applies to Smash 4 in terms of weight and percentage.
The combo games of both are still very much, 2-3 hits then interaction to see of more can be followed up of people go deep.
There isn't an arbitrary useless tech barrier like L-Cancelling to keep people from being able to do it but oh well, it's an objectively bad mechanic anyways.
Yes Melee overall has a stronger combo game, that doesn't exist to some degree maybe in some cases show stronger for players who understand those options on Smash 4.
Well I just got blown the **** out. :/If you always go for a ledge sweetspot in Smash4, and your opponent doesn't trump you for it or intercept you before you reach the stage (fall-off aerial), then you're playing a bad opponent. Always sweetspotting is dangerous and risky due to telegraphing yourself. If they trump you and you go for the ledge again, you're going to get KO'd.
For combos, watch Smash 4 high level matches that aren't just Diddy combos. Diddy is extremely linear in his gameplay. Watch some Boss Luigi and Mario. Watch some Seagull Joe Sonic. Watch some Sheik. Hell, watch any character that has a basic combo that allows for a mixup afterwards. Diddy's Hoo Hah isn't that.
I can't see the video you linked, but I can give a direct example: Luigi. He can sour-spot Nair into grab, jab, utilt, dtilt, etc most of the cast at low damage. If you attack, his fast jab and tilts will either draw or beat out what you can do because he has more advantage in this state. If you shield, he can grab. If he shields and you attack, it's a free grab.
From grab, he gets 2 aerials for free. They are true most of the time at lower percents. They lead to a re-grab, a ground attack, a fireball lock if you don't tech, running into PP Fsmash if you do, or another grab. Depending on how you DI, he can dair-spike you into regrab, sour nair into more aerial pain from it, ff and shield and have you do something. If it's not a grab, jab, or tilt, you get up-B'd because it comes out in 8 frames and he can react to anything else slower then those 8 with a spot-dodge or roll. Fun times, right?
Oh, and it's all DI dependent. He has to read your DI and react accordingly to all of this to minimize the pain you receive.
Higher damage means he can start getting less from sour nair and d-throw, but that's been part of Smash for forever: your combos start to not work at higher percents. But, sour Nair and D-throw can lead to kills via Down-B.
Speaking of Down-B, it can gimp basically everyone not named Villager if they try to sweetspot and only sweetspot. That said, intentionally letting them fall out of it leads to a techchase situation. If they don't tech, you still get a chase situation, leading to more. Since a lot of Melee's combos can lead to a lot of tech chases to continue putting on damage, I included this example as well.
And this is just Luigi's basic stuff. Fireball traps, jab resets off of fair, all the fun stuff platforms can do for the green man, all the things you can do when catching them with an uair. Once you get hit by Luigi, you start playing a very deep game of Yomi to get out of the combos (or strings, or whatever), and Luigi plays a deep game of Yomi to keep you in them.
And Luigi isn't even S tier. There are so many fun things that can be done with other characters in the forms of combos, chases, setups, and everything else, which is a basis of a lot of Melee's combo game. Which is deeper depends on viewpoint: You're more likely to get 0-death'd in Melee, but you'll get more interaction then DI'ing and teching until you die in Smash 4.
It is unfair to attribute the entire combo game to Diddy's combos from a down-throw. You're just making blanket statements without research and without any real time put into the game. Your opinion isn't valuable not because it's wrong or right, but because it's uninformed and based on bias.
Well, different mechanics result in different ledge games played. I wasn't saying one is deeper then the other. I was saying that they both function differently and have to be handled differently. I'm of the opinion that I'd rather have Melee ledge mechanics to make going off stage have a higher risk and a higher reward. I can see the appeal for both forms, but I agree with you that Melee's ledge game just feels better.Well I just got blown the **** out. :/
I'll give you combos, but you're using off-stage ledge games to try and argue that Sm4sh is as complex as Melee. Melee has that same area of interaction of off-stage edge game, I was talking about sweetspotting vs not sweetspotting when your opponent is onstage.
I never responded to you about that, i pointed out your list of areas of skill that need to be developed on between the two games is faulty.That's literally all I said about combos until you responded to me. I said they were less complex than Melee combos. Don't make it out like I'm saying something I'm not.
You keep overly ignoring main points I bring up.That's literally all I said about combos until you responded to me. I said they were less complex than Melee combos. Don't make it out like I'm saying something I'm not.
I'm saying edgeguarding is less complex in Sm4sh. It's not an issue of how easy it is, it's just flowchart. Now I am honestly not qualified to go super deep into edgeguarding in Melee because I still have a lot to learn in that area, but what about sweetspotting?
Here's how Melee sweetspotting works: If you don't sweetspot and they remain on the stage, you can usually be punished for it, depending on how prepared they are for the edgeguard. Sweetspotting is usually better if you can pull it off because you can invincible ledgedash/get back onto the stage from there instead of getting punished and maybe knocked off again from that punish. But then again, if your opponent can't combo you well in the matchup, or they've been taking ledge usually, the better option might be to go for the stage.
Not to mention the mixup. Will you go to ledge or won't you? You see this a lot from Captain Falcons, as they have very little options in general. Also spacies can shorten to make you think they're going onstage while really shortening to the egde. It adds a fakeout element to it.
Many characters can also stall. There's a small window to sweetspot, which makes it more complex and NOT because it's harder. It makes it more complex because the opponent can cover that window with a ledgegrab. You know as the edgeguarder that there is only one point where they can sweetspot. But they can also mix up the timing of when they get to that point via stalls, fastfalls, and double jumps to throw you off or fake you out.
How does sweetspotting work in Sm4sh? You always go for it. If you can't just jump back onstage with an attack that'll cover your *** (an option which also existed in Melee) then there is never any reason to do anything other than sweetspot. The distance you can be from the ledge and sweetspot it is large so even if you fear getting trumped you can mix up the timings fairly easily. There is no thought process. There is no weighing of options and risks.
Melee recovery: Do I want to go onstage or sweetspot? Which has my opponent been covering, and which do I think they will cover? Are they close enough to cover both options? Can I fake them out by acting like I'm going to go for one, but then go for the other?
Sm4sh recovery: Welp, time to sweetspot.
Now I left out the whole offstage edgeguarding game, because I honestly don't know enough about it to talk. But sweetspots are a part of recovery and edgeguarding, and they are reduced in complexity in Sm4sh.
As for Sm4sh combos, my point was not the number of hits but the complexity involved. Please show me an example from Sm4sh that's equivalent to my ****ty falcon flowchart. Or better yet, equivalent to someone who knows what he's talking about a whole lot more than I: https://youtu.be/2q47dhfuaCY?t=300
You can say your Hoos and your Haas are deep and thought provoking, but I don't see it, so please show me.
The skill gap is small, but I don't think it's too small.Why not just name the thread Melee vs Smash 4. The title would be more accurate to the actual discussions taking place.
You would think this would be on the merits of the game itself what volume of space is between the skill floor and ceiling but instead its simply "How does this stack against melee".
Good grief, you people are nothing if not stubborn.
Melee rewarded the player who knocked the other one off the stage, while Smash 4 puts most of its mechanics into not penalizing the player who gets knocked off. It's not a matter of worse vs better, it's a matter of preference. A game where skillful play is heavily rewarded, or where mistakes are heavily forgiven. One isn't particularly better than the other, but for competitive play, people tend to lean towards the later.Ok now I am going to challenge you on this.
Edge hogging shuts off options, not really respecting the options the opponent has unless it's Peach or someone with an actual good recovery.
Smash 4 makes recovering easier but there seems to be more confrontations off stage to get the kill and end a stock.
How is that inheritly objectively worse depth?
It really isn't that simple...not in Melee or any SSB game. The recovering person in melee certainly had less options for recovery, but that isn't saying much since their options on the map were vastly higher than any other game.Melee is also a flowchart if you know what they are going to do or some characters have virtually no real options and just have to try and DI up to get back while a character like Peach is just going to Bair Falcon until she gets him to a percent where a turnip or nair will end him from being able to recover. It literally is that simple.
PPFFFFFF. Luigi is just as stupid as Diddy was. The only reason people havent been complaining about Luigi is because they were too busy crying about Diddy. Now that Diddy got nerfed, i fully expect people to start abusing him. He's a decent character off frames alone, and thats without Dthrow > Down-B (or Dthrow > literally anything) being a guaranteed killmove.And Luigi isn't even S tier.
Ya... Not even close to the point of my post, or even that statement in and of itself.PPFFFFFF. Luigi is just as stupid as Diddy was. The only reason people havent been complaining about Luigi is because they were too busy crying about Diddy. Now that Diddy got nerfed, i fully expect people to start abusing him. He's a decent character off frames alone, and thats without Dthrow > Down-B (or Dthrow > literally anything) being a guaranteed killmove.
He may not be as mechanically dumb as Rosalina or Sonic, but he's nowhere close to a bottom barrel pick. That's like saying "Melee has more characters than Fox!" and then using Jigglypuff as an example.
Forgive me if I'm wrong, but wouldn't tech skill actually mean a larger skill gap? It may not lead to a "deeper" or better game, but it would mean more things to learn and master and after know when and how to use them. Sm4sh doesn't have things like DACUS, or L-Cancels, so that means there's less things for me to learn and do to reach a reasonable level of competitive play. Not saying that the skill gap in Sm4sh is minuscule or non-existent, but it's definitely more manageable than PM/Melee's and really there shouldn't be a problem with that. There's still so much you have to learn and work up on to even be considered good and to become a top player there's more after that.Ya... Not even close to the point of my post, or even that statement in and of itself.
And, to your above post, I can't think of any informed person that thinks tech skill equates to a deeper game with a higher skill gap between levels of play.