Eternal phoenix Fire
Smash Hero
I can understand that speed isn't the most important thing, but we are talking about a fighting game, not an RTS game. In an RTS you have a wide plethora of units that all have specified strengths and weaknesses, where the only disadvantages you would have would be the player. Unless we are playing a fighting game where we can have a team with all of the characters in one round this comparison doesn't validate anything advantagous about the apparent lack of speed, and therefor, severe disadvantages that slower characters suffer from in the cast. For example: You can't use Pikmin as an example because you are playing against NPC's that are designed into the game so that they are beatable. Balance issues arise when you are playing a multiplayer game.Bold! Bold, I sa-*smack*OW!
Okay, fine. So apparently Mighty Glaciers should have decent speed. I'm sorry, but as the Kid Icarus Uprising board on GameFAQs would point out after twisting my points to say I would believe that clubs need to have mobility rather than the availability of more club-friendly trap powers (surprisingly, my Knight Charge power idea is just club-friendly by providing mobility, but it ends up being an expert's tool the way it works), why give speed to Mighty Glaciers? They're slow because otherwise, their power advantage would be a blatant one, which can easily end up rendering a character like Mario obsolete. That's how it is at least on paper.
Let's see:
*The Anti-Air Vehicle in Battalion Wars is incredibly useful and would be so even if it was the second slowest unit there, simply because of strong reason to have initiative, only truly hindered by being too important to want to have it near anti-armor surface forces without sufficient backup.
*The Battlestation, also in BW, does have several weapons on it, but more importantly, it solos against any surface AI unit without fail, especially when very blatant anti-armor abuse is required to send it to the scrap heap.
*The Hammer in Kirby Super Star and Kirby's (Epic) Return to Dream Land. There's a reason why it's considered a Game Breaker despite having short reach. Stone is likewise free invincibility whenever you want it.
*Purple Pikmin get their brokenness moniker in Pikmin 2 for a reason, when other Pikmin types there DON'T have weaknesses. Though chalk brokenness up to stun abuse and HEFTY multipliers. And try a no mature Pikmin run at some point. Those Fire Bulbears that Purple Pikmin pwn, for example? That's not happening anymore. You have to use Reds now. And I actually use Purples for Bulbears in general because of how aggravating they get to begin with due to high durability.
There's probably more examples. But the point is that speed isn't everything.
Fighters typically are 1 on 1 combat oriented, where each characters has a different set of moves and weaknesses. Player competence is important, but it can only go so far when a character has tools to help him approach and defend vs another character who has a lack of these tools.
I believe a key issue in smash is that generally being in the air puts you at a naturally advantageous position, so characters who are capable of being mobile in the air (The exception to the franchise being Melee, where characters had a larger variety of mobility options when grounded or staying close to the ground). Being able to DI your aerials, poke at shields and cancel aerials put any player who was capable to doing these things quickly at a natural advantage. Even the combo system that exest relies on extended juggles that start from the air, lead to a series of chain aerials or stems from a single hit from the ground. While this is good, there were no options to extend combos if you remained grounded during the duration of an attack (The exception being Fox's wave-shine in Melee and characters with good tilts, which depended on linking aerials to expand upon it) in the options on the ground offer very little rewards. Let's break it down:
In the air you have:
-5 possible attacks
-Aerial Canceling (Minimizing risk and opening up opportunities for combos)
-DI (This allowed you to freely control space between the opponent and attack, space an empty jump or trick the opponent without taking any possible risk)
-Air Dodge (Free and lagless in Brawl, basically an extremely easy cop out when low to the ground. There are no limitations to this as it puts you in a good defensive position almost every time when executed low to the ground)
On the ground:
-7 possible attacks (These attacks are non cancel able and can be punished unless the player is 100 percent accurate with their reading. These attacks can be beat by an aerial)
-Grabs (Generally useful, but against an opponent who can space themselves well they become useless. Can be easy to punish unless the character has a significantly long grab range)
-Roll and spot dodge (Can be very useful, but if read can lead to a free punish)
-Shielding (Common defensive option, can lead to different attacks or defensive options)
Now when you put them against eachother you can see where there are disadvantages. Whiffing an aerial in't as big of a risk vs whiffing a grounded attack, since the aerial gives you a wider variety of options to make it safe. Air dodging in Brawl doesn't give you the disadvantages of shielding since the air dodge makes you invulnerable (Melee rectified this issue by making the airdodge the same as a shield by offering are risk when using it) and when you land you return to a neurtal state vs taking a shield hit that leaves you in shield stun. Wave landing on the ground isn't as risky as rolling because you can go in either direction and still be able to use all of your ground options.
What smash 4 needs to do is use Melee as the building block for how the game should be played, but not replicate the specific mechanics that made it such, while at the same time expand on options that would allow slower and naturally grounded characters more options. Make it possible so that a character doesn't have to be air borne to do a combo. Some of the things that Kink-Link suggested would actually be very useful. Give characters solid options that are also unblockable like Bowers amazing Side B in Melee that doubles as an air grab and strong ranged hitbox. Speed isn't everything but based on almost every smash game speed and aerial mobility has given characters an undeniably natural advantage. This needs to be addressed more than anything else.
EDIT: In regards to my first paragraph I am aware of RTS games like Defense of the Ancients, League of Legends and Star Craft. There are some teams that posses natural advantages but these games usually rectify this with a balance patch. This is impossible with smash since Nintendo doesn't believe in patching these things, and doing so would require a greater length of time vs a traditional fighter. This makes it so much more critical that they make Smash the best they can. The staff only gets one shot, unless Nintendo does DLC, but that's a whole different story.