I was legitmately confused reading this. I thought I had already responded to this post, but I couldn't find my response. I thought maybe I forgot to post it. Then it turns out:
If this was too subtle, I'm saying that there are 2 "Communities" of smash bros. There is the diehard, purist "elitist" fans, the ones who stick to their guns to stay with the better competitive product, and the more casual side, who prefers newness over refinement and game design. Or they're just straight up casual players who don't dabble in competitive at all.
This divide was caused by the massive shift in game design, which was for the worse for everyone involved.
OK, but just because a player doesn't stick with Melee/PM doesn't mean they're on the more casual side, nor does it make them more casual than determined Melee/PM players. I would say I'm a competitive smasher all the way (just don't travel to many nationals and such), but I don't play Melee/PM. There are Smash 4 players who are on that first side, the only difference being the game they play.
The bold also implies that if you don't stick with melee/PM, you don't care about game design as much as newness and whatnot. I think that's flawed because it assumes that Melee's design (aggressive, quick, tech barriers, etc.) is the "correct" one, which is not the case. That depends on what you, as a player, want out of the game. A lot of people like Melee's design obviously, but it's not the only one.
I don't think I've ever said they were intended for competitive play, but they had competitive elements. If I did ever say that point it out to me and I'll edit it out, because I completely agree with that.
In post #441, you said, "The only smashbros games that are meant to be competitive are Melee/64/PM."
Let me amend what I said. I would argue against them being meant to be competitive, but they foster it.
Throws
It's not like Grab>Throw>Death in melee or anything. Landing a grab should give you an advantage, not 10%. Most of the combos in this game are Grab>Uair rinse and repeat.
It very well can be in certain situations. Marth CGs on a fastfaller into a ken combo offstage, Falco pillars and reads into spikes or Fsmash/Dsmash, Fox uthrow -> Bair you offstage, and then shine spike you for the stock. Jiggs' U throw -> rest. Wobbling. The list goes on, and grows if you include stray hits.
Does it happen every time? No, and I'm not trying to suggest these are easy or anything because they take control mastery and being able and experienced enough to predict and follow DI. More often than not though, I'm going to say that against any competent player, if you get grabbed in melee and PM and you aren't playing a difficult to combo character (and even then....), you should be taking at least 30%+ and being put into a bad position.
You're right about most Smash 4 combos being monotonous. My question is still "how is this bad?". Yes, they're simple and easy to pull off, they aren't very flashy, and you don't get nearly as much reward as you do in Melee/64/PM, but I'm still failing to see how this is a problem. Who gets to decide what is "too little reward" outside of each individual player?
Big Blastzones/ Nerf to ledge/ Good Recoveries
That's what I thought when I first played this game. I thought it'd have more of a focus on egde guarding and make the ledge game more interesting. It doesn't. Do you know how ****ing hard it is to edge guard villager? YOu have to pop both of his balloons without hitting him in the process. Or lucario, who the more damaged he gets the better recovery he has. The aura mechanic in general is pretty bad. Almost every single character can recover from the blast box with just their Up B.
Villager is a sitting duck when he/she uses his/her balloon trip. Jump off and meteor him/her, or hit him/her and keep repeating the process. It's not like they get their second jump back. Yes, it's difficult, but that's against what you said about the good recoveries making the game easier. Recovery in specific, yes. Overall, no.
As Mario, vs Villager, I can cape him and the balloons and he'll still die because cape won't make him flinch. I can use FLUDD to force him to miss the ledge. If he Loid rockets above the ledge, I crouch under it or cape it, and if I do the former, Villager has to drift to me once he dismounts or else he dies from getting FLUDDed off of the stage. I can also just jump out and Fair him.
As for Lucario, I agree with you. Aura is a bad mechanic and I'm sad it's still in the game. As Mario though, you can still FLUDD Lucario and force him to miss the ledge, meaning you're going to be able to Usmash his extremely laggy landing.
Overall though, yes, it's hard to KO people, but I'm proposing that makes the game harder to succeed in, meaning it that it takes more skill to consistently do it.
None of those things you said are good. Except for the Bolded/Underlined items, which are untrue/strawmans.
Says you.
I know that sounds like a 2 year old's response, but that's the case here. I don't see how they're bad. What is good? Being easy to KO for getting knocked offstage? Potentially getting destroyed for getting grabbed/read? Being able to edgehog?
As for the strawmans, change "to death" to "30%+". Change "30 seconds" (which really isn't a strawman in most cases. Melee is quite quick nowadays) to a "minute and a half".
The problem with smash 4 is outplaying your opponent doesn't give enough of an advantage. Yes, you get some, but after 3 hits you're in neutral again. Most of your argument in this section is "Yea its slow but it still takes skill", which I'm not denying. Every smash game takes skill to get good at. Even in Brawl/4 which cater to the casual crowd, the more well versed and intelligent player will always win. Why? That's the nature of games. It's universal. Whether it be Smash, LoL, or even Tag out on the playground. The better one wins.
I disagree with the you describe getting back into neutral. Whenever I play Mario, any time I get a grab or hit that can lead into the combo, I keep the pressure on because I know how difficult it is to pierce defenses in this game. Smart people won't let you "fall back" to neutral after 3 hits. You have to get back to it.
As for the not enough advantage, I touched on that above.
The thing with 4 though, is the skill ceiling was lowered because of some impossible dream of that everyone can win. Which is bad game design.
The technical skill ceiling was lowered. Beating good people is still not easy.