That's actually a pretty good point. 64 and Melee have their share of comparatively complex characters, and Yoshi and Peach at that time were quite complex.
Still, it's quite telling that even those two characters were simplified in certain respects. Yoshi's originally non-recovering Up-B got a small recovering leap in Brawl, and he regained the ability to jump out of Shield in Smash 4. As mentioned before, Peach got the RNG of her Forward Smash removed, and Ultimate further improved it by tying the three weapons to different stick angles.
Touché with Olimar as well, but even he has seen some simplification since Brawl: harvesting Pikmin is no longer influenced by environment (a minor gimmick later reappropriated to Steve), and he can only have three Pikmin at once (which was likely due to Smash 4's 8-player limitations at the time, but it made him much better designed IMO, and I'm glad the limit was kept for Ultimate). And even still, his Pikmin count has always been conveyed through the Pikmin within the battle itself, not a UI element, so I find it more intuitive in that sense.
You also did name the characters I have the least problem with among the Smash 4-on newcomers. Pythra is Zelda/Sheik done right; Sephiroth, stick sword into wall thing aside, is nice and simple to pick up since his wing mechanic is entirely passive; Byleth I already mentioned; Greninja and WFT are very nice to pick up.
Sora... I'm admittedly mixed on. I know Sakurai noted that he wanted him to be simpler compared to the other DLC newcomers, but I'm still not a big fan of his neutral B, which comes off as yet another case of him having more moves than inputs that suited them a la Hero. His semi-multitude of non-Neutral A jabs also sticks out to me, though admittedly it's more because I wish some more characters would have their Forward Tilts, Neutral Airs, and Forward Airs be reworked into being jabs too (not all, mind).
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On another note, though, I think people are focusing way too much on me disliking the overcomplicated nature of some of the Smash 4-on newcomers' movesets. Again that's only half my problem.
Half the problem is overcomplicated function, sure, but the other half is the characters'
animations being cluttered with references and/or just being really outlandish. Part of the reason why I prefer the 64/Melee style of moveset design is
because the normals are generally so basic, and that in itself leads to the specials feeling, well, special. I know someone will mention G&W, but his herky-jerky animation makes it work. Characters like Villager and Mega Man pull out so many things for their attacks that their animations look annoyingly inconsistent to look at; not in terms of animation quality, but because of the sheer number of things in their movesets. Functionally, yes those two characters are easy enough to understand, but I still feel turned off of those characters because of their craziness.
To put this in perspective, I honestly wish Mega Man's normalset was largely basic punches and kicks, or at least the melee weapons from his series. Mega Buster would work much better as a Neutral B. That said, Flame Sword Forward Air, Slash Claw Back Air, Slide Down Tilt, and Top Spin Dash Attack are fine.
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Really, I'm falling out of love of the Smash series partly because I feel trapped between playing as the 64-Brawl characters whose moveset designs I prefer and the Smash 4-on characters who are too "busy" functionally and/or visually. Sure, I could just stick to the former and ignore the latter, but that just makes playing the game as stale as New Super Mario Bros., 2D Kirby circa Star Allies, and (at least to others; not me) DS/Wii era Zelda.
That's part of the reason I'm hoping for a
significant universal or semi-universal addition/alteration to Smash's core gameplay for Ultimate's successor. Not the veteran "revamps"
that some faithfulness crowd complainers want, but things like a new move category/universal action or turning several neutral airs into air jabs.
I've brought these up before, but my ideas for some addition to Smash's core gameplay are:
- Giving every character a Shield-B (and before someone says anything, most characters should be able to Shield-B out of airdodge). To prevent turning Shield-Bs into frustrating OOS options, Shield-Bs should be reserved for some kind of "status buff" akin to Inklings' ink refill and most of the V-Triggers in Street Fighter 5.
- Sacrificing either the X or Y button as a jump button for a Super Special/EX Special input, which would be reserved for souped-up versions of existing specials that would expend a meter. To make it more casual-friendly, the Super Special input could throw out regular Specials if the meter isn't filled up enough for one Super.
- Reworking most/several neutral airs into being air jabs, and/or reworking forward tilts into "strong jabs". Admittedly not really a core gameplay addition, but it could freshen up veteran movesets without doing ground-up revamps for the sake of giving them more source material references.
They don't have to do all of the above at once, but making one addition/alteration per next installment would allow the change to be nice and gradual.
IDK, I'm much less concerned about which newcomers are going to get in at this point, and how Ultimate's followup will avoid becoming as stale as early Switch-era Pokémon.