You're mistaken.Unless I'm mistaken you are talking of read-based tech chases/combos. Those are not true combos per se.For those to work you would have had to read their DI correctly every time and what not.
That's not what I'm talking about. And you do realize that most "conventional" 2D fighters have more combo/option potential than Smash as well right? Most characters in Smash only have a few mixups if any at all. Brawl is mainly a poke fest. And this is coming from someone that loves Brawl.
But yes I was mainly referring to Melee and Brawl.
Given that I'm currently playing other fighters more than I am Smash, I do think I'm aware of "combo/option potential", though. Also, yes, Melee's combos are very much affected by DI, however, the hitstun is to a degree where continuing the combo is simply a matter of reacting to the positioning rather than making read after read. This is somewhat similar to the pointblank/maxrange differences of combos in fighters. I would agree that Brawl has a distinct lack of true combos once everyone's out of the 50% zone or so. 64's only DI is SDI, and there's plenty of ways to convert from one hit into one stock, so no, doing a combo in there is not largely read or tech-chase based.
I enjoyed Smash because of its relative mobility and being able to do things more in line with a platformer game than a fighter. PlayStation All-Stars certainly has the platformer movement down, but with the way most of the attacks either stop you dead or send you on some pre-determined flight path, I feel like I'm hitting 2D fighter inputs instead. Note that nowhere in my initial post did I say anything about combos - I was making a comment on movesets.