You can poke at the definitions, but you completely ignored his point. He made a relation and he is correct, rolling is less of a commitment then wavedashing or dash dancing.
You do have to explain this. Are we to rely on the testimony of your high level of understanding of the game? If so where's your creds? (Even if you could include this it would be one piece of a full discussion.) Excluding such testimony you'll have to present your argument like any normal person instead of making the assumptions of ignorance.
So i need to be a pro authority on smash to have an opinion now? Oh, sorry. You should probably ignore everything in this post then. I suck at this game.
Otherwise, he's using "COMMIT" way too loosely here, as it usually involves an option you took that you can't easily retract from. Jumping in SF = commitment. Air Dashing in anime fighters = commitments. A dragon punch = commitment. This is common knowledge, you don't have to be a pro at
any of these games to very quickly learn the concept, even without the terminology. This doesn't happen in smash 4, hence this thread subject existing in this iteration and this iteration only.
You simply do not take a risk proportional with the benefits with rolling in this game, I'm sorry. It doesn't take a pro to point this out. Perhaps my idea of "commitment" is a bit more broad or extreme than yours? I dunno. The closest thing a defensive option has to commitment of that sort is air dodge landing lag.
The defensive mechanics of smash 4 are more limited then theyve been since 64.
hahahaha
Dash dancing and wave dashing provide more defensive use then offense. Projectiles: nerfed, Long swords; nerfed; Ledge; nerfed. Then you have buffs to burst movement (dash attacks for everyone, monkey flip, quick attack, sonic, little mac), more generous use of super armor. In reality theres potential this game could be the most offensive of the series (however this doesnt say too much in and of itself because people assume melee is much less defensive then it is).
...wait, we are about to seriously start arguing that smash 4 is the most offensive game in the series? We aren't really about to do this are we...?
- Wave dashing is a movement technique
- Dash dancing is just a visual mindgame. Seeing as it's for mindgames and tech chases, I don't think it's defensive...
- Everyone had dash attacks in melee.
- Super Armor is an offensive tool, not a defensive one. You don't use defense mechanics to activate it...
- Ledges being nerfed is a buff to defense, it helps the loser get back on the stage, removing offensive impact.
In other news, dodge rolls are faster than ever, safer than ever. Spot dodge is faster than ever, safer than ever. Shielding is faster than ever, safer than ever, and unless you're fighting Little Mac, shield knockback is nearly nonexistent. Ledges have no ledgehogging and the blast zones on 3DS are far as ****.
One defensive mechanic got nerfed, and that's air dodge landing lag. And it was far more unsafe in melee.
There's also limited explanation to how rolls adds to the games defense over its offense. First of all Im not going to seriously address anyone who considers rolling your stage position away a legitimate defensive option unless you have some exceptional explanation.
.......
So the only real use rolling has as a legitimate defensive tool is escaping pressure, however even the best rolls in smash 4 are nowhere near as good as what most high and top tiers had in previous smash games and certainly arent as good many tools that exist in smash 4. Is it really ok that fox can shine out of shield while every other lowly character is stuck with their terrible roll? Is it ok that MK gets an invincible up-b out of shield while low tiers are stuck predictably rolling away? Better rolls create a level playing field for characters that have otherwise terrible options under pressure. Maybe you think the better way to go was to limit options under shield pressure for good characters rather then expand them for bad, but dont pretend that most high-top level play in other smash games didnt have options that were even more powerful.
Oh look, nevermind, i dont have to explain anything, I didn't think i did. So, even you are aware that these options are stronger than they've ever been, and that shielding is also a tool used for escaping pressure. Mentioning out of shield techniques from
Melee Fox and
Brawl MK do nothing for your argument. They are exceptions and powerful techniques in their own right, which prrooobbably has something to do with them being Top-Tier in the first place.