In many ways it did. Why roll when I can keep my options more open with a wavedash? I only see a person trying to use roll for the invincibility and knowing it will be used to punish something, though unlikely given how it's better to just outspace with a wavedash since you retain your options with no real dedication to the action to the degree a roll would.
I didn't assume future games did, I doubt any smash game was really balanced around a characters ability to wavedash, maybe PM as well but even then I'm not as certain there.
If people are complaining about rolls, most really don't take time or action to try and learn what to do and what not to do in those situations. That is at least what I have learned on these boards. I'd be far more interested in helping people learn how to deal with them rather than cry for nerfs like this thread and others have.
Are they overpowered? eh...not really, they don't turn into the best option and a lost of the risks with doing a roll are still there. It is something to get used to and learn, rolls are far stronger in this game, but using it as a main source of punishment and power is how you will lose easily.
Grab's can result in death in this game at higher percent, you still put your opponent in a unfavorable position. Yes there are no chaingrabs, but who the hell wants that back? That unbalances and makes gameplay in many cases degenerative, even in Melee when you can DI them more than in Brawl.
Shielding buffed is not really something I can agree with, shield stun? maybe, players can still be more offensive than in Brawl. Shield health? no way, shields lose health and break way faster in this game.
Rolling is easier, yes but it's not nearly as hard are you and others make it out to be to punish one. It's easier to mess up a punish, I'll give you that. But the option is not unfavorable or unviable.
Not to make this about wavedashing, but again, you're viewing the technique from a position of theory rather than practicality. Alot of options in fighters are intentionally superior to others, but are kept in check by technical barriers. And while wavedash was not an intended feature of the game, it was subject to this rule. The way 10 year tournament vets will handle a game vs. regular good'ol "solid" players are a bit different.
And again, Smash 4 isn't the first game in the series. People complain about shields and rolls because it is painfully obvious how OP they are. And, again, it is irrelevant if weaknesses exist, because since rolls still function the same as they did in the last 3 SSB games, they still have the
exact same weaknesses. The difference is, they're
all harder to exploit. If you need me to list them:
Shield breaking >> Very rare in smash 4. PShield window was increased, rolls are better, and i'd guesstimate about 85% of the time an attack on-block is unsafe, making this option pretty unviable to plan for.
Shield poking >> Also rare in smash 4 for the same reasons, but most importantly because so few moves are safe on block, and even more so because of how easy it is to escape pressure in Smash 4. There are more ways to create distance than to close and keep it.
Grabbing >> Best option for consistent punishes because they're fast, but this has also been nerfed. Attacks beat grabs in Smash 4, and Chaingrabs were eliminated, so the reward for reading a shield is lower than ever...unless you're diddy, shiek, ect.
Dsmashing rolls >> Also nerfed. VERY precise timing is required for most characters due to how fast rolls recover in smash 4. In fact, with the way the frames are, it's a better chance you'll either wiff and get punished, or get blocked and get punished.
Punish reads on rolls >> Also nerfed for the same reasons. Still possible, just harder than it's ever been to do.
If i missed any, please let me know, but it's irrelevant because nothing i missed didn't already exist in a previous smash iteration, and it's guaranteed to be less effective of an option in Smash 4. Yeah, there are ways around it, of course. But to say it isn't currently an OP option when looking at all the others in the game, it's a little hard to swallow. From grabs to jabs to smashes, the frame data in this game favors rolls and shields over any form of attack present.
Sure, people have to play around it to enjoy the game, but lets just call it what it is. Roll and shield is broken in this game. It's obvious on paper to begin with, and the fact people keep bringing it up just confirms it.