I think anyone who thinks that combos are everything in a competitive game regardless of design have no idea what the concept of patience is. A game based around offensive reads to land strings of hits after a tense moment in neutral? That sounds like Street Fighter 2 to me, more in particular, Super Turbo,, which has combos that, at a consistent basis, go on for 4-5 hits MAX reliably. I play Guile in Super Turbo, Guile mirrors are matches of intense neutral, sonic boom control, and offensive reads. I find that intriguing. I find Smash 4 intriguing because it looks to promote strong but not unhealthy neutral that will allow the player who takes control to run the offensive if they make smart decisions.
I don't get it, people are like "Yeah I wanna play this look at this game" and then the minute they have to change anything in a series that has already proven THREE TIMES IN A ROW NOW to have consistent mechanical changes, they cry wolf. It's so strange to me, I can't imagine where the Street Fighter series would be right now if this was a problem they had. Probably dead and buried.
Like I'm not trying to be a jerk but we have not one, but TWO versions of Melee within our community already and that game has a healthy lifespan and playerbase as is. Going forward, this game makes interesting design choices that are by all definitions risky, and rather than embrace and try to figure them out, people do this.
I'm not saying you have to love the game, but for the love of god, a different mechanic that hasn't even been fully fleshed out yet(a week old, a WEEK.) and already this kind of thing is happening. This is absolutely depressing coming from someone who's played other fighting games competitively.
Also, in what world does being good at neutral and punish game constitute as a lack of skill? You don't see me as an ST player going to SF4 players and saying they suck because their game's meta is weird(which it is to me, for the record).