You sir need to learn to read.
"If we want new people from this generation of gamers to come in, then we need it accessible, simple, and playable by anyone. You can't let yourself get preoccupied with nothing but gameplay and balance details.
Source:
http://www.eurogamer.net/articles/2010-12-08-smash-bros-melee-was-too-difficult?
“When planning the development of a new game, I always take a lot of care to discuss the concept and try to define it as best I can. For example, I like to think of Smash as a four-player battle royal action game. You’ll notice that’s a lot longer than saying it’s a fighting game, because ‘fighting game’ is a completely different label."
Source:
http://www.vg247.com/2013/06/20/smash-bros-sakurai-wants-to-target-silent-brawl-loving-community/
"If tournament popularity was the most important consideration, then I think we would create a Smash Bros. game that included a multitude of fast moves with complicated controls. However, I believe this is actually the greatest shortcoming of fighting games at present, and that is the reason why I don’t do it."
"While there’s a lot of enthusiasm for tournaments on the one hand, there are also users who just give up on these sorts of games because they can’t handle the complexity and speed. While other fighting games continue to work on honing this tournament aspect, I think that we need to move in a direction where there is more of a focus on inexperienced gamers."
"There are so many other games out there which are geared to tournaments. It is important for us, however, to maintain the game’s status as a kind of ‘rough’ party game in which anyone can play without feeling too much pressure over winning or losing.
Source:
http://nintendoeverything.com/sakur...-smash-bros-more-interesting-than-the-others/
when asked if he takes feedback on balancing the game from high level competitive players, he responded:
"Mostly I don't incorporate feedback like that. Basically, Smash Bros. is designed to be sort of targeted at the center, intermediate players, and if you think of sort of a skill graph or something where if you're targeting just the peak of that performance level, you're targeting a very small group of people. We wanna avoid a situation where it becomes a game sort of like other competitive fighting games, where it's only apreciated by a very small, passionate group of sort of maniac players. We definitely don't want that sort of situation. It's supposed to be a fun game for a wide variety of people."
Source: http://kotaku.com/an-in-depth-chat-with-the-genius-behind-super-smash-bro-530744390
"In all previous Smash Bros. games, I've entered in all the data for fighter skills and hitboxes by myself, and it's quite nearly that way with this game too. I've thought about leaving this work to others and I've actually tried it once or twice, but it hasn't worked out. I don't want to release an incomplete game, and I want everything to be as successful as possible, but it results in a massive amount of work for me. It's a big problem, but there are reasons for doing it this way." — Masahiro Sakurai
"...we have to work to keep things dynamic and not over-fine-tune the balance. If we aim for complete fairness, there won't be any personality to it." — Masahiro Sakurai
Source: http://www.gamnesia.com/news/sakurai-is-balancing-the-new-smash-bros-games-by-himself
So, Since you couldn't read or comprehend my previous post and pretended that all I had was "bias and speculation," lets see if you can read and comprehend after seeing it a second time. . .
I have. . . 6 sources stating that sakurai does not prioritize the competitive scene, and a source stating that he does all the balancing "by himself." Let's try counting now, I hope that's not too difficult for you to understand. not just 2 sources, but 6. Do you understand? 6 sources is not bias or speculation. I'm not sure how much more simple I can make that for you to comprehend.