That's because the defensive options on this game don't even work. The rolls are pathetic.
You must have defense as well as offense in a game. TMNT doesn't.
Defense killed Brawl. This game punishes anyone who tries to spam spot/air dodges or rolls. Defense should be about rewarding smart choices (dodging an anticipated attack), not spamming until a massive opening is created.
You do not suck if you get grabbed. Grabs have good range, high priority and you can't defend against them. You can't roll away. You can't spot dodge. You just get grabbed. All of the good gamers that I know that have played this have come to the same conclusions I have. Grabbing is stupid good. The controls are sticky and a little slow. The cast is too small and the gameplay too shallow.
Yes, getting grabbed is inevitable.
-Grabs can be broken out of with proper timing
-They deal lots of damage
-They have massive cool down when missed
-I have never been grabbed out of the air (I don't know if it's possible)
Yes, it's frustrating for smash players who want to roll out of the get up.
Brawl and Melee both received basically perfect scores across the board.
TMNT didn't come close.
Tmnt doesn't have the absurd number of unlockables as Brawl. Furthermore, melee was only the second game of it's time and it made huge strides. Tmnt is the ugly cousin who doesn't belong in Soul Caliber and doesn't belong in the smash series. That doesn't mean it doesn't have the potential to be a great game.
I went ahead and bought the game. It's alright, I guess. I've only played a couple of wi-fi matches, but so far the online doesn't seem to be any better than Brawl's. That's disappointing, because I remember one of the developers saying early on that this game would have better online than Brawl. I still find myself waiting in the training room for a year to connect to an opponent, which was my biggest gripe with Brawl's online.
They have a swap out mode, that's awesome! You can play with 2 or 3 others (or more, but I wouldn't due to latency) and when you aren't playing you're spectating without the hassle of having to suicide yourself. As long as the host doesn't leave, people can drop out and others can jump in line.
Input lag of any kind is inevitable with online play. Yes, this makes breaking out of grabs much more difficult, but the most competitive play is going to be offline so this isn't an issue. Brawl has online skills that don't transfer offline. A grab spammer in TMNT will be in for a rude awakening if he ever goes to a live TMNT tournament.
All of the characters seem to be more or less the same. I don't feel very motivated to go and unlock everybody, because I feel like they're all going to play pretty much like the characters I already have. I'm sure that I will unlock everyone eventually, but it's not like in Brawl or Melee where I couldn't wait to unlock everyone and try them all out.
They don't play the same at all. Each character requires a good knowledge of what attack actually deal damage and connect well together. If you don't understand the combo system in this game you're screwed.
http://www.turtledojo.com/viewtopic.php?f=11&t=425
Also, the stage hazards in this game are ridiculous. There are way too many instant kills.
Yes, there are lots of absurd stage hazards... losing a whole life is terrible in this game. However, there are still a good number of stages that can be legitimate for tournaments.
I tried to rent it last night. No dice. I'll try again next weekend. I want to end my "ignorance" once and for all.
How different do all of the characters play from each other?
Read above. It's important to know which attacks deal the most damage so you can make the most of your combos.
Overall comments impression:
-Gimping is more unheard of than in Brawl
-You won't see any 0->death combos
-It's floaty like Brawl
-Minimal AT techniques including cancel all lag on fast falls, forward smashing out of run and i'm currently looking into a possible short hop option)
-Stock take longer to eliminate
-This game seems to improve on my biggest issue with Brawl: Too Defensive.
Read this to understand how the combo system works:
http://www.turtledojo.com/viewtopic.php?f=11&t=425