Emulating Melee on my computer has unnoticeable input lag compared to playing it on a GC or Wii, even on Netplay with a good enough connection. Things like monitor and adapter lag can be pretty much unnoticeable too with the right ones. Sure netplay lag happens, but that is because of connection and syncing, and it least has/still has a form of online play with others unlike the original ones.
Well if you don't notice the input delay, I'm sorry, but you're still wrong. The input delay is there, and for most it is noticeable, just because you don't notice it doesn't mean it's not there, lol. When you play Melee for as long as I have, the difference between PC and CRT can be unbearable at times, which makes it unreliable for practising on, and new players will also find that very jarring from jumping to an actual lagless setup from Netplay.
Alright, there's so much wrong with this second paragraph.
You keep saying I am proving your point, but you are failing to give me more reasons than the one I already argued against. Like I said, mechanics alone won't a game more accessible.
First of all, here are some of the reasons why Melee/PM are more difficult to access to a newcomer than Smash 4.
- A tournament legal setup costs a lot and is difficult to find/create
- Smash 4 is fresh, new, and constantly getting updated by Nintendo and Bandai Namco - AKA it's getting way more support in terms of advertisements, content, and a functional developer-to-player connection.
- Smash 4 is quite possibly the easiest game in the entire series to play in terms of advanced techniques, characters, stage control, neutral game, etc. If you'd like me to go more in-depth with how, I can, but you should get the idea.
If there ever comes a time where the Smash 4 meta has evolved enough to make perfect pivoting necessary then the game will be a lot more difficult to get into then even melee and PM.
That's completely wrong. The roster-wide techniques in Melee/PM create a crazy amount of options for each and every character to do, something Smash 4 can't compare to. Now, I enjoy Smash 4 for what it is, and it's intentionally designed to be easier, there's no denying that. Controls are smoother, movement is kept to a minimum, defensive options are way too good - It's created for a casual audience. Perfect Pivoting gives as much of an advantage as it does in Melee - It's a Pivot. Well done. Is it used for movement? No. Is it used to reduce endlag on aerials, creating a safer neutral game? No. Does it open up hundreds of combo opportunities? Maybe, but with a distinct lack of Melee hitstun, it just falls flat of being extremely useful. It's helpful, but the fact of the matter is, it's nowhere near as impactful as L-Cancelling, Wavedashing, Dashdancing, Chaingrabbing, Ledgedashing, or anything else that Melee or PM has to offer.
The growth of Melee also likely had an important role in the growth and creation of PM. Smash 4 is definitely not as fast paced as these two games, which for many people will make the game look less appealing.
This is completely the opposite. If this was true, Smash 4 would have only been created for a competitive audience that craves speed and precision gameplay, neither of which Smash 4 has (when compared to Melee/to an extent PM) and it was never intended to. The casual community is so turned off to Melee because of it's competitive community - And whilst that's not a good thing - Smash 4's Design reflects that viewpoint, as it's way more casual.
Every smash game before Smash 4 has less MUs and stages to learn about. Smash 4 has way more ATs than Melee and PM that are still being discovered now every few months or so, even if a lot of these ATs are character specific, most of them are probably just about as difficult to learn as wavedashing or L-canceling.
Again, this is untrue. Sure, more Matchups and Stages would make something more complicated, but with the age on the Internet, guides for every character can be made by anyone. There are now Discord Groups for every character with upwards of 300+ people, so help isn't far off for anyone with an internet connection. The game having more Matchups and Stages is true, but compared to Melee/PM, all of the variables that can happen in a matchup, or on a specific stage is way higher, despite many of the characters in Smash 4 being overloaded to hell (Bayonetta is a great example). The amount of ATs a game has is completely arbitrary - Melee/PM probably have more you've never even heard of, but that's irrelevant because the ATs in Smash 4 are globally less impactful than those found in Melee or PM. If you'd like to give me a list of Smash 4's "ATs", I can tell you for each and every single one exactly WHY Melee's/PM's are more crucial to the core gameplay, character exclusive or not. Ease of learning is also made redundant when you realise that most of the "important techniques" Smash 4 has don't even matter, and the ones that do lack the versatility of Melee/PM's ATs.