Just the post I’ve been looking for.
Don’t you think you’re being a bit rigid? While a lot of the things you mentioned DO exist in Smash in some form or another - none of those elements are ubiquitous to all the games you mentioned.
Cross-Ups: Not present in 3D fighters at all. Tekken and VF are not fighting games according to these rigid standards. In Melee, characters can move passed one another. This is not as effective as a true cross-up in 2D fighters, because characters are not limited to facing the opposition. This does, however, allow for unique mindgames to take place in this game that aren’t possible in 2D Fighters.
Does this make Smash “better” in this regard? Of course not. This freedom on part of the opposition makes this portion of the game weak in comparison to 2D fighters. In the case of 2D fighters, gameplay is predicated on certain restrictions. Those restrictions make the game more manageable to the human psyche, as it allows players to anticipate or influence more predictable outcomes. Where a game’s restrictions lie, is where its competitive focus lies. Cross-Ups are obviously not one of Melee’s focuses. This doesn’t make Smash “inferior”. Just different.
Meaties: False. Meaties are everywhere in Smash, and most characters have a multitude. Peach’s Down Smash, Falcon and Ganon’s Down Aerials… really I could list all day, so I won’t. All a meaty requires is a long, outstanding hitbox on an attack, and a wake up game - which actually exists in a unique and profound way, in contrast to your claims. They can even yield similar advantages in the form of new combo possibilities and anti-defense techniques.
Okizeme: One of Melee’s focuses, and is arguably more complexed in this game, than 2d fighters, as it takes its wakeup system from the 3D fighter realm. Note: More complex does not mean “better”.
Melee is unique in that your opponent has more options when he/she is faced with hitting the ground, than 2D fighters:
When OTG:
a) Get up in one place
b) Roll Away
c) Roll Towards
d) Get up Attack (percentage dependent)
e) Possum
When Ground Teching:
a) Tech in place
b) Tech Away
c) Tech Towards
A character is invulnerable when Teching or using options A-D OTG. They are vulnerable for 3-4 frames after committing. At this point, if they are read correctly, they are open for damage. Reading your opponent on Wake Up is where most of the damage and momentum in Melee comes from at high levels. Most characters have a throw that can initiate this advantage (i.e. Captain Falcon can Down Throw Fox, forcing him to either Tech, or hit the ground and be forced to face Okizeme [this option is unique to Fox, Falco and Falcon due to other factors BTW]). Reading a tech or OTG roll right can lead to being re-Grabbed or big, big damage combos at high levels.
2-in-1: Melee doesn’t have Supers or any equivalent and neither have 3D fighters for a very long time (largely). 3D Fighters weren’t fighting games until 2008, according to your standards.
I honestly think Super Moves suck. They wrestle control from both players and are purely visceral. shrug
Option-Select: Doesn’t exist is Melee… YET. Melee has a buffer system very similar to 2D fighters. They probably wouldn’t be as effective in Melee due to the amount of freedom and defensive options your opponent has, but I’m willing to bet someone could make OSs work in Melee if they came into the scene with that disposition.
Safe Jump: Doesn’t exist in Melee, but, from my understanding, doesn’t exist in SF4 either. SF4 isn’t a fighting game by your standards.
Frame Traps: They exist in Melee, just in very few instances. Attacks generally don’t give static advantage/disadvantage on hit, due to the nature of percentages. Falco’s Lazer is one of the few instances of a bonafide FT, because its stun is invariable in the face of percentages and puts Falco at a large advantage on hit. It’s a very large part of his game.
The dynamic nature of knockback in contrast to a static yield of hit stun is a tradeoff for the most dynamic combo system in the genre. Your options for combos depend on your opponents percentage which changes constantly. Most combos are essentially made up on the fly, which is much more interesting IMO, than BnB combos that any player at a competitive level can do.
Tech Trap: Definitely in Melee. They’re all over. They’re more influenced by the Okizeme game taking place on platforms, or by the edge of stages where options are more limited.
Melee is in no way inferior to these concepts or other fighting games in general. Just different. I actually find it shocking that so many self proclaimed “fighting game enthusiasts” won’t attempt to look at the game objectively to see exactly what it is that keeps people interested in the game. It’s something unique for you to sink your teeth into.