I still don't see the need for true combo strings. It's too easy and doesn't feel rewarding.
I played a lot of Smash 4 over the course of the night. Dorf, Ike, Rob... My usual guys to go to when I wanna have the most fun. These matches weren't against typical FG noobs and tryhards. This was against an old rival of mine from back in Brawl, someone who is legitimately skilled, much like myself. We played a lot of three for alls with one of his friends, and they were pretty hectic. Sure, I'm not fantastic outside of one on one, but I managed. I kept having too hard a time as Dorf, unable to net kills because of his lack of speed or options to deal with projectile users, so I opted for Rob.
I was pulling off strings, combos, snipes, and glorious meteors left and right, essentially destroying both of them, even doing so without losing a stock. It felt incredibly rewarding being able to earn every one of those stocks because I was able to make the right calls where it mattered to keep those strings going, and with a character that isn't designed heavily for comboing outside of throws.
That is where I find the fun in Smash Bros. I feel that rush as each hit connects, extending my string longer and longer, either putting them into kill percentages or flat out taking the stock. I don't play for combos that simply go on and on until someone makes a mistake, or they fall out from the high percents, or they just get 0-death'd. I play for that rush, hoping my next hit will land, hoping I made the right prediction on my opponent.
Of course, this isn't for everyone, as there are those out there who don't seek to improve their skills to reach for the same kinds of thrills that I do. Regardless of that fact, what draws people to Minus, or rather, what has always drawn people to Minus, is the insanity in what the chars can put out. The less technical people out there don't care about numbers and frames. They want action. They want zany. They want "oh my god did you see that!?" Minus has already had that, but the more competitive side has seeped into its veins a little too much. When I was on the team, I wanted to stay true to the original vision, of what I grew to love about Minus over Pretend Melee. I wanted characters to have their unique traits, their new moves and abilities, and to retain that sense of what-the heck-just-happened?!, but in a more positive way. I only aimed to throw a sense of balance in there so it would be a bit more accessible to those who are not as skilled as myself or others on that level, so there is nothing that no player has access to in order to abuse to get that win if they spent the time mastering it.
I was the best DK in Minus before I quit, and I mastered everything about the character to the point where DK seemed to be able to overcome even his worst matchups. And why was that? Because he had everything, sans a reflector. Details aside, he is a combo monster, and in the right matchup, he can score no less than 60+% from the moment he grabs you, upwards of 80+% against certain chars. This is well into his KO range for a majority of his attacks. After a while, a lot of people complained about him when I used him, while some simply refused to fight him. Taking what I learned about him into Smash 4 has allowed me to see just how bad it was. All I wanted to see in Minus was fun that everyone could get into without the frustrations.
And that is my sleepy rant thingy. Take from it what you will.