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like seriously its just copy paste for glory.
Secondly join the ROA discord, and then join the ROA academy. The academy is a place for newer players or more seasoned players to learn new tech, practice skills, talk, chat, and play friendlies with.
This game is not. That does not make the neutral simple. It makes it more active. An aggressive style of Smash neutral is actually crazy involved, because the neutral options are the insane movement you can do. And parries are there to prevent people from just pressing buttons. Parries are actually a very specific window, if you're getting parried a lot that means you're doing something wrong. If they land a parry, they get a lot of reward off it, "defensive" play is higher on the risk-reward scale in this game than in Smash.
Also, I don't really believe in super-hard combos. It's a manual combo system which means there's quite a bit of experimentation that can be done. I think anything harder is needlessly hard, and don't even mind when it gets easier like Persona 4 Arena or Dragonball FighterZ, though that may limit the competitive lifespan (which I don't really care about because it still has all the traditional fighter trappings so I'd love to show DBFZ as an entry point). Plus, this game has DI.
It's funny to see a Smash player complain this game has terrible netplay. I have voiced minor dislike for the netplay in this game, but Sm4sh's netplay is the actual definition of terrible. This game is at least serviceable.
Making fighting game characters is a very involved task, plus they're continuing to patch and push tournaments. DLC is completely understandable and it's like half the price of Guilty Gear Xrd's DLC (and Guilty Gear keeps getting expansions. Revelator was $60 even if you had the previous version).
I posted the review first, then C/P'd into this post because it was late and I was tired. But frankly, you're not helping make a point. You can say Smash is defensive, but then I'd have to ask why characters like Sonic, Shiek, and Bayonetta, with VERY strong offensive options and benefit greatly from being offensive, are so high tier. I've seen a number of competitive matches and it seems quite balanced in your options. But in Rivals of Aether, my only option is to play footsie until someone gets the first hit.
I understand how DI works, and I understand how the combos in this game work, but a lot of what I've seen involves repeating the same attack, and then, due to my lack of defensive options, I just need to hope I get lucky with DI. To me, this seams horribly onesided and unfun to play for anyone who just doesn't want a full on competitive experience.
I also don't see your issue with Sm4sh's netplay, and that's not to say I haven't had bad moments, oh believe me it's been bad at times, but this game feels consistantly bad. Now that isn't all due to the online connectivity, but also how the game functions with it, again, being hyper agressive.
DLC in any practice will always annoy me personally, but as someone who plays and enjoys Guilty Gear, I can't help but be a bit ticked at your analysis considering all the additional characters and Rev 2 DLC can be bundled at 45$, and this is for a game in a series of other games with a much higher production value then RoA. You make it sound like RoA is, in any way, equal to Guilty Gear and make RoA a better game overall. Apples to Oranges and such. But to get to your comparison of DLC, I'm not a fan of it in any context, but I find it even more agrivating that they're adding new characters instead of balancing old ones.
In addition, I feel that joining the community would only lead me to more competitive players, which at this moment in time, is FAR from what I want out of RoA when I have yet to ease myself into it in the first place.
I'm not that good despite like 145 hours in game, I'll play with you.