"How many things you have to think about in a given moment of play" is very vague and I don't see how a definition like that can be used to separate fighting games based on depth...could you please explain further?
I do agree that gear for example is way too (artificially) complex, with things like variable wakeup timings for example. They don't add to the depth but are just another barrier. Another criticism I have is that arc sys games should be moving forward as a whole woth certain design concepts. In the case of xrd/blaz/p4/unib we can see some strange design differences. For example, in blaz persona and unib, damage values are listed alongside the combo counter, giving everyone a clear idea of the value being dealt....so why not xrd?
However, this was not the nature of your original post, and you know this. You pay profeas or beefs rent or something, idk what kind of partnership yall have for him to be jumping in defending you, but surely that individual as well can see this was not the original nature of your post. Thus, when we see things like
In response to posts expressing dissatisfaction with your shallow expression of ideas, surely you can understand why I roll my eyes. Same song and dance in fgw, starring the usual suspects.
that said I look forward to that video you will make and I also look forward to seeing the disheartened looks on blacules neogaf groupies when I take his cash and free neogaf of his presence
All I said was that Smash was better and deeper. I explained why I think it is better, and why I think it is deeper.
I will try to explain a bit more about my concept of depth: in any given moment of a fighting game, you have a set of actions to choose from. The more considerations you have to make, the deeper your thinking must be. For example, chess makes you consider the effects of any given move on 32 pieces with different movesets, the response your opponent will make, your response to that, etc.
In checkers, if you can capture a piece, you MUST capture it. This is a reduction in depth, because there are moments where you can completely control your opponent's activity, thus limiting the number of considerations to make.
In fighting games, combos are almost always inherently a reduction in depth. The only fighting games that this may not be true in are Skullgirls and Smash. The first, because combos are really only gateways to resets, and Smash, because of DI changing your decision-making process on the fly. Contrast this with most Marvel combos, where both players turn off their brains until a character dies. The only basic consideration to be made in a Marvel combo is at the optimal reset point of a combo, most often shown off by FChamp in his Magneto combos. Throw reset, TAC, or aerial reset is a question that comes to mind for one brief second. Then you either get to watch another long and mindless combo, or you return to the neutral.
I think Smash has a ton of depth primarily because of how aerial play works. If you jump in Street Fighter, you have a handful of aerials to choose from (or none of them), but that is the only decision you have to make once you jump in Street Fighter. You jumped, and for the next 60 frames or so there isn't much you can do. You have locked most of your options out.
Anime fighters like Xrd add another level of depth by adding air dashes and double jumps. Jumping is no longer a full lock-out on neutral options, but actually opens up a new string of possibilities. I consider this a step forward in game design, like checkers to chess. Marvel adds tridashes, which adds further depth.
Assists add an incredible degree of depth because they are so flexible in their contribution. Meter, bursts, and character-specific mechanics like Dormammu Dark Spells or Rachel's Wind all increase depth because they are not only additional considerations, but they also have prolonged effects on the game, like moving a pawn forward in chess.
In Smash, there is a ton of depth simply because when you jump, you have directional control over your character to a very significant degree. You are completely in control of your aerial spacing through decisions you make. Aside from flight characters in Marvel and Skullgirls, this mechanic is not present in fighting games (and Ermac in MKX). For every frame of Smash, you must judge the spacing of your character and move to optimally adjust it. PLUS, you can fast fall and double jump, to adjust your time spent in the air.
While Xrd has air dashes, and Smash usually does not, the moment-to-moment consideration of aerial spacing provides a higher density of depth over a period of time. Plus, in Xrd, you just sit and get your ass kicked once you are hit. The optimal choice in most Xrd combos is to go for a knockdown at the end instead of a reset, because FD covers most reset options, and air grab resets just lead to the same hard knockdown you would have gotten anyway. Xrd's reset options are generally pretty shallow.
Smash gives you control during the entire time you are being hit by a combo through DI. You can even end combos earlier based on DI decisions you make. No other fighting game gives you this much control while you are getting your butt kicked, and I think all fighters should embrace a defensive mechanic of some kind that is similar to this one. Thus, you even have to make considerations in Smash on any given frame while you are being hit, which is not the case in Xrd.
That is a basic rundown of why I think Smash is deeper than Xrd, and most other fighting games. My goal isn't to insult Xrd, or any other fighter. I try to play everything because I love fighting games, but I also try to understand what separates fighters from one another in terms of their gameplay offering. Smash 4 might be a step down from Melee in executional requirements and speed, but it is still part of a series that offers a lot that isn't seen in other fighters.
Also, QisTopTier just talks shit about any game he sucks at. He is free as a bird at Marvel and Smash
If we consider start of round options like that then MVC3 is the deepest game ever!
Against someone like Hulk you have to consider like 5-6 different threatening options at the start of the round and then another 5-6 different options once you get past that initial option.
I agree with JuiceBox and you. I would create two kinds of depth, though: theoretical depth, which is the sum total of all considerations that COULD be made, and effective depth, which is the sum total of all considerations worth considering during play. At the start of a Marvel round, Morrigan using her command grab is a part of a theoretical depth calculation, but not an effective depth calculation.
I actually have an idea to mathematically create "depth" scores for various fighting games.