http://smashboards.com/showthread.php?t=141977It's official: Street Fighter, Guilty Gear, Melty Blood...all of them won't have anywhere near the depth that a competitive game of SSBB does.
Think about how far a SSBB player can take their game: mid-game, a player can be tweaking their moveset. Since there are advantages to both spamming a move and not using it at all now, you can literally be customizing your character
on the fly in terms of move potency.
Two Mario players start a match. 30 seconds later, they could be as different in moveset as Mario was from Dr. Mario, and all of this happens dynamically and at the player's discretion.
No other fighting game has this depth. You typically just memorize moves and use them at the appropriate time. In SSBB, you'll have to keep mental tabs on which of your moves you've used and landed and where their appropriate knockback ability should now be.
This is, of course, if this new system is all that it's cracked up to be. We could still be mistaken in terms of its relevance, but it sounds to me like this is officially the deepest fighting game ever, unless there's another fighting game that factors fatigue into movesets mid-fight.
If this is indeed the case, I forgive Sakurai everything. He might not have even intended to give players an edge with which to combo each other better by spamming moves, but the result is still the same.