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Hiku said:
outlawauron said:

I know you're fairly hardcore in Smash, so those seem large to you, but comparing them to changes that are done for this type of release in BlazBlue or Guilty Gear. It's almost just an expectations that small things like that tweaked for the new release.

I was going to mention Guilty Gear Xrd to @TruckOSaurus as well. Revelator got throw teching for example, which changed the dynamics of throw mixups drastically. But Revelator is still seen as an expansion, and not a brand new Guilty Gear.

Adding another example, Ultra Street Fighter 4, aside from new characters, stages, move tweeks, etc, also got some new gameplay systems, including delayed getup, and the Red Focus attack, which changed a lot for the pace of the game.
Delayed getup disabled a lot of vortex mixups (50/50 situations that repeat over and over), and here's a gif of Red Focus Attack.



It could not only absorb an infinite number of attacks (unlike regular focus attack that only absorbed one), but it also caused a "crumple" state on the opponent, allowing characters who previously could not combo into their Super attacks, to now do so.

But even though it was sold separately as a new game, they allowed you to upgrade to this version for a lower price if you had the previous version of SF4.
Because this was really just an expansion to Street Fighter 4.

The fundamentals of SFIV didn't change with the changes that's the major difference here players were given new options but the fundamentals of how they played didn't change unlike in Ultimate where the game is played differently to S4. In SFIV adding red focus didn't change how a match up or player would fight it merely was an upgraded version of a mechanic already present in the game it's like a normal special move and an EX special move one does a bit more than the other but doesn't really change how the whole dynamic of the game is played out sure they were options to be respected but on a fundamental level players approach to the game wasn't much different.

In comparison the changes made in Ultimate force an all new style and approach of play for all characters and players this was seen in the invitational especially in the semi finals with Leo vs Zero where the game is strategic and aggressive on all fronts not Melee hyper aggressive as your opponent has options for counter aggression, compare this to S4 which was about neutral control tactics the entire landscape is different  an example of this is how Sonic is conducted in both games. In S4 he's very zonal and defensive in his hit and run in Ultimate he's all over you like Falco in Melee as was seen when Mango faced Leo today.