More details of Sakurai’s last interview with Famitsu thanks to Siliconera. On this occasion, we discover how Sakurai valued including special aerial attacks to the game during its development, an idea that he ended up discarding in order not to divide the competitive game too much from casual in the title:
During the initial planning stage of Super Smash Bros. Ultimate, we were considering adding aerial Smash attacks… As much as we thought aerial combat is important, we didn’t add it because it made things too complicated. Still, the combat options in the air are limited. Players end up facing each other using neutral or forward air attacks.
If we can change these things, I think it will create a deeper level of strategy. But we didn’t, because I think there should be a dividing line between casual and competitive play.
What do you think? You have to see what a video game can change over time until it is released!