I don't see how that makes for more depth ... it just means nothing is guaranteed outside of dumb throw stuff as far as I can tell. If you don't have enough hitstun to actually do anything guaranteed, how is that depth?
As far as I can tell, this is the basic breakdown of followups ...
Smash 64 - no DI outside of Smash DI + hilarious amount of hitstun basically means you can string together whatever the heck you want and it'll probably work. This leaves a lot of room for creativity (and I do mean a lot) but it also lets people play as boring as they want because many characters have simple but effective move repetitions -> KO move. So if you really like comboing and doing whatever you want, this game is for you. The technical skill required for doing creative combos gets harder the more creative you want to be, but basic Fox Uair chains the level 9 computer does better than me, no joke. Techchasing is also super easy because the techrolls are slow and grabs have very little lag, not to mention you can grab the missed tech. Falcon can probably cover all the tech options just by dash grabbing <_<
The depth of the combo system in this game is slightly shallower due to lack of defensive capabilities when compared to Melee / Brawl.
Melee has somewhat reduced hitstun, but you can still combo because of being able to fastfall during an attack. Techchases are no longer as simple as spamming grab and many characters rely on a mix of "true" combos and techchases to keep the string of hits going. Combos are pretty varied (64 was a lot of up attack juggles) and you can really apply your tech skill creatively to string more hits
The ability to get yourself out of combos has also gotten a big buff, and most of the viable characters in Melee have DI mixups for punishing away DI to get out of combos and survival DI to stay alive. I think it's a good mix of giving the advantage to the attacker while still allowing the defender options to escape the combo through DI and varying teching patterns.
As far as I can tell, Brawl has no combos and getting hits in is guess when they'll airdodge. However, I don't play Brawl so I guess I can't really say anything about that, but I think Brawl lets the combo-ee off too light to call the "combo" aspect of the game deeper than Melee
Zzz this post was way too long
TLDR - Smash64 gives the defender very few if any defensive options
Brawl returns the defender to basically neutral position after getting hit (as far as I can tell)
Melee lets the attacker press the advantage while giving the defender options to get out of the combo
Melee wins
Why does that even matter? It doesn't matter if you can do something really technical. What's important is that you know how to apply your techniques.
I'm just saying that I think artificially making the game harder by imposing trivial tasks like pressing L before you land with an attack allows for more differentiation of skill levels.
I mean yeah, it doesn't really affect gameplay if you don't apply your tech skill properly, but that wasn't what I was getting at.
I was just saying how having tech barriers like L canceling in my mind is half the fun of competitive Smash Bros. Silent Wolf and Lovage wouldn't be amazing if every Fox could do what they do, miright?