>>714237719Not him, but the flow of Ultimate is largely dictated by short neutral interactions because advantage and disadvantage are both so watered down. Watered down definitely feels like the correct phrase. The most consistent way to kill people in Ultimate in general is to force them to burn a defensive option and then punish, because you can't really preempt or intercept defensive options when the game is so fucking slow and things like air dodging (especially neutral air dodging), jumping (3f jump squat), spot dodge (5f spot dodge cancel), and even rolling are so safe. Meanwhile, you lack the offensive options to approach, pressure, or push advantage state unpredictably.
The result is that past a certain %, players are reduced to throwing out safe, auto-cancel aerials while trying their hardest to utilize what few offensive mix-ups Ultimate has.
What makes platform fighters and especially Melee good is that dis/advantage is so fluid and active. Both players are actively making fast-paced decisions even if they're getting their ass beat. It's why you'll sometimes see people pop off for recoveries. Ultimate just resets to neutral way too often because of way too many factors to list, and it's slow, boring, predictable, and restrictive.