i think it is exactly as much as i think, thats why im not sure if i even want to bother. altho i wouldn't at least a small explanation of all that spazzing.
If I have to keep it as basic as possible, in smash bros there isn't only tight timing. There is strict pressure/tilts you must input.
For example to reverse short hop double laser. You must jump and let go of the X/Y button within I believe 4 frames. if you hold x/y any longer than that you full hop. It's not as easy to do 100% consistent with fox as he's the hardest to spam short hops with, it's not extremely hard but it's not easy either. and tilt the control stick (not all the way or you side+b to your death) so you can shoot in the opposite direction.
while hitting lasers at the frame specific times to get 2 of them out.
And most of the combos in any smash video are escapable, or atleast the player has control to make it hard for the offensive player to keep comboing.
(DI: Directional Influence you can control your trajectory while being hit)
For example, a couple of times link smash DI'd the shine (mash either your control stick or C stick) at the frame that the moves actively hit you, and you can control your positioning before getting launched. IF you smash Di enough you can make the distance he sends you shorter, so if he wavedashes pass you after shine, he'll shine you witht he back of his shine instead. Thus sending you in a different direction. and you can't normally follow on reaction if link spaces himself right when he smash Di's
So every combo are full of sick reads. That's why I am so bored when I watch any other game do combos. It's literally just guaranteed damage. Where in smash you must take into account % damage, DI, smash DI, Crounch cancelling, Teching, hit stun(which varies with %),
moves you can use and not use also depend on your own %, you lose the ability to use sex kick(nuetral aerial A) as fox is your opponent is grounded and they are low %, they can crouch cancel(which they take a hit), and they have very little hitstun and allows them to counter attack for hitting them. Think Focus cancel sort of from SFIV.
alot of things are pressure based, and tilt/angled based as well.
Samus shoots homing missles if you slightly tilt forward and push B, and shoots a power missile if you hit forward all the way and B. L and R buttons are pressure sensitive. the lighter you push them in the bigger your shield, and slide while blocking a bit more, at the cost of more shield stun. The more you push in, the smaller your shield, the more parts of your body is exposed for poking, And you don't travel far(which is good for this mode so you can punish) and you have less shield stun.
Not to mention you can aim the shield to cover specific parts to protect yourself, or to aim it at your opponent so when they do an aerial attack they hit your shield sooner allowing for a bigger opening between hitting your sheild and hitting the ground.
That fox also has to hit L anytime he lands to cut 50% of his lag off his aerials. And he was knocking off 100% of lag by attacking at ledges, because if you hit the ledge just right, the game puts you instantly into that "oh no i'm falling!" state, giving you 100% lag cancel.
man this is only like .1% of what I can keep telling you...
Just believe me lol, this shit is crazier than you think.
words don't do justice to how difficult it is. if you have it laying around somewhere I suggest just try spamming shffl shines (short hop fast fall l-canceled aerials) into shine, jump cancel repeat.