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You say that as if Pokken isn't amazing OP.
It covers nearly every type and a variety of body shapes and popularity levels (shillmons like lucario, pika, zard; popular mons like Gardevoir, Blaziken, Garchomp; more niche favorites like Weavile, Chandelure, Scizor, etc), and is also highly varied in terms of playstyles, both in the sense that two players can play the same character very differentlky, and that they have varied kits and mechanics (IE Darkrai being designed around trap setups in the 3d phase to then combo into his install state, braixen and her support cancels/building tools, Aegislash's parry and stance changes and the extra just-frames and buffs you get the more you switch, etc)
It's also terrifically well balanced, basically every single character is viable in high level play, with characters generally considered low or even bottom tier still making top 8s or being used as counterpicks in world championships with decent frequency.
Lastly, it has a lot of mechanics and systems that encourage and emphasizes strong fundamentals and adaption and especially neutral play; such as how the way pokken handles attack heights (as a way to bypass/punish other moves, not blocks) leading to more reversals, return to neutrals, and different mixups opporunities compared to other fighting games., and the 2d-3rd phase shift system causing a return to neutral after shifts and encouraging you to mix up your combo composition and move choices based on if shifting or staying in the current phase is more to your advantage
EX: You have the other player in the corner, you can use a combo that's safer/does more damage, but would cause a shift and you'd lose the pressure advantage, vs one that has less damage returns or is less safe, but would keep them in the corner as a sort of reset. Or you have to choose between a higher damage combo that keeps you in the current phase, and one that does less but would cause a shift, giving you enough meter to enter burst