You guys are focusing on the wrong stuff. The focus could be spent on actually playing the game. The control is an illusion. You know that. it doesn't deserve to be defended as a legitimate boon to the game i dont think jc grabs add depth as much as the option to dash grab vs sliding standing grab adds depth
its bad for a game like melee to test physical skill in such a base way. its farcical. the only time technical skill should be rewarded in a game is when the situation calls for buttons to to be pressed to influence an interactive variable in the flow of the game.
FOR EXAMPLE: wavedash out of shield pressure,dash dancing just out of fox nair range to pivot grab, chaingrab DI/chaingrabbing itself, etc.
L cancel is a limiter. it doesn't add anything to the hard balance of the game. I acknowledge that using the mechanic to add to the overall cost of an action is an effective game design technique, but it doesn't change that it's balls and better ways to make the game more demanding can be devised.
Thespymachine:Its true that fighting games reward fast button inputs/technical skill as well as mental clarity. In some cases melee rewards that skill more than others. L cancelling skews the mental-physical ratio needlessly with yes, BUSYWORK. consistency with l cancelling ingame is nice, but
overall the focus of l cancelling detracts from focus on the development of skills that relate to solid improvement and deeper play. i've already specified ways technical skill can be exercised without l cancelling and that fit in the greater scheme of the game.
its bad for a game like melee to test physical skill in such a base way. its farcical. the only time technical skill should be rewarded in a game is when the situation calls for buttons to to be pressed to influence an interactive variable in the flow of the game.
FOR EXAMPLE: wavedash out of shield pressure,dash dancing just out of fox nair range to pivot grab, chaingrab DI/chaingrabbing itself, etc.
L cancel is a limiter. it doesn't add anything to the hard balance of the game. I acknowledge that using the mechanic to add to the overall cost of an action is an effective game design technique, but it doesn't change that it's balls and better ways to make the game more demanding can be devised.
Thespymachine:Its true that fighting games reward fast button inputs/technical skill as well as mental clarity. In some cases melee rewards that skill more than others. L cancelling skews the mental-physical ratio needlessly with yes, BUSYWORK. consistency with l cancelling ingame is nice, but
overall the focus of l cancelling detracts from focus on the development of skills that relate to solid improvement and deeper play. i've already specified ways technical skill can be exercised without l cancelling and that fit in the greater scheme of the game.
The only reason you found L cancelling interesting is because you knew it would give you an immediate advantage over your contemporaries without any hard mental work.Of course it adds depth! Not only is it a skill you need to learn, but it is one of the things that make Melee so special.
Do you think JC'd grabs don't add depth?
When I started out, L-canceling was one of the things that really interested me. If Melee had automatic L-canceling, I'd rather play 64