Quillion
Smash Hero
- Joined
- Sep 17, 2014
- Messages
- 6,006
I won't pretend that there are a bunch of fighting games that have unnecessarily complex inputs for moves just to be complex (helloooo SNK), but in general, Capcom fighters do operate on the principle of having as little buttons and inputs as possible. It's just that there are so many potential actions in Capcom fighters that having a whole bunch of commands is necessary to access them all. Thankfully, Capcom does a pretty good job of keeping them as simple as possible, to the point that rare unnecessarily complex inputs from the early days (like Zangief's grabs that require a 360 motion) have been simplified in recent times. A lot of fighter developers that follow the Capcom school of thought (like SNK) tend to forget that, though.E Eternal phoenix Fire In terms of Street Fighter, I technically see what you're saying, but at the same time, it all depends on how many ways you can map all your buttons. I would only consider that sort of strange input command per move as a last resort if you simply couldn't do anymore with your buttons. I'm not sure how many buttons and moves there are in Street Fighter, but I highly doubt it's so many that they then resort to two control stick inputs and a button rather than two buttons like Pokken does.
Also, your two "technical aspect" examples in other fighters actually cost meter, which means they actually have skill-independent downsides, which means one of the main problems of L-Cancelling is already solved; those technical aspects have weaknesses that the high-level players cannot circumvent in any way.
That said, Dragon Ball FighterZ is definitely a step in the right direction of not having a whole bunch of buttons and actions to keep track of. And that game came from a company (ArcSys) with a lot of former personnel of SNK at that.
Why are you so fixated on this idea of "needs to provide an option"? It just feels good to hit a button and get a result, okay? Honestly, L-Canceling just adds weight to the game's immersion. You can think of it as the character paying attention to the ground and bracing for impact. And you are the one who gets to enact that character's decision to brace for impact. Just because "you always have to do it" doesn't mean it can't have weight to the idea of doing it in the first place.Honestly,Teeb147 already points out the flaw in L-Cancelling that is still not addressed, and it's the main flaw with it, among all the others I mentioned. And all of the examples you give in the other games either are not the same thing, like the Street Fighter 4 deal, where options and choices are actually lost, or can be dealt with in a more streamlined manner with pretty much no depth to the game lost, or it's a simple balance issue, while the mechanic itself is still fine design-wise, in this case, the Yun vs Cammy dive kick example.
And even regarding the Street Fighter 4 and the frame links thing. First off, do frame links have literally no downside to doing them. Like is damage lost or is combo potential lost for some moves but gained for others? If they have a downside to doing them, then they automatically are not the same as L-Cancelling.
Secondly, even if it had a blatant downside, why would the developer bother gating those extra options to the player via a button press? It still causes an increase of the skill floor without raising the skill ceiling much at all.
Besides, if the L-Canceling mechanic is improved beyond "you can mash on the way down and get the cancel" and is made to be distinguishable from normal landing lag on faster characters to the untrained eye (which Project M did with the white flash), it will provide even more enjoyment to the game. Shielding to force an L-Cancel miss would now have even more meaning, and the risk/reward duality would become a risk/skill/reward triality, making it so that if you read a shield, you can still respond with an L-Cancel.