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I've already stated my argument:Vigilante's statement - that we shouldn't divide the community into ALC and MLC factions - is only valid if both viewpoints are valid, which they are not
when you observe the arguments made in favor of MLC, it boils down to "I want it", and the fact remains that, in any context, those who'd sacrifice the stability of a community to support their own stubbornness and stupidity have no place in that community
Your initial paragraph has had many posts addressing it.I've already stated my argument:
It is an excellent offensive and defensive pressure tool. It adds to the game by punishing players who are slipping up and rewarding those that keep their heads in the game. That argument has yet to be refuted.
Your desire for an auto-cancel ruleset is entirely subjective and in no way is more justified than people's love for L-canceling. I'm sorry that I have to word it like this, and I have tried to avoid it as much as possible, but it is not up to the game to adapt to lower skill levels. It is up to people to work to gain the skills needed to perform this technique with consistency. People deserve to be rewarded for playing well and removing manual L-canceling would make Project M a lesser game than Melee. Project M was made with manual L-canceling in its design, and while you may certainly have the right to remove it and play it that way with your friends, it has no place in tournaments. Project M as a community must unite, not divide itself. 3.6 is the final version of Project M and will be the version people play in official tournaments. You'll have to live with this if you want Project M to continue to exist in ten years from now.
I don't care what you think your argument isI've already stated my argu
Alright, here we go again then.I've already stated my argument:
It is an excellent offensive and defensive pressure tool. It adds to the game by punishing players who are slipping up and rewarding those that keep their heads in the game. That argument has yet to be refuted.
Your desire for an auto-cancel ruleset is entirely subjective and in no way is more justified than people's love for L-canceling. I'm sorry that I have to word it like this, and I have tried to avoid it as much as possible, but it is not up to the game to adapt to lower skill levels. It is up to people to work to gain the skills needed to perform this technique with consistency. People deserve to be rewarded for playing well and removing manual L-canceling would make Project M a lesser game than Melee. Project M was made with manual L-canceling in its design, and while you may certainly have the right to remove it and play it that way with your friends, it has no place in tournaments. Project M as a community must unite, not divide itself. 3.6 is the final version of Project M and will be the version people play in official tournaments. You'll have to live with this if you want Project M to continue to exist in ten years from now.
It's only "valid" because "valid" here more particularly refers to "forced."accepting a dumb mechanic because otherwise they might kill your scene is a valid decision to make
It doesn't, but if you think my assumption is that unreasonable I'd like to know why.saying "let's be real" doesn't make an assumption a reality
yeah basically. not a huge sacrifice to make by comparison imo.It's only "valid" because "valid" here more particularly refers to "forced."
How does:It doesn't, but if you think my assumption is that unreasonable I'd like to know why.
not imply "forced"? You're literally pointing out that if the scene wouldn't comply, it would fall in on itself faster because people would actually leave due to a mechanic we've pointed out people don't even understand the significance behind in the first place.accepting a dumb mechanic because otherwise they might kill your scene
for all your point i have a single counter: think out of your box! lcancel input is good thing because it is a condition for an advantage in a game situation -period!I really hope the coin falls before long, but if nothing else, my prediction was on the mark.
Read my post entirely instead of stopping at one phrase that seems to agitate you and draw all your attention away from the several other lines of text below that I'd like you to respond to.
And if we focus on the "fun" of things, then you're going to have a really bad time dealing with such a subjective concept in a discussion. It changes from person to person and saying that the fun you have is more important then the bad times others might have kinda implies you think you're better and your time is more valuable.
Of course, assumptions do jack for the progression of a debate, so, again, I'll ask you to go through all my points and counter them, if possible.
since you asked the answer is: yes but deepness depends on people that's the whole reason of this debateWould adding l canceling to all other moves create more depth?
So in what other way should we evaluate it, then? It's not hard, so the whole "it separates the good from the bad" is moot. It's not a choice, so it's not a tool. Due it being easy and mandatory, it is always done and never failed, so "it being failed brings interactions" falls. I guess you could argue the halved landing lag is your "reward", but it could be removed with barely anything being lost while changing no relevant interactions.LCANCEL IS RELEVANT AND SHOULD NOT BE SET TO AUTO BECAUSE IT FITS IN THE GAME WITH A
SKILL-FOR-REWARD MECANIC.
LCANCELING GIVES ADVANTAGE ON THE CONDITION OF PERFORMING SUCCESFULY ITS INPUT AND THAT IS ENOUGH TO MAKE THIS INPUT RELEVANT IN THE GAME.
please don't talk for the thousand times how it The input dont have a strategic value or how there is no choice because it is always the good option and so on...BECAUSE THIS IS NOT THE ONLY WAY TO EVALAUTE AN INPUT IN A GAME!
No! only pressig one input is all ready better!Interesting. Why then, wasnt it added?
What about having to press both l and R to l cancel? would that be better?
gooooood, now we start talking.Fun fact: Westballz is far more technical than Mango (AKA he presses more buttons and apparently since doing so is "skillful" he's "better" than Mango). Yet Mango wins more often than not, despite being less "skilled".
The point of this is to show that this whole "more button presses done = the more skill one has" claim is, in fact, false.
So in what other way should we evaluate it, then? It's not hard, so the whole "it separates the good from the bad" is moot. It's not a choice, so it's not a tool. Due it being easy and mandatory, it is always done and never failed, so "it being failed brings interactions" falls. I guess you could argue the halved landing lag is your "reward", but it could be removed with barely anything being lost while changing no relevant interactions.
I want to see you explain why it adds depth, while accounting for above facts.
Alternatively, you could answer Narpas_sword's question.
So we should keep it in because animations are important or something? Despite avoiding those laggy animations is in your best interest? We've already established that l-cancelling is easy, but now it needs to be harder so you can use your SKILL/REFLEX to avoid it? For what purpose should we, in theory, make it harder? This makes the game deeper because avoiding a situation that you can easily avoid with a button press is skillful? You are justifying l-cancelling's existence...because it has an input and doing the input requires "skill".gooooood, now we start talking.
first of all: "more button presses done = the more skill one has" is a conclusion you made , myself, i have and would have never stated it like that.
now i will childishly re-explain myself if you can get why every move/input in a fighting doesn't have only a strategic/option/choice value. take example with many other fignting games could lead to another endless debate far from our topic,so i will stick to smash for the explanation.
You should really understand that everythings comes from landing-animation, smash64 doesn't have landing animation but melee, brawl and pm does. I don't know for SMash4.
2D Fighting games in general does not have landing animation wether you performed and areal or not. Enven if in some rare case they do have some very little frame of lag while landing.
You should understand that setting auto-l-canceling means getting back to smash64 in a certain way, i dont say that it is a good or a bad thing but it is a thing, since auto-l-canceling means no landing animation at all after an areal (the lag comes from the animation).
It is a smash specificity that i do not find wrong, because having landing animation that causing a lag make sense to me, and i think it is very logic in general.
i will end talking about the skill-reward mecanic. It is all about logic.
It you agree that the game should have a landing-animation then a lag going with this animation,if this conception make sense for you, we can go on.If not you can stop where.
Now that player are facing lag after an areal because of the landing-animation this means some disadvantages (flaw in the defense or delay if you want to follow up your areal ).
There comes the l-cancel input. an input that will cancel all the lag and make the player avoid its disadvantages. performing will need skill/ability and the performer will be rewarded with no lag. ########
THIS IS HOW THE CONCEPTION OF AN INPUT COULD BE MADE WITHOUT THINKING OF STRATEGY/CHOICE/OPTION
###########that is why i dont even argue with "situation where lcancel is no the best option" "character that can need to not lcancel" because it is all base from a particular way of evaluation that is not the only one!#########
AT THIS POINT, i insist in the fact that everything is logic, the real debate could be the the execution of the input but not its very existence.
now the input itself: pressing a button within a certain windows of frame just before landing, it sounds great to me. I all ready had similars situation in others fighting games (the street fighter3 parry###an input in a windows frame### we are only speaking of skill don't start with "but there are situation where parry is not the best choice" it is not the topic anymore here, and i all ready told you, i **** on choice!)
if you are able to do it you benefits a no laggy-landing , if not you suffer from landing.
No need to think of strategy at this point. and the input is skilled because you can still miss it , it ask ability, reflex.
The only flaw it the fact that there are no loosing frame, if the player smash several times the button within the windows frame he will still succed in performing it. And that is clearly not competitive in my opinion.
THe game is clearly deeper because IN A LOGIC SITUATION WHERE I WILL HAVE TO BE DISADVANTAGED I HAVE THE OPPORTUNITY WITH MY SKILL/REFLEX TO AVOID IT!
So having to hit a button anytimes after an aeral to avoid lag is very usefull, it makes sense UNLESS you don't want at all landing animation in the game.
and to proove that lcancel in pointless in the game , the common sense would have asked to remove it from the game and play with landing-lag/animation(the exact game without lcancel) not putting lcancel everywhere! with the auto-option.
i sincerely apologize and thank you for your efforts and for this kind dicussion. I will try to make simple and short sentences while answering directly to what you wrote.This is not meant as an insult, by the by, but maybe, possibly improve your English? Or at least stop with obnoxious use of hashtags and CAPS, it makes it harder to read than it already is.
No, as soon as we admit that it is normal to have landing animation and the lag that goes with it, we should admit that it is an interesting to have something to avoid the disadvantages that goes with this lagSo we should keep it in because animations are important or something? Despite avoiding those laggy animations is in your best interest?
False! if lcancel was so easy to performed beginners would have never complain about it, and actually even pros still miss to lcancel sometimes. BUt it is not that difficult if the player smash the button several times during the windows frame.We've already established that l-cancelling is easy,
yes because, competitively speaking things are about the ability/reflex/skill needed to perform a move, the reward of those movement and the choice to do it or or not. since the reward of lcancel is obvious it all ready have its place in the game.Now we can discuss if the way of performing it has to be refine or not but not performing at all just go in the opposite direction of the game.but now it needs to be harder so you can use your SKILL/REFLEX to avoid it? For what purpose should we, in theory, make it harder?
No the game is deeper because we have a way to avoid a bad situation on a certain condition, the condition to successfully perform lcanceling. it is a certain amount of depth. a narrow window frame for an input that is a common mechanism of adding skill in a game.This makes the game deeper because avoiding a situation that you can easily avoid with a button press is skillful? You are justifying l-cancelling's existence...because it has an input and doing the input requires "skill".
No, i didn't say that at all. There is all ready a situation where having something the player can make to avoid lag-landing could be a good idea, that, justify the existence of lcancel unless you want to remove landing-animation form the game. Now the choice to make this "something" an input in a window frame, is choice that i find great and that was all ready made in other games.You can't be seriously claiming that because you have to input it, it's existence is justified. Every tech needs to be inputted, but have other reasons for being there.... Note that in justifying their existence, not once did I mention that because they had an input, they should stay.
aerial-special usually don't causes landing animation, they used to have defenseless falling or the possiblily to do a simple arial after....You still haven't answered the other part of Narpas's question (Shouldn't we add l-cancelling to (aerial) specials?) and explained why (not).
Why?No, as soon as we admit that it is normal to have landing animation and the lag that goes with it, we should admit that it is an interesting to have something to avoid the disadvantages that goes with this lag
Actually, you'll have to provide examples of beginners having issues with it, and examples of top players missing these consistently. Note that if you only name one, it could easily be taken as an exception to the rule, so I'll have to ask for multiple examples.False! if lcancel was so easy to performed beginners would have never complain about it, and actually even pros still miss to lcancel sometimes. BUt it is not that difficult if the player smash the button several times during the windows frame.
So tech in competitive games should require tech skill to be performed, have a reward for doing so and be optional (as there are times were the tech might not be the best move). Except l-cancelling isn't hard, even in Melee and isn't optional. There's only a reward, but it's fine regardless? What was the point of this paragraph, then?yes because, competitively speaking things are about the ability/reflex/skill needed to perform a move, the reward of those movement and the choice to do it or or not. since the reward of lcancel is obvious it all ready have it place in the game, now we can discuss if the way of performing it has to be refine or not.
This implies, however, that we'd choose not to at times, which is never the case. And secondly, until proven otherwise, l-cancels aren't missed much at all and the very few that do occur get punished or wouldn't open up a chance for a punish for other reasons (see my analysis of the EVO GF set).No the game is deeper because we have a way to avoid a bad situation on a certain condition, the condition to successfully perform lcanceling. it is a certain amount of depth. a narrow window frame for an input that is a common mechanism of adding skill in a game.
Yes, except parrying is a choice. FADC is a choice. L-cancelling isn't. You see it as an option to remove animation landing lag, correct? Good. Except there is no reason not to l-cancel, so it isn't an option. If you don't want to give free frame advantage, you will do it. If it is a choice (which you are saying) then prove that there are situations where not l-cancelling is the better option.No, i didn't say that at all. There is all ready have situation where having something the player can make to avoid lag-landing could be a good idea, THAT justify the existence of lcancel unless you want to remove landing-animation form the game. Now the choice to make this "something" an input in a window frame, is choice that i find great and that was all ready made in other games.
"as soon as we admit that it is normal to have landing animation and the lag that goes with it, we should admit that it is an interesting thing to have something to avoid on a certain condition, the disadvantages that goes with this lag "Why?
I will seriously stop arguing on something that is not absolute, there are poeple missing their lcanceling even pros often miss it as their miss their wavedash. So, lcancel is enough difficult to enter the skill-for-reward box since the reward given goes well with the difficulty of the input IMO.Actually, you'll have to provide examples of beginners having issues with it, and examples of top players missing these consistently. Note that if you only name one, it could easily be taken as an exception to the rule, so I'll have to ask for multiple examples.
I wasn't exactly describing what tech should be in competitive game but rather some ways that are used to make the tech valuable in a game in other to make the game deep -some ways- i don't know all the ways so i don't say because a tech do not have a value in the way i see things this tech is useless. Wich leads to the point of this paragraph, the reasons that could make a tech feeling important to a player in a game. There are so many , you should definitly stop acting like the strategy/choice/option-value is the only relevant reason. lcancel ask reflex for a reward and is enough to make it a good thing.So tech in competitive games should require tech skill to be performed, have a reward for doing so and be optional (as there are times were the tech might not be the best move). Except l-cancelling isn't hard, even in Melee and isn't optional. There's only a reward, but it's fine regardless? What was the point of this paragraph, then?
the game will be less deep because we are simply removing the possibility for the player to perform a particular input for usefull reward. You should just remove all the landing-lag/animation because if you keep half of the lag-frames having a way to cancel it on a certain condition will always be a good idea...Also, we could just have landing lag frames cut in half for all aerials and remove l-cancelling as it would have the exact same effect as auto l-cancelling. And nothing would be lost in terms of interactions.
I told you to not jump on "parrying" to bring me back the choice argument, i talk of parrying just to explain how lcancel's implementation (an input to perform in a window frame) is a common way to make a skilled input that ask for reflex. yes, you have to do it everytime afetr an arial but you do not have to do an arial nor to jump neither to land everytime.you can air dodge after you arial according various situations.Yes, except parrying is a choice. FADC is a choice. L-cancelling isn't. You see it as an option to remove animation landing lag, correct? Good. Except there is no reason not to l-cancel, so it isn't an option. If you don't want to give free frame advantage, you will do it. If it is a choice (which you are saying) then prove that there are situations where not l-cancelling is the better option.
if it please you, i will only talk about landing-lag and not mention landing-animation anymore. landing-animation is cute, it shows us how the engine works, it is a part of the game experience.I think it's also important to note that most, if not all aerials do not lose their landing animations when l-cancelled, characters are merely stuck in the animation for less time. I don't understand why landing animations lasting longer should be of concern when discussing game mechanics in any case.
Why? As in, why should we admit l-cancelling is interesting in that it is something you can use in a certain situation to avoid lag based on admitting that having landing animations having landing lag is normal? You can't just make a statement that only you can agree with and draw conclusions based off of it."as soon as we admit that it is normal to have landing animation and the lag that goes with it, we should admit that it is an interesting thing to have something to avoid on a certain condition, the disadvantages that goes with this lag "
if you don't get this i really think you don't get what could make a fighting game great or deep.
Well, if it's not absolute, then your word is as good as mine, isn't it? Hence why I asked for examples.I will seriously stop arguing on something that is not absolute, there are poeple missing their lcanceling even pros often miss it as their miss their wavedash. So, lcancel is enough difficult to enter the skill-for-reward box since the reward given goes well with the difficulty of the input IMO.
We're back to square one here as your point of l-cancelling having some sort of difficulty has yet to be proven. See above as to how to prove it.I wasn't exactly describing what tech should be in competitive game but rather some ways that are used to make the tech valuable in a game in other to make the game deep -some ways- i don't know all the ways so i don't say because a tech do not have a value in the way i see things this tech is useless. Wich leads to the point of this paragraph, the reasons that could make a tech feeling important to a player in a game. There are so many , you should definitly stop acting like the strategy/choice/option-value is the only relevant reason. lcancel ask reflex for a reward and is enough to make it a good thing.
But as stated above, this reward is ridiculously easy to get, to the point of never being failed (and even if they did fail it, anything that "changes" would've happened due other factors). Again, we're at a standstill until you prove that l-cancels being missed is common.the game will be less deep because we are simply removing the possibility for the player to perform a particular input for usefull reward. You should just remove all the landing-lag/animation because if you keep half of the lag-frames having a way to cancel it on a certain condition will always be a good idea...
Except the two aren't comparable in the slightest. How can you tell? Just imagine how much 3s would change if parrying was auto. It'd be "whoever attacks first loses" the game. In contrast to what would happen with auto l-cancelling, which is to say, we lose a button press and people who have bad neutral, punishes and everything else bar tech would whine that their shortcomings are harder to hide. No, I meant that we'd lose an option to land with that is mandatory. Yes, you can airdodge after an aerial. But for most characters, going high enough so that your aerial's animation will end before you hit the ground for said airdodge will usually result in you being above your opponent, which is generally bad and in quite a few MUs, fatal. Trying to do that will lose you games, so this is generally not an option unless your name is Ganon due his godlike aerials (but the aerials where you'd be able to airdodge autocancel anyway).I told you to not jump on "parrying" to bring me back the choice argument, i talk of parrying just to explain how lcancel's implementation (an input to perform in a window frame) is a common way to make a skilled input that ask for reflex. yes, you have to do it everytime afetr an arial but you do not have to do an arial nor to jump neither to land everytime.you can air dodge after you arial according various situations.
Once again : my only point in mentioning "parry" was the way this tech has to be performed, an input within a widow of frame.Except the two aren't comparable in the slightest. How can you tell? Just imagine how much 3s would change if parrying was auto. It'd be "whoever attacks first loses" the game.
To have my answer about this , you should first answer :The better question, though, is if l-cancelling is such a deep and meaningful mechanic as you claim it is, why is it only in the earlier Smash games and nowhere else, not even in other fighting games, in a similar function?.
I heard of it a long time ago but i have never really felt any amount of lag after performing a lcancel. Sometimes i do, when i try to down-tilt with marth quickly after spacing with back-shortHop+Fair. And please, let it go about how much i really play i won't even reply to you about that. The topic is the relevance of lcancel or precisly auto-lcancel in competition.masterpad you realize that auto l canceling doesn't just remove all the landing lag of a move, right? From all your posts, it seems like you might be confused about that. Also, there is landing lag in smash 64, but that game's version of l canceling gets rid of it entirely. Since you didn't seem to know that, it appears to me that you've just been watching pro matches instead of playing the game
Ok , i see your position and i really understand why you say lcancel is going against the game philosophy since it is a way to ask for skill that is not common to the others mechanism of the game.1) L-cancelling is a skill. This is undeniably true, though one could argue how MUCH of a skill it is...
Now you are trying to caricaturate, Lcancel is a SINGLE button input to press in a window of frame, a very very common procedure in fighting games there is nothing exaggerated.2) Players should be rewarded for skill. Yes, this is true as well, but it is not enough alone to justify its existence. Playing with one hand is a skill, playing blindfolded is a skill, having to input L+R+B to do specials would be a skill.
This is a complete made up story! so melee and pm are lacking of new players because of lcancel?! yes , i know tournament's organizers have feedback on how lcancel is a problem for beginners. But as a beginner somebody should not face obstacles when learning advanced techniques of a game? waveDash, ledge hog are also very difficult when you start! I think the common idea that a consistent amount of beginners are leaving because of lcancel is exaggerated. There will always be people letting down a game for one reason or another. Many beginners just want to move theirselves in smash like in the others fighgting game they have experienced and perform great things without any skill. OK, it won't be a skill after the apparent difficulty as you say but that's veteran part off the topic, beginner experienced just what beginner have to experienced.We could enable Auto L-cancelling because it would bring more people to the tournament and allow them to participate.
Ok , is this all about helping beginners? i dont like the attitudes around either but it is not only in smash community. A beginner can feel that way almost in every deep game he starts. Videos always looks so intimidating. Enven i, a 32 years old player of fighting games since i was 13, MarvelvsCapcom3 videos/x-factor tech/assist-gameplay intimidate me so much in the beginning when it is a so simple game!So here is a big problem with L-cancelling. The exception is actually missing an L-cancel because its just so EASY to L-cancel! But it LOOKS daunting to new players, and the attitudes around it (not L-cancelling = noob) also scare away players. Even if those things individually don't do it, they give the (correct) impression that a significant amount of tech required for good play AND that the community is elitist, still scaring them away.
Yes, i can choose to not lcancel and wave land instead. And lcancel is not everywhere in the game, i can choose to not jump or not do an arial.EDIT: My actual opinion on the topic: Is there any situation where you would intentionally NOT L-cancel? If not, I don't see how it adds anything to the game.
I'm.. gonna try to spell this out a little better for you. If I'm using an aerial, and I'm gonna hit the ground while it's active, is there any reason not to L-cancel it?Yes, i can choose to not lcancel and wave land instead. And lcancel is not everywhere in the game, i can choose to not jump or not do an arial.
And your little bird is very beautiful.
If you (choose to) Waveland, you would not have been able to Lcancel at all in the first place. Lcancel only happens if you land mid-attack, if you are able to air-dodge you are no longer attacking meaning you could not have had the choice to lcancel the attack.Yes, i can choose to not lcancel and wave land instead. And lcancel is not everywhere in the game, i can choose to not jump or not do an arial.
And your little bird is very beautiful.
I think no one would mind lag animations being adjusted to have the same amount of lag as l-cancelled and removing l-cancelling entirely, as it's effect on gameplay would be the exact same as auto l-cancelling at the top level, which is to say none.To have my answer about this , you should first answer :
To prove that lcancel is useless in the game, the common sense wouldn't have been to remove it from the game and play with landing-lag/animation(the exact game without lcancel) instead of putting lcancel everywhere, by using with the auto-option?
No, you can't choose to l-cancel in a situation where you'd be able to waveland or vice versa. In order to waveland, you'd have to be in IASA frames of the aerial or the aerial would have to be finished, in which case, you can't l-cancel it. If you can l-cancel it, you have to be doing an aerial while landing, which means you're stuck in the aerial until it ends or you land and can't input anything else (well, besides l-cancelling, I guess). So there's no choice involved. Ninja'd by JOE.Yes, i can choose to not lcancel and wave land instead. And lcancel is not everywhere in the game, i can choose to not jump or not do an arial.
And your little bird is very beautiful.