Only if it goes with the proper reward
first of all, thanks for your gentle and polite answer, so i will try to anwer so will can build somethiing from this ...
point one, Ok you got a point.
point two, No comment.
point three, Ok you got a point.
So what do we have in the end, my SkillForReward mecanism argument. And i hink is enough valuable to make all my point.
I am not bounded and i play many other 2D-fighting games. As far as i have looked at the auto-l-cancel question, The real problem was all about the lcancel frame window, precisly about the absence of loosing frame. Since, it is possible to press repeatly the Z/L/R after an areal in this window to perform the lcancel AND THAT IS LESS COMPETITIVE AND SKILLED-FRIENDLY.
BUT LCANCEL IDEA ITSELF IS A GREAT IDEA, and the fact that poeple against it fight for it whole cancelation instead of it improvement radicalize many other.THAT WAS THE REAL ISSUE IN THE QUESTION.
THE MAIN DEBATE SHOULD HAVE BEEN, "ADDING LCANCEL AUTOMATIC MISSING FRAME".
All PMDT wish was to make a competitive and balanced fan-service mod. And just as the parry in StreetFighter3 or the RomanCancel in GuiltyGear, Lcancel existence goes in the right direction.
WE SHOULD HAVE NEVER DEBATE ABOUT LCANCEL TOTAL CANCELATION.
But there comes the argument about how it scares the new players, that has no value since everybody was new to the game before and lcanceling is so pleasant because you really feel how worhty is to succes a combo.
Then from how at least it should be able to have an auto mode...we are about to play without lcancel by default ..
And now this is all a mess that makes me sad since we can not go back in time and PMDT is over.
But a point stays, a so logic and obvious thing: there is a landing animation wich is logic (even not existing in most of others games), landing animation causes landing-lag wich is still logic then if you wish to avoid this lag you should pay a price -period.
Saying anything against this WOULD mean landing animation and landing lag are irrelavant wich is not true. other fighting games made their choice and smash made his own in melee an it is beautiful and makes totally sense.
Lcancel is a brillant oportunity that has its price if you want to be exempt from the logic lag of landing animation, no matter how much the input have to be perform it will always make sense.
thank you for reading me.
I'm assuming English isn't your native language? If so sorry if I misunderstand a point you're making.
It feels like you're drawing a comparison between smash and other fighters. But, party and Roman cancels aren't analogous to lcancel.
Parry is a defensive tool used entirely to punish sloppy and predictable approaches. It doesn't really cross over well to an lcancel comparison because you can't make autoparry a thing. That would basically be autoperfect block, so you parry any attack that would connect unless you"re in another action.
Roman cancel is a closet analogy, but it's still not entirely accurate. You don't use rc in the same manner, however. If we limit rc usage to aerials, to make as close an analogue, rc cancels the entirety of the attack's animation, returning you to neutral at the point you're at at that time. So, using it in the air allows you to extend punishes or reset from a bad approach.
The closest use for rc to lcancel is baiting out a punish option after using a bad option. however, this is entirely backwards from lcancelling. You can only rc a limited amount, dependent on an external resource, you make the choice to use this resource in this way, and the opponent has the impetus to make the call on it.
With lcancelling you should (mostly) always do it, it requires no external resource, and the opponent doesn't have a (viable) way to influence it, so their best option is just to assume you're going to hit the cancel and act as such.
Further, aerials in tfg's have the same landing animations, AFAIK, so that's a constant. This puts more importance in your spacing and knowing whether or not to attack early, to beat potential air to air, or to attack late, to be as safe as possible on block.
Those two aspects are also present in smash and they're a constant, regardless if lcancel or not. Many attacks, even cancelled, can be unsafe due to poor spacing or due to hitting a shield too early because of bad timing.
And I'm rambling a lot here because I'm in mobile, making it difficult to go back and check my post, so I'll stop for now ;x
@ the Kirby players: does he really have attacks that have hitboxes only on non lcancelled landing? That's interesting, I'd assume they would work like the gnw and wolf ones do, where they occur regardless of cancel. I'll have to mess around with that later on. If so, that's honestly a perfectly valid reason to not use autocancel, IMO.