I'm new and have been following this thread since a couple of my friends were talking about it, so I thought I would make an account and share my 2 cents. Take my opinion the way you would like.
For me, I like l-canceling because I am worried more about the integrity of the game. Lots of inputs per second can be an attractive thing to be able to show, and without l-canceling, that avg input goes down. I think all of us sometimes forget where competitive smash used to be, and how it got to be where it was. It had to EARN its respect from the other top games in the competitive industry, and it didn't win it by making the game easier for new players, and remove inputs because it lacks "depth."
Sadly with PM and smash4 getting balancing patches and such, it has made both of these communities somewhat "spoiled" because the communities don't have to deal with the game they were given, but instead, mold it to fit their needs. However, there are a lot of people in this community, so there will always be some kind of split when situations like this appear. That is why the PMDT didn't take l-canceling out for good, but instead added a toggle for it. My main point here is that we are trying to make the game fit to our needs without thinking about how to expand farther and garner respect from the even bigger industries of e-sports.
A big talk is about how this effects high-level play. Why does it only matter about high-level play?? Isn't that only tier-list where it matters about high-level play? Why isn't there a button input to make pivoting for grabs and such easier? Lots of things are out there that we could make easier to input because if you know the right option you should get to do it. Things like pivot grab/smashattack, wavedashing/landing, etc., are things that top players rarely miss/flub, but we don't argue about making those inputs easier so that it is only about strategy and mind games without proper execution. I shouldn't lose to someone because I can't pivot forward smash when i want to do so in the correct situation right? Wrong. Execution is a big part of this game too.
The NFL changed the extra-point rule this year so that it would make them harder for the extra-point to be made because it was basically automatic in the NFL (kinda like l-canceling is in smash at top-level play), but College and High School rules didn't follow suit because they didn't have the same problem. What am I trying to say here? Honestly, I don't know, but high-level play shouldn't be the only thing we look at to decide rules.
Here is my explanation to l-canceling. I look at it as like your character is bracing for a fall after doing something crazy like an aerial in the air. The reason this only applies to aerials and not jumping up and doing specials is because an aerial can only be on in the air, and specials can be done on the ground and while jumping, so for game mechanics, aerials are the only attacks that apply to this rule. Now to add on to my point, let's say you tried to jump and do foxes forward-air in your living room. If you just were thinking about kicking and not falling, you would hit the ground, probably fall, and have a somewhat long time of getting up. On the other hand, if you were kicking and saw you were close to the ground and decided to brace for the fall, you would hit the ground and get up faster then the previous outcome. That is my explanation of l-canceling.
Now people have brought up ways not l-canceling actually helps dodge attacks with proof, and everyone for auto didn't accept it because it wasn't good enough. What makes your argument that much better?
Okay. You're new. Let me try to break this down, point by point.
First of all, you're talking specifically about competitive Melee. Don't put PM and all over games under the "competitive Smash" window, because when you do that, if you make any sort of criticisms about other games, there was no point in making the generalization in the first place, because the point of saying "competitive Smash got respect" is implying that the most technical game in the series, Melee, got respect. PM will never have that same sort of respect, which makes its relevance to the argument of "worrying about its integrity" not only highly subjective, but pointless because of its subjective nature. Our target audience should not be Melee's audience anymore, because it's forcing us to build on their principles when they're distinct from us as a game, not just in terms of the game itself, but also infrastructure and developer support.
Because you're talking specifically about competitive Melee, you have to understand that it, as a game whose community believes it has such high competitive integrity, still has these problems in relation with the FGC, because it is so distinctly different from all other fighters, due to its mechanics, movement and control scheme. These three things rewrite the book on what it means to have good footsies, fundamentals, spacing, etc., based on the ability to weave in and out. This isn't done especially well in any other fighting game, other than characters with "fake-out" attacks that allow them to weave out and dodge. Most time, people in fighting games have to block; we can simply
weave out of it.
However, other Smash games follow these same fighting game fundamentals to a T. Are there things missing from Melee? Well, yes. The movement was changed such that the game involves the same style of poke-and-punish that we see in Street Fighter at the moment. Was it a good change from before? Well, no, because we as a community were so used to the multitude of inputs and options available in Melee, so we saw it as a direct downgrade.
But does that affect competitive integrity?
I am willing to argue it does not on the grounds that all of the other Smash games still follow fighting game fundamentals and approaches, even if the game is still made unique by nature of control scheme and mechanics/platform fighting. To claim inputs are equivalent to competitive integrity requires a large, large amount of proof. Pretty sure the current version of Street Fighter doesn't have even close to some of the input readouts we've seen at events like HTC, but the game is backed by its developer and is paying out substantially more than Smash due to the sponsors and cups/majors associated with it.
What does that have to do with L-cancelling? Well, so far, in this particular thread, people are arguing that a non-interactive single input with debatable interaction on the game itself matters because it
should matter. I am willing to agree that it
should matter, because what L-cancelling does, when described, is something that
should matter. But in the context of actually playing the game, we don't point out that "if X had L-cancelled here, everything would have been fine," or, "man, that mix-up with the non-L-cancel sure was a good choice." Have you ever considered why it is, that those things aren't scrutinized, even by top analysts of either Melee or PM?
Simply put, if it mattered, at any level of the game, it would be something people would analyze and discuss on a relatively consistent basis. But they do not, even in top-level Melee at EVO. What they analyze, instead, are those fundamental interactions between players that I addressed above. Perhaps
the interaction between two players is what maintains competitive integrity in a game, and not simply inputs.
The reason we make the high-level distinction is because of the fact that what actually matters in this game are the
fundamentals, and not a non-interactive button press. Low-level and mid-level players tend to lose because of making bad decisions completely independent of not pressing a button. There is a low level of awareness that is more of a problem than an arbitrary "technical flub."
I will agree that looking to the higher level for all the answers is a bit entitled, but there's a reason it happens. Let's say, for the sake of the argument, that a missed L-cancel is to blame for a situation. Well, that implies that everything else in the situation---your spacing, your place in neutral, your choice, etc.---is optimal. Such distinctions are things we tend to expect from not low-level or mid-level, but
high-level players. But, by the same point, high-level/top players can often crack and make bad decisions that may also include a missed input. Yet, most of the time, those inputs fail due to one of those things I claim in the situation
should be perfect.
Therefore, to say that it comes down to missing an L-cancel is a terrible misjudgment of almost every event where it occurs. No, it's the fact that there is an opponent who wants to force interaction in a particular manner and is weaving out of your misspaced attack that you failed to account for and is punishing you for overstepping your boundaries. It is a matter completely independent of this press. To blame it is to be overly presumptuous.
Now, you'll note I said "almost." That's because, yes, I do agree that the existence of aerials where not L-cancelling does provide a situation in which it would be bad to have auto-cancelling on. But there's two reasons it's not enough, and both of them are related to the same assertion, which is "We gave you evidence. How is that not good enough?"
First of all, let's talk about "good." The Ganon example was awful and an incredibly unlikely situation. If you want the example to be good, it would have to be considerably more like the Kirby-Samus example, where a missile in the face is expected based on the nature of Samus likely firing a missile. Saying "here's an example where I dair and don't get hit because my opponent is facing the opposite way such that it is almost as though he is not trying to interact with me, but I missed the L-cancel and didn't get hit" is a rather lackluster analysis of the situation.
Then there's "enough." So let's say Kirby and Game and Watch are the characters whose moves affect their body structure such that missing a L-cancel is relevant; let's say I give you that distinction. Well, that's 2/41 characters, which is far from a majority of characters "influenced" by the mechanic. So you would have to prove a majority, which would be 21+ characters, follow suit for that to be a relevant argument. Sure, I understand there is some degree of something "lost," but I would say it's not enough to state manual-L-cancelling matters.