You need to take a logic class and learn what a straw man and an argument from analogy really are.
Your analogies are bad.
You attributed certain properties to l-canceling in order to say it shouldn't be there. I pointed out that those ATs share the same properties, thus they're analogous. Try again.
But they don't. You can think up hundreds of analogies and throw the entire Shoryuken Wiki at me, but it won't change this simple fact;
There are very few (if any) traditional fighting games that require an "advanced technique" for an action as simple as following a jumping normal with a ground normal or special, beyond inputting the command for said normal or special with the right timing.
It's been the basis for my argument since the OP.
Also broken enough to be taken off the game? If you recall any of Sakurai's interviews, he didn't remove the ATs for breaking the game, he removed them because he wanted to make the game casual friendly. He wanted to remove the game's depth.
Hence the word broken being in quotation marks, Mr. Scholar. In this particular case it was due to the mechanic being “unfair” towards casuals who did not care or want to learn it.
Oh yeaah, let's just have Smash 4 have no landing lag so that like in Smash 64 Ness can just DJC dair and break shields with 0 tech skill requirement and Fox gets free pressure. Smash's gameplay is sufficiently different from other games for there to be value landing cooldown. Removing aerial landing cooldown from smash is like removing it from Soul Calibur or Tekken.
No one's asking for no landing lag at all. And now you're trying to bring 3D fighters into the mix too... do Soul Calibur and Tekken also have a mandatory advanced technique for every simple air-to-ground combo?
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Since no one posted actual frame data so far, I did a quick search on shield pressure to find out just how inescapable it can be and came across the following thread in the Fox forums. The spaceys are some of the worst abusers of shield pressure, right?
http://www.smashboards.com/showthread.php?t=109595&
As far as I can tell, this is proof that
any kind of shield pressure can be reliably countered with proper timing and/or buffering, even if the attacker has
frame-perfect execution. Much more reliably than angling your shield and praying for a missed L-cancel anyway. So much for all the comparisons with inescapable blockstrings, huh? You'll probably say "oh, but the odd missed L-cancel provides an even bigger window of opportunity" but I'd argue that balancing out some of the faster aerials with a few (2-5) additional landing frames would achieve a similar effect without making shield-grabbing too powerful.
Also, the moment when you land after hitting a shield is greatly affected by your fast-fall timing. I wouldn't be surprised if a mistimed
fast-fall due to shield angling also provided a small window to escape shield pressure. Keep in mind that many of the above pressure escape options all take into account Melee's very strong and versatile shine. Remove the possibility to jump cancel it, and most of these pressure strings immediately become much less effective.
And if all else fails, the defender can still shield DI away from the pressure. Shield DI could even be made a bit stronger overall at the cost of more shield damage so that it can't be abused, but I'm not sure we'd even need better shield DI considering all the other defensive options.
I guess the only way to really gauge the impact would be to hack reduced landing lag into Melee or Project M and see how a typical high-level match plays out.