Looks like the lowlier Smash community remains as stupid as ever.
"DURR, THERE'S NOT A SINGLE TIME WHERE YOU WOULD WANT YOUR 1 FRAME LINK TO NOT LAND SO YOU WON'T GET PUNISHED ON HIT. LET'S MAKE ALL MOVES CHAIN COMBO. durr."
Marvel seems to be doing fine with very few of them. Same goes for most 3D fighters, and many 2D fighters like Blazblue, Skullgirls and P4A have made 1 framers easier by adding a large buffer window. Most well-made fighting games also offer plenty of characters that do not rely on strict timing for those that don't want to spend time mastering difficult combos. In Smash, newcomers are pretty much forced to learn to L-cancel consistently to compete regardless of the character they pick.
"THERE'S NOT A SINGLE TIME WHERE YOU WOULDN'T WANT MAX DAMAGE IN YOUR MVC HYPER COMBO. LET'S GET RID OF THE MASHING MECHANIC AND JUST LET IT DO MAX DAMAGE ALL THE TIME. derp"
Most fighting games do just fine without mashable supers. As for Marvel, learning how to land setups that lead into big combos will almost always have a much more positive impact on your game than knowing how to consistently mash for full damage.
The few l-cancelling alternatives I read are so mind-numbingly idiotic. It's like the people proposing this **** have never played competitive games before.
I've played more than enough competitive fighters at mid-to-high level to spot a redundant mechanic when I see one.
Why not make every AT accessible by a single button while you're at it?
Why not make players enter the Konami Code to prevent an automatic shield break KO after every three successive attacks to give them an opportunity to show off and feel rewarded for their tech skill? If you wanna throw around strawman arguments, we can do this all day
Execution is a major element of competitive games, especially fighters.
True. But the best fighting games have core mechanics are relatively easy to pick up for anyone. Universal advanced techniques should be always be accessible.
Brawl already tried getting rid of l-cancelling, but reducing the cool-down of every move was not something the developers were willing to commit to. They decided to make make nair's cooldown non-existent in return. The game turned out to be atrociously stale and non-dynamic.
So the dev team's poorly thought-out, half-***** attempt at removing L-canceling (among many other half-***** "improvements" in Brawl) means that any other attempt to do so, no matter how carefully balanced, will always result in failure?
Besides, as someone who's apparently an expert on Smash and competitive fighters in general, you should know that there's a plethora of other gameplay elements that contribute to Brawl's terrible pacing more than the lack of L-canceling.
Melee and Smash 64 were already easily accessible games, just like Mortal Kombat developers made their game accessible. That doesn't mean that any player that picks up the game should be able to do all the advanced stuff the players that commit time to learning and developing.
And that's not what anyone is asking for. Character-specific advanced techniques are great, universal advanced techniques that are a requirement to compete at the very lowest level of competitive play are not.
By making stupid **** like what's been suggested in this game, you're not giving the beginning player a better chance, you're just making the game worse and with less depth to explore.
Please re-read the thread and clearly elaborate on how well balanced aerials with low landing lag and a slightly tweaked shield would make for a worse game.