^ We don't mean super technical. But having some technical aspects is fine. L-Cancelling made some of the slower characters better. It didn't have as much impact on the faster ones, I believe. I forget. But the problem with it being automatic is that it doesn't matter if you're good or not. It's fine in casuals, but being good is the point of competition after all. And I wouldn't call L-Cancelling a huge thing in skill gap, if that's what you're getting at. A lot of other ones, especially consistently, I can understand, but not this one.
Slow, heavy characters with mediocre or worse recovery need to be consistently better in smash (not big and quick like DK, or big, average speed, and a recovery God like De3), and the Melee after aerial attack to land lag with L-cancelling benefited them the most. It could them some quick powerful combos that could really put them in an early lead. And an early lead with one of those kinds of characters... means you can get some quick kills with a big hit or two extra.
And L-cancelling isn't a skill gap thing IMO. I just think pressing 1 button to do something that could be automatically is kinda pointless and doesn't add anything to the game compared to if it was just automatic. It would be better to just simply focus on other techniques that require more timing like wave dashing (although the timing on that is easy), various combos, or techniques like SHLFs.
Also did you know L-cancelling was an official Smash 64 technique=??? On the official site it was listed as a "tip" skill, lol. More proof that Sakurai does have competitive aspects put into smash for those who doubt that he cares about competitive play...
explain the bolded part.
how exactly do casuals care or find important for their fun to be able to shield against aerials?
No, I meant to be able to come out of an aerial into a ground attack like in Melee when you L-cancel (except having it happen automatically) requires more intelligent defense, and really can cause more combos and open up the offense. Offense is probably 95% of a casual player's strategy, and minimal aerial attack to land lag can create offense, thus casual players would enjoy it more.
The attacker would more easily break shields of the defender waiting for you to land if done repetitively (and create further attacks), the attacker could quickly attack to create distance between themselves and the defender on the ground with the attack pushing the defender back if they shield, or the attacker could prevent a reaction and lead themselves right into a grab on the defender if they shield.
This also could prevent campy defense and stalling competitively, and really could create a better offense and defensive balance in smash, and would require better spacing, shielding, and defensive reactions to aerial attacks followed by a character landing on the ground.
Again, as long as something contributes to offense and defense remained somewhat balanced (yin and yang), and any good offense beats good defense for both casual and competitive players, I think that smash bros will continue to move in the right direction for the future.
@ HyperFalcon
Exactly.
All those campy players (specifically those campy Brawl noobs! DIE META KNIGHT NOOBS!) need to be punished, and this could be one of many ways to stop it. The problem with Brawl is good defense stops great offense. Personally, I think good offense should beat good defense, but c'mon! At least great offense should be a good defense (assuming you consider "great" better than "good").
The aggressor would control the pace of the aerial to land battle or win the aerial to land battle against the defender unless the defender:
A. Times out their opponent's attack patterns on the aerial attack and follow up attack or grab by perfectly shielding (probably would push you back often; also, perfect shielding needs to have a smaller window than it did in Brawl).
B. Times out their opponent's attack patterns on the aerial attack and follow up attack with perfect sidestep dodging.
C. Times out their opponent's aerial attack and any land attacks that follow with perfectly timed aerial dodging (it would be hard to do multiple times, but you could always jump and DI away).
C. Properly spaces based on the select move or moves the opponent would use, whether walking back, jumping, using DI, using a move, or using any technique, exploit, or glitch.
D. Grab or hit the attacker after the initial aerial quickly if a move has a bit of lag that leaves a tiny opening to getting attacked (also works on any follow up attacks obviously).
E. Dodge roll away (although this sets you up for ranged attacks, and is an awful habit).
F. Use a move like Marth's counter perfectly.
G. Land an attack that comes out quicker or has better priority against the opponent's aerial attack or any follow up attacks.
H. Cancel the foes' aerial attack or any follow up attacks with an attack with equal priority (and possibly follow up with it).
I. Unplug your foes' controller, Falcon Punch them, and yell "F***ING MIND GAMES, SON!!!!"
J. John if you get hit.
(The last two are jokes obviously)
Note that some of these "defensive" ideas are actually offensive counters on defense that thus promote offense as a defense, thus making the defense more "exciting" and giving the reward to those who know how to time out foes and know how to "mind game" their foes.
To me, that kind of game play would be much more exciting to watch. While I agree the basics of rewards and risks in Melee is better, I think this is more about moving smash in the right direction with defensive and offensive balance, not one game being better than the other. I think a lot of Brawl's defensive additions were excellent, minus several of the defensive features or parts of the defensive system being too good against offense (that is regardless of any techniques, exploits, or bugs in the game).