reminding, though, that technicality for technicality's sake in other fighting games is exactly what smash had the opposite design of
in street fighter, you need to either look up a list of commands for each fighter, or guess it on your own, assuming you know the average commands like quarter-circles. this builds itself all the way up to supers and ultras, the inputs of ultras in particular being so obtuse in complexity I'm amazed it got through QA. you have to do an input twice, with some of those inputs meaning you have to spin the stick around 720 degrees, and hit three buttons at once. imagine seeing someone who's never played a fighting game before try something like that, and you get the problem there.
in smash, it's a button. a single button, which covers every base for special moves you can do. if you have items on, and you get a final smash, you have to deal with the sudden complexity of holding the button in for a half a second. that's it.
what street fighter does there applies to a lot of things in street fighter, and what smash does applies to a lot of things in smash. that's why most of us played smash as a kid; it was a game that gave you every option in the world in an instant, and let you figure out the rest. l-cancelling, at best, sticks out like a sore thumb