metaXzero
Smash Champion
Why is the lag cancel discussion in the hitstun thread lol?
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I agree.how about both?
You mean you don't want half lag on your aerials EVERY time? That you're going to just randomly one time, decide NOT to tell the game that you want to halve your lag? Do you have any idea how ridiculous that sounds?As for L-cancel:
I have no problem with normal l-cancel. I think it would seem a little weird if you had half of the landing lag EVERY single time you hit the ground with an aerial, and not just the times you told the game you wanted it. All you have to do is press a button anyway.
Kirby is balls in Melee.lmao What is there to discuss? Play Melee.
Oh God. >_> What's this?Kirby is balls in Melee.
Any results on M-canceling?
Magus' proposed cancel hack. He proposed that if possible, all normal aerial landing lag was halved and the command for L-canceling would remove all lag, but would leave you with a significantly weakened shield.Oh God. >_> What's this?
This does sound like a good idea to me-- also, I haven't heard much about it lately... Kupo do you have nay1 on this yet?Magus' proposed cancel hack. He proposed that if possible, all normal aerial landing lag was halved and the command for L-canceling would remove all lag, but would leave you with a significantly weakened shield.
Wondering if anyone tried to make that hack work.
lol idk, ill try stuff. My friend suggested that we have l canceling, but if you chose to not l cancel, the hit is stronger since you put all your effort into it. But idk how this would work since the knockback is registered before the l cancel.This does sound like a good idea to me-- also, I haven't heard much about it lately... Kupo do you have nay1 on this yet?
Yeah, why try to turn l-canceling into something that could actually add a great deal of depth to the offensive and mixup game while also taking considerable skill to use effectively, when you could squander that opportunity by limiting it to the same recycled 1-dimensional button press that's no more than simple muscle memory?I like L much better.
This would give you some interesting mixups and shield pressure options.
Like say you land an aerial on someone's shield that is normally unsafe on block. You would have the option of being able to cancel this immediately into another attack that could punish them if they tried to retaliate. It comes at some cost to you however so it's not always going to be the best choice, and so the defending player doesn't always know what you're going to do in that situation and how to respond.
However, in the case of regular l-canceling where in 100% of all situations you would go to l-cancel and get half lag (which in this case is still unsafe), they would know they can safely punish with ____. If it were just s-canceling they would know you would always 100% of the time cancel it into no lag which they can't punish on block, and would know to try to defend by ____.
It really benefits the slower characters the most which is good. Like if Ganon for example were to come down from above and d-air someone's shield, even with the lag reduced by half he could still probably be hit with something out of shield or maybe shieldgrabbed.
At a small cost to him though, he also has the option of canceling it directly into maybe a d-tilt to hit them if they try to punish it and perhaps follow it up or at least put them into a disadvantaged position. He could also cancel into an Up-B which is a grab (or regular grab if it didn't push them too far) and would get them if they instead continued to block expecting a canceled attack or waiting to see if he didn't cancel the d-air to possibly punish it more safely.
He could also choose not to cancel it so that by the time the defender, who respected his option of canceling into another attack that would have hit them first, waits to see if he didn't cancel it the Ganon player may be able to avoid punishment entirely or at least to a lesser degree.
What about them?It took me a while to find it, but find it I did. You say that L-canceling is bad design because it's got no drawbacks. What about Guilty Gear XX's False Roman Cancels?
No. They are not.They're the exact same premise.
This falls under my 1st and 3rd points:For those of you who don't know GGXX mechanics, there's a technique called the Roman Cancel that allows you to end an attack animation on hit (so no projectile moves) and costs 50% tension. But some moves have a specific (very small) window where if you do the cancel, it ends the move regardless of if it hits, costs only 25% tension, and can even be performed on some projectile moves.
How many good fighting games are there that contain intentional game mechanics/advanced techniques that:
1) Offer great reward for its success in execution at ZERO risk/cost to the player.
2) Failure in its execution always results in the exact same risk/cost/punishment as NOT attempting to perform it.
3) Attempting it in 100% of all cases is absolutely 100% of the time the superior "option" to not attempting it, even if it were to FAIL each and every single time as failure will always result in the exact same outcome as not trying to perform it.
Yes, compared to regular RCs there isn't. However, there is RCing, FRCing, and not RC/FRCing. Doing either costs tension. Using it at times when it is unnecessary means you may not be able to at times it could be better used. This is not the same thing as l-canceling. FRCing is not always 100% of the time the best thing to do in 100% of all situations. L-canceling is.Compared to regular RC's, there's no downside to FRC'ing in GGXX. At all.
By using the word 'punish', I'm guessing you are in favor of and looking from the view of s-canceling right?The main thing I have against your proposal as it stands now Magus is it's too detrimental IMO. Aerials are used for a lot more than just approaches, yet you'd punish people for using them during a combo.
You make it sound as if using the cancel would be mandatory for any type of approach or any part of a combo. The default lag would already be reduced by half or to whatever is deemed necessary in conjunction with any shield stun changes that might be made to allow some solid offensive gameplay in its own right, and the cancel would be a supplementary option to build off that for certain setups/combos/shield pressuring/whatever.And your amount of drawback is WAY too much for the typical number of approaches in this game. With GGXX, you can only run out of tension, which means no more specials or RCs. It doesn't impair your regular ability to fight and defend. But with your idea, somebody could drain their sheild looking for an opportunity and then end up not only able to follow up because they can't keep up the combo but they could end up with a broken sheild and the opponent basically would get a free smash as a result of falling into a combo. What is that garbage?
As mentioned above, such clear cut end results of cancel or no cancel would only really apply to most moves if they know exactly what you're going to do ahead of time. They do not however.And with Brawl's shield stun like it is, you really don't have the option anyway. If you approach with an air, you cancel or get grabbed. Simple as that. So there's not a choice, and you're bringing on an arbitrary impairment to the heavier characters that would have to cancel if they wanted to avoid being punished for their approach, but they'd end up being punished anyway. It'd make some characters more unusable than they already are.
I think there'd never be any reason at all not to use it, and it just boils down to another muscle memory 'technique' that doesn't add much of any real depth to the game beyond what might come from the reduction in lag itself. When I played GG briefly I specifically practiced and got good at timing FRCs for my character because I like trying to do difficult technical stuff like that...The idea I just had is a very FRCesque idea that is basically the same thing as M-canceling but without this silly drawback. We make a wide window for regular L-canceling, and somewhere inside, or perhaps right before you hit the ground, make a frame or 2 for Z-canceling perhaps right as you land or something. It's much harder to do, and there's substantial benefit for finding it. What do you guys think?
Though S canceling is similar to that of Z-canceling, it's far from the same. It adds an undeniable unprecedented level of spammyness to the game. It just doesn't make sense, choosing S cancel over auto L cancel.Their are 2 lag canceling vs. threads now...
EDIT: S-canceling doesn't buff heavies to much. Look at Smash 64. Z-canceling also had no lag, but DK wasn't close to Top tier.