metaXzero
Smash Champion
Both completely remove aerial lag. S-canceling is just simpler to do (which shouldn't matter). I fail to see what makes this different from Z-canceling when it comes to spammyness of aerials.
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Well, unlike z cancel, you powershield after your lagless attacks so you cant get punished like z canceling. You dont see ppl in 64 spamming their best aerials recklessly like you see with s canceling ganonsBoth completely remove aerial lag. S-canceling is just simpler to do (which shouldn't matter). I fail to see what makes this different from Z-canceling when it comes to spammyness of aerials.
Look in the competitive hacks thread.Isn't their anyone working on a shield-stun code though?
Exactly.Well, unlike z cancel, you powershield after your lagless attacks so you cant get punished like z canceling. You dont see ppl in 64 spamming their best aerials recklessly like you see with s canceling ganons
lol how so? All you have to do is hold down the shield button and spam aerials. The shield auto pops up, you have 0 lag instead of half lag, AND your powershield protects you from any "mistakes."i feel with the auto cancel code makes the game way too easy. I know we're not trying to make it melee, but at least with the S-cancel code u can make mistakes.
What Kupo said PLUS you don't play with the thought "What if they miss an L-cancel"? You assume they will get every important time (which is what most do).i feel with the auto cancel code makes the game way too easy. I know we're not trying to make it melee, but at least with the S-cancel code u can make mistakes.
64 had Z-canceling (which also zero lag) but that didn't break the game. It was the obcene amount of hitstun that made the game broken. S-canceling is only slightly broken due to the lack of shield-stun.Lol theres no argument for S cancelling, that crap is broken. Imagine auto S canceling... omg that would overkill Brawl. xD
It's the most balanced of all three games.Where the hell did you get SSB64 is broken from >_____________>
It's not broken
i still think it was poor DI but eh. Look at it how you want64 had Z-canceling (which also zero lag) but that didn't break the game. It was the obcene amount of hitstun that made the game broken. S-canceling is only slightly broken due to the lack of shield-stun.
Gameplay wise it's considered broken. 1 hit can easily lead to an inescapable death combo (like Marvel vs Capcom 2). On the bright side, nearly everyone can do some sort of death combo, so it's more balanced then Melee and Brawl.Where the hell did you get SSB64 is broken from >_____________>
It's not broken
Does S-canceling lead to oodles of infinites and simple death combos? Does it make a bunch of characters crap and others gods? That is the question...meta, seriously man, who are you kidding? How do you see past S-canceling's brokenness?
It only had Smash DI.i still think it was poor DI but eh. Look at it how you want
Someone made that SAME comparison in my L-cancel thread in the Melee boards (or 1 w1nged @ngel's Brawl+ thread. I don't remember).I was playing Gears of War 2 today and I noticed that the active reload on that game is almost exactly like manual L-canceling. Sure pros will seldom miss it but would the game be better without it? Would it lose some of it's personality without it? Most certainly. Something to think about.
Of course, it would be easy to pick up on. Why do you think I included the non-noob example? I already spam fair to jab combo in regular Brawl. It's ****-near un-punishable with S-cancel. The only way would be to catch them in the start-up, but then you spaced it wrong anyway, in which case it doesn't matter which Brawl your playing. Even spot-dodging would be extremely risky with an instant jab combo coming out to save Ike's *** every time.SketchHurricane. You would get ***** if you spammed Ike's F-air like that. It still has some start-up and it can't lead into anything else. It's not OPed. Same for Ganny's attacks. No Heavy suddenly becomes god.
Staleness has nothing to do with my point. His other flaws have nothing to do with my point. My point is that a balanced move suddenly becomes godly, and that is not a good side effect, whether the character becomes godly or not (good in relation to the intentions of Brawl+, mind you).Ike, for example. He's far from the best character in the game. Having a more usable Fair doesn't suddenly overshadow his list of flaws. Furthermore, your Ike example would have a stale Fair rather quickly.
Tru dat, and Ganon is a good example of a character that can't become broken from S-cancel. It's because he has no quick ground options. Ike's fair has clear uses that become way better combined with a lightning quick jab, Ganon's fair is a bad idea on the ground as it is, and Brawl+ won't change that....As for Ganon's Fair, I've found that s-canceling can often cut off the hitbox from appearing near the ground where it is needed in a SHFFL. And, as MookieRah mentioned, he no longer has a (quick) jab or any sort of follow-up for it.
I'll admit, not much. I used Ike in my initial experience with S-cancel, and immediately discovered something I felt was broken. I had a bad impression right off the bat. I'm not writing it off - never said I was - but I **** sure not calling it the solution before we've even tried shield nerfs.Finally, how many hours have those of you that think S-canceling is broken actually used it?
What I just wrote /\. But that's pretty much where we differ. You see it as a perfectly acceptable means, I see it as acceptable only in the absence of something better.We're looking for the simplest way to make the most useful changes for the betterment of the game, from a competitive standpoint. Frankly, while a sheild stun code might bring the game more in line with what you are envisioning in terms of rebalancing or addressing any other number of issues, I'm looking at the game as it is with S-canceling and see a perfectly acceptable means to an end already. Just because it's not the solution you were looking for doesn't mean it's not a solution.
Sure, it's not a great side effect, but it doesn't matter. I think that you cannot just cut a move out of context. The fact that that the move will become stale, and that Ike still has his flaws cannot be ignored. Yes, perhaps Ike will have a "god move," but seeing as that won't make him a "god character" it is irrelevant. Furthermore, the fair is not completely unpunishable, as it still has a rather hefty wind-up.Staleness has nothing to do with my point. His other flaws have nothing to do with my point. My point is that a balanced move suddenly becomes godly, and that is not a good side effect, whether the character becomes godly or not (good in relation to the intentions of Brawl+, mind you).
What!? I said Ganon's Fair and moves like it wasn't overpowered. S canceling is overpowered.Well then, if you don't think that it is "overpowered" and you had no intention of claiming it is "overpowered" then how is it bad?
MK will always be good no matter what. He will always have it easier than everyone else. Shields also recover really fast so once you block the tornado, you can run. It shield pokes so you shouldnt be at risk for shield break if your smart with your shieldBecause MK is already borderline too good, and adjusting shield stun seems like something that could easily tip things.
Funny how that got twisted around. Idc about creators intent cause obviously they dont intend what we are doing. But isn't usually Slow and strong, fast and weak? Not fast and strong.That is a poor argument. You are arguing creators intent yet you are wanting to change the game more than I am. Nintendo can't balance **** anyways. Ganon, Ike, DK, D3, Snake, and Charizard aren't broken because of S-canceling. In fact, the people who sucked the most before (Ganon and Ike) are now actually DECENT because of S-canceling, and the better characters (DK, Snake, and D3) don't get as much out of it.
lol, way to completely ignore the rest of that section of the post. That is with hitstun 1.2 (aka 3E0CCCCD) and ppl are around 10-15% more than that (3F0CCCCD) Yea I do combos similar to those against my friends who are good at DI. Idk why you downplay Ganon so much.Those combos wouldn't work on a human opponent. DI and teching can prevent pretty much everything in that vid. Ganon can only string stuff together at low percents, after that he just lands single big hits.
haha, underestimating ganon yet again and what a good player can do with him. I don't add personal feelings like "bad against my main" in the mix. Would you expect a good ganon to beat a good Pit?I'm sure I would find my way around it too. How can that one move cause so much trouble? It has a lot of startup time, and he is forced to shield after using it. Sure, it might be devastating against your main, but other characters can break it. Heck, I know Falcon can.
We are not adding anything new. We are simply fixing the broken game mechanic. Shields in melee were perfect and had shield stun so why not continue what worked well? I dont see why you would add s cancel when melees half lag worked well with shield stun.I think that adding more and more stuff when we have already achieved a decent balance isn't the right path. I think anecdotal evidence and feelings are a poor measure of what is or isn't broken. You guys want to readjust another factor of the game simply because the current solution isn't the way you envisioned Brawl+ to be. There is nothing wrong with S-canceling. Myself and many others have been TRYING to break the game with it, but to no avail. It simply makes slow characters more viable, as it gives them great approaches. Go back and re-read my section about the slow characters options out of an S-cancel and argue those. None of you actually spent much time debating about that, yet that is what this argument is about when you get right down to it. None of you seem to even realize that a Dedede fair -> grab is actually way better than Ganon's fair or Ike's fair. I know this, and I still don't think S-canceling is remotely broken.
QFTIf we create a situation, caused by 0 lag, where a simple mix-up becomes ****-near impenetrable, what are we going to fall back on to beat it? Defense, that's what. Remember that the shield is still broken too, and if options out of shield are the only thing that is going to beat the broken offense, we're just re-creating the same situations we were trying to get out of! A game dominated by defense, only this time for the opposite reason. This is why I believe S-cancel is not the end of the story. Don't just think about the short period of tests we've run thus far, think about what kind of meta-game is going to evolve from a game of extremes.
Well, you might not be able to punish their aerial, but if they are consistently spot dodging after their attack then you can punish their spot dodge.Oh, and if someone tries to attack you during "lag" you just automatically powershield 0F after landing. So the issue isn't so much that you can follow up immediately (which you actually can, with a grab or another aerial), it's that you can't punish it.
PEWP! Forgot him. I fixed that though.... Oh, and you left poor Boozer out of your Heavy Character list. Now he's sad
This is true for following up with ground moves except dodges and grabs but this does not affect aerial spam. You can Jump cancel the shield the frame after you land which means you can spam aerials one after the next without lag and a Powershield frame in betweenThird, S-canceling doesn't really remove all lag. People say that all the time, but they fail to realize that in order to attack the shield has to come up and drop. That takes time.
Get good at Powershielding and this goes away. Given how easy it is to powershield, its not that hard.Both of these characters had an incredibly hard time with camping and projectile spam.
You know, ppl usually refer to speed as l canceling and SHFFLing which refer to the end of attacks. S canceling makes the lag 0 which makes them faster than l canceling.The idea that the heavy hitters become fast with S-canceling is simply not true. Their characters are based in power > speed. Their attacks tend to have long startup times, and they have very few fast moves on the ground and the air and they typically have poor land and air speed. S-canceling does not fix this.
Not quite true. Ganon has his flamechoke, dtilt, dthrow and possibly nair to combo with.Heavy hitting characters aren't going to combo much. Their only reliable combos occur at low percents, because their moves are so powerful that it knocks their opponents away.
I dont really care if their moves start up slower. The good heavy players wont use them when they feel the time isnt right. Do you really want to charge after the heavy aerials when they space themselves correctly and have no lag upon landing if you avoid them? I feel like your argument is based on underestimating the heavies and the ppl using them. DDD was top tier without lag cancel, how do you think he will be without lag?Also, keep in mind, heavy hitters have a significant amount of startup lag with their powerful aerials, and fast characters can intercept their aerial attacks before their hitboxes come out and follow it up with a string of hits.
Im pretty sure I saw that backwards rolls have invincibility at the beginning which means that a buffered back roll after an aerial is the safest defense after the moveEDIT: Due to the nature of the code, landing lag from a jump is ignored, so those numbers are accurate. What I did not mention is that spot dodges, grabs, and rolls have startup lag (which is character dependent).
Nope, they have startup and cooldown lag too.Im pretty sure I saw that backwards rolls have invincibility at the beginning which means that a buffered back roll after an aerial is the safest defense after the move
Ah ok then.Nope, they have startup and cooldown lag too.
For starters, Fox in melee is the best character in the game by frame data, but if you look at tournament rankings he doesn't appear to be. There is a distinct difference between how something looks on paper versus how things actually end up being. I'm sure some people will get really good at initiating jumps near perfectly after landing; however, you have to take the human element into account with stuff like this.This is true for following up with ground moves except dodges and grabs but this does not affect aerial spam. You can Jump cancel the shield the frame after you land which means you can spam aerials one after the next without lag and a Powershield frame in between
Power shielding doesn't give them a good approach. They still are at a ridiculous disadvantage in these situations cause they cannot properly apply pressure to their opponents. If this wasn't the case then I think we'd see more Ikes and Ganons, which we don't.Get good at Powershielding and this goes away. Given how easy it is to powershield, its not that hard.
I suppose by your definition Samus is the fastest character, since all of her aerials auto-cancel. I don't care what you are referring to speed as, there is a lot more to a characters speed then the lag on their aerials.You know, ppl usually refer to speed as l canceling and SHFFLing which refer to the end of attacks. S canceling makes the lag 0 which makes them faster than l canceling.
Flame choke rarely combos into anything, as they have to be right on top of you and not too high above you to combo into it. Also, it ends the combo, cause it creates a wake up game scenario (something very different). Dtilt is a great poke move, and at low to moderate percents can lead to another aerial, but against a skilled opponent I wouldn't expect to see more than just a two hit combo. Nair doesn't combo for crap. The first hit of the nair has too much knockback to the point that the second hit is nearly useless 99 times out of 100.Not quite true. Ganon has his flamechoke, dtilt, dthrow and possibly nair to combo with.
Ike can only string together hits at low percents. All of the moves you mentioned have too much knockback to combo at moderate percents. Dtilts and dair spikes on the ground aren't true combos either, as teching and other factors come into play (wake up game again).Ike has nair, Uair, Dair (at times) dtilt
His aerials combo like no tomorrow? If so, show me a video against a human opponent who understands DI. I find it hard to believe that Snake combos much with his aerials, as they are all very poor to go on the offense with. They could follow up things given specific circumstances, but they won't combo very well at high percents.Snake combos like there is no tomorrow with his stuff
Well if they didn't then strong characters wouldn't be worth playing. That's the point of the character; however, they have their weaknesses too. Lighter faster characters tend to combo them to hell and back, so they aren't overpowered in that sense.Also, they are strong which means they don't need as many moves to get you off the stage like the light ones. So their low percent combos can get you off the stage as fast as the elaborate ones.
A move having a long start up time is a detriment, a flaw. Your argument against this flaw is that good players won't make mistakes! That is not an argument! I could just as easily say that good players of fast characters would feel when the Ike is about to do an attack.I dont really care if their moves start up slower. The good heavy players wont use them when they feel the time isnt right.
I would charge them to bait their heavy aerials. I'd get in close to where their startup time prevents them from being able to jump out of their shield and attack me again. If they get wise to that and start going for jabs then I would mix up my approach.Do you really want to charge after the heavy aerials when they space themselves correctly and have no lag upon landing if you avoid them?
I feel like you haven't exhausted all of your options when it comes to dealing with these strategies.I feel like your argument is based on underestimating the heavies and the ppl using them.
Well he wasn't top tier because of his aerials, except maybe for bair, which didn't have much lag to begin with. Considering that he doesn't get as much mileage out of his aerials as a lot of the other characters leads me to believe that he still won't be broken.DDD was top tier without lag cancel, how do you think he will be without lag?
We'll just have to wait and see.S canceling may make the offense better, but the camping and defensive based game is still predominant and stronger actually which means you are punished for being aggressive.
I was merely pointing out how you were somewhat wrong. You made it seem like there is nothing you can do until the shield goes away and that is not true.For starters, Fox in melee is the best character in the game by frame data, but if you look at tournament rankings he doesn't appear to be. There is a distinct difference between how something looks on paper versus how things actually end up being. I'm sure some people will get really good at initiating jumps near perfectly after landing; however, you have to take the human element into account with stuff like this.
What game are you talking about? Brawl or Brawl+? The reason you don't see many Ikes and Ganon in brawl is because of lack of hitstun and lag canceling. (Ill tack on shield stun) Powershielding shuts down the projectile game and some characters rely on this.Power shielding doesn't give them a good approach. They still are at a ridiculous disadvantage in these situations cause they cannot properly apply pressure to their opponents. If this wasn't the case then I think we'd see more Ikes and Ganons, which we don't.
In the same token, there is more to speed than just running fast...we just dont look at speed the same way hereI suppose by your definition Samus is the fastest character, since all of her aerials auto-cancel. I don't care what you are referring to speed as, there is a lot more to a characters speed then the lag on their aerials.
Huh? Have you seen this video?Flame choke rarely combos into anything, as they have to be right on top of you and not too high above you to combo into it. Also, it ends the combo, cause it creates a wake up game scenario (something very different). Dtilt is a great poke move, and at low to moderate percents can lead to another aerial, but against a skilled opponent I wouldn't expect to see more than just a two hit combo. Nair doesn't combo for crap. The first hit of the nair has too much knockback to the point that the second hit is nearly useless 99 times out of 100.
With S canceling, Ike can string together multiple Uairs. I didnt mention Dair spikes, I was referring to Dair bounces off of the ground which combos into anything. And you forget..hes Ike! He doesn't need that many well timed moves to get you off the stage. Hitstun helps greatly with his slow smashesIke can only string together hits at low percents. All of the moves you mentioned have too much knockback to combo at moderate percents. Dtilts and dair spikes on the ground aren't true combos either, as teching and other factors come into play (wake up game again).
Uthrow, Utilt, explosives, Dthrow, occassional Uairs at lower percents. Usmash now the mortar connects which is useful for damage. Snake is good before hacks and since he can combo more now, he can kill easierHis aerials combo like no tomorrow? If so, show me a video against a human opponent who understands DI. I find it hard to believe that Snake combos much with his aerials, as they are all very poor to go on the offense with. They could follow up things given specific circumstances, but they won't combo very well at high percents.
The point isnt about who can combo more. You make it sound that "low combos" make them worse when a 3 hit combo that sends you off the stage is just as effective as a 6 hit combo that accomplishes the same task.Well if they didn't then strong characters wouldn't be worth playing. That's the point of the character; however, they have their weaknesses too. Lighter faster characters tend to combo them to hell and back, so they aren't overpowered in that sense.
So we are both assuming wrongly on each others part. I am not disregarding flaws in their move set, but I guess if both can hide their weakness well enough, this point is null.A move having a long start up time is a detriment, a flaw. Your argument against this flaw is that good players won't make mistakes! That is not an argument! I could just as easily say that good players of fast characters would feel when the Ike is about to do an attack.
Now we are dealing with semantics and the "what ifs" which isn't good for either side. So this argument is also null.I would charge them to bait their heavy aerials. I'd get in close to where their startup time prevents them from being able to jump out of their shield and attack me again. If they get wise to that and start going for jabs then I would mix up my approach.
Dont use the word broken. S canceling makes characters more overpowered. I know he wasnt top tier because of his aerials which means when his aerials (other than the bair) are more usable, he will be an even better characterWell he wasn't top tier because of his aerials, except maybe for bair, which didn't have much lag to begin with. Considering that he doesn't get as much mileage out of his aerials as a lot of the other characters leads me to believe that he still won't be broken.
When you see an aerial coming, just shield grab it. Not even S canceling can stop the power of shield grabbing in this game and since the punishment for mistakes are higher, this sort of aggressive playstyle is still not as favorable. All S canceling does is replicate the same game we have now, except amp it up a few notches.We'll just have to wait and see.
Ok, I should get going also. Ill have to admit that I dont know Ike as well as I know Ganon. I know Ganon pretty well.Anyways, I'm off to bed. I'll be happy to continue debating and take what you are saying to heart though. I come off cold, but I really am listening to your side. I will tell my friend that is loving Ike right now to play in a way that you are discussing and see what comes of it