Ghirahilda
♥Smash Beauty♥
This technique is a dream for me and it's great for long range/spacing characters like 

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I'm not sure how right you are on that. The timing for dribbling is a lot more precise than you'd think, it just doesn't seem that way because it is intuitive due in part to it being visible and in part to you yourself creating the timing when you initiate it, the latter of which I guess is kind of applicable to L-Cancelling.I'm not trying to say it's easy, but the timing of dribbling isn't nearly as precise as the timing for L-Cancel, and it's a motion that flows naturally with the game and naturally chains into other motions, L-Cancel's a jarring, offputting 'fix' to a problem that shouldn't be fixed by the players themselves, but by the developer, the answer? Just cut landing lag across the board and make L-Cancel pointless, there, everyone plays a faster game FROM THE START. <--This is the keyword here, from the start, no bull****, no obscure secrets, 100% core game mechanics.
Which is why there is nothing wrong with a technical game. Just have it teach it to the players in a tutorial. And make it so there are simpler and just as effective techniques in a game as say, wavedashing.I'm not sure how right you are on that. The timing for dribbling is a lot more precise than you'd think, it just doesn't seem that way because it is intuitive due in part to it being visible and in part to you yourself creating the timing when you initiate it, the latter of which I guess is kind of applicable to L-Cancelling.
L-Cancelling in Smash 64 was never meant to be used consistently, it was merely a get out clause for the developers. They wanted to give the AI ridiculous advantages such as zero lag when transitioning from ground to air but thought players would complain if they let the AI do things that no real person could.
Sadly, as players got too into the game, the trick became ingrained into competitive play and suddenly it was mandatory to compete because of the huge advantage it gave. In a way, you could blame the players for this.
By the time Melee came out, it was obvious that the players were making full use of a mechanic they were never expected to and one that completely altered the game. The developers should have taken that opportunity to remove the feature and maybe lessen landing lag a bit to keep players happy. After all, the AI was nolonger abusing it so it had no reason to exist.
Instead, they simply nerfed it to half strength, a power level that still left it very strong, to the point where it was still a huge advantage for those willing to put in the effort to master it. Not to the point where it entirely outweighed game skill but to the point where a skilled player with L-Cancelling ability would be hard pressed to lose to a non-L-Canceller, even if their skill was yet greater.
Many things could have been done to alleviate this problem but nothing was until Brawl, a game that, in the opinions of many, got few other things right.
Good game design is not about hiding arbitrary locks from the players, it's about showing them all the tools from the start and letting them work everything else out for themselves.
Just because this isn't live sports doesn't mean you don't need extreme physical condition. You're still going to need reflexes, dexterity. Look at any top level competitive video game, Quake, CS, Dota, SC, anything in the FGC. There is a clear tech barrier there, regardless of what it looks like. But even aside from tech, there are other larger barriers like an experience gap, knowledge of the flow of the game, things like that. The answer should be 'suck it up' because you are honestly at some point going to need to hunker down and actually get good at video games. Whether or not tech is removed this will need to happen.I'm not mega bait :I I'm just againist the notion that top players should be forced to go through the painful process of learning ridiculous advanced techniques like L-Cancel (Wavedash doesn't seem that ridiculous because you don't have to do it with EVERY SINGLE AERIAL, although it's still pretty hard to do consistently). I like this technique because, although it seems tricky to pull off, it's not AS tricky as Wavedash, L-Cancel or the overly-ridiculous DACUS.
I want a game where you can start working on your fundamentals without the fear of something suddenly being discovered that will destroy your fundamentals, some game-breaking technique that will make it play nothing like before, that's the kind of things I don't want to happen, because they twist the player's arms into learning something that they shouldn't have to learn or practice in the first place, the answer will never be 'suck it up' because these are videogames, these aren't live sports where we need extreme physical condition to participate. The easier everything is to do, the faster people can actually focus on getting better, for real.
I'm not trying to say it's easy, but the timing of dribbling isn't nearly as precise as the timing for L-Cancel, and it's a motion that flows naturally with the game and naturally chains into other motions, L-Cancel's a jarring, offputting 'fix' to a problem that shouldn't be fixed by the players themselves, but by the developer, the answer? Just cut landing lag across the board and make L-Cancel pointless, there, everyone plays a faster game FROM THE START. <--This is the keyword here, from the start, no bull****, no obscure secrets, 100% core game mechanics.
ok so my take on whether or not a tech should be hard is i don't care too much, if its hard and i wanna get better ill learn it thats fine with me, my main problem is when the way to do it starts to hurt my hands. You brought up dota, i can learn the higher levels of dota through practice but at least when i am doing it my hand doesnt feel like its gonna fall off after a period of play.Just because this isn't live sports doesn't mean you don't need extreme physical condition. You're still going to need reflexes, dexterity. Look at any top level competitive video game, Quake, CS, Dota, SC, anything in the FGC. There is a clear tech barrier there, regardless of what it looks like. But even aside from tech, there are other larger barriers like an experience gap, knowledge of the flow of the game, things like that. The answer should be 'suck it up' because you are honestly at some point going to need to hunker down and actually get good at video games. Whether or not tech is removed this will need to happen.
But you're not bait like others have said. I totally agree with your last point. I think that should be the first step actually. Explain to the player what the tech is, how to do it, how to apply it. Put in a tutorial that's actually worth watching. If after that, it's still "too hard" (which I doubt it would be after properly explained) then think about removing it. But I don't think just making it known from the beginning would ease a lot of the animosity I'm sensing toward things like wavedashing and DACUSing in this thread. To a lot of people tech is tech and if they have to actually practice and not have fun it's bad. Tough ****, kids. Sometimes you need to sit in your driveway for hours just practicing your dribbling before you can play a full competitive game.
It is a tech in the sense its an advanced technique that the average player doesn't perform.I like this "tech" because it isn't one. It's just turning around and attacking. Like Brawl's dashing Usmash. Or a walking Ftilt. The only reason people think it's a tech is because they're comparing it to previous games, when in reality it's just that the character is doing something not previously possible.
We play games to have fun, when we're not having fun, what's the point? And don't even try to suggest that I'm bad at videogames, because I'm not, I'm only kinda-bad at Smash. Everyone knows that learning through fun methods will always be much more effective than deliberate and arbitrary methods, and what's a fun method of learning? Actually playing the game and honing your fundamentals through actual gameplay, not practice mode. L-Cancel's not that hard on its own, but with the cluster**** of actions on an average Smash match, it gets really hard to consistently do it, and that's not the point of Smash.Just because this isn't live sports doesn't mean you don't need extreme physical condition. You're still going to need reflexes, dexterity. Look at any top level competitive video game, Quake, CS, Dota, SC, anything in the FGC. There is a clear tech barrier there, regardless of what it looks like. But even aside from tech, there are other larger barriers like an experience gap, knowledge of the flow of the game, things like that. The answer should be 'suck it up' because you are honestly at some point going to need to hunker down and actually get good at video games. Whether or not tech is removed this will need to happen.
But you're not bait like others have said. I totally agree with your last point. I think that should be the first step actually. Explain to the player what the tech is, how to do it, how to apply it. Put in a tutorial that's actually worth watching. If after that, it's still "too hard" (which I doubt it would be after properly explained) then think about removing it. But I don't think just making it known from the beginning would ease a lot of the animosity I'm sensing toward things like wavedashing and DACUSing in this thread. To a lot of people tech is tech and if they have to actually practice and not have fun it's bad. Tough ****, kids. Sometimes you need to sit in your driveway for hours just practicing your dribbling before you can play a full competitive game.
I really like that idea! It would flow much better and wouldn't be hard to do in the least bit! You're already fast falling, which is as simple as it can get, simply pressing down while in mid-air, and since you're already holding down, you simply hit the ground and keep on going. And unlike other techs, there is no situation in which you do NOT want reduced landing lag.For example, how would it be like if L-Cancel was done through holding down as you land? You'd already do it from a fastfall and it makes sense as you're kinda 'bracing for impact'...it'd flow naturally with the game's mechanics and with the inputs of the attack you're actually doing. I just want the game to be easier, I know that at some point you're just going to have to get better, I just want the transition into actually getting better to be much easier than it is right now, just so you can understand how obscure L-Cancel is...today I finally started to get it right, you know why? Because everyone said 'hit L as you land' and I was hitting L right as I landed, then I read that it's a 7-frame window BEFORE you land, and now I can sorta do it consistently.
I was not trying to suggest you were bad at video games, I'm sorry if I came across that way. Hell, I totally agree with you on l-cancelling in general, and I'd like your suggestion. I mean practice can be fun, and you need to practice in order to win and have more fun down the line. It's just something necessary, you're going to need to put it into your muscle memory before you can properly implement it in your actual play.We play games to have fun, when we're not having fun, what's the point? And don't even try to suggest that I'm bad at videogames, because I'm not, I'm only kinda-bad at Smash. Everyone knows that learning through fun methods will always be much more effective than deliberate and arbitrary methods, and what's a fun method of learning? Actually playing the game and honing your fundamentals through actual gameplay, not practice mode. L-Cancel's not that hard on its own, but with the cluster**** of actions on an average Smash match, it gets really hard to consistently do it, and that's not the point of Smash.
For example, how would it be like if L-Cancel was done through holding down as you land? You'd already do it from a fastfall and it makes sense as you're kinda 'bracing for impact'...it'd flow naturally with the game's mechanics and with the inputs of the attack you're actually doing. I just want the game to be easier, I know that at some point you're just going to have to get better, I just want the transition into actually getting better to be much easier than it is right now, just so you can understand how obscure L-Cancel is...today I finally started to get it right, you know why? Because everyone said 'hit L as you land' and I was hitting L right as I landed, then I read that it's a 7-frame window BEFORE you land, and now I can sorta do it consistently.
IF Sakurai decides to keep L-Cancel, it should be explained well and the window for doing it should be at least double the frames, like it was on 64, where it felt much easier and much more intuitive, remembering to do it was enough to do it, in Melee and Project M you need to both remember to do it and have the reaction time to do so.
Now, that's true, we all need to practice sooner or later, but IMO, the best game design will make you spend much more time on actual fights, honing your already-acquired skills than practicing new skills on Practice mode, and EVEN BETTER game design will introduce those new skills through the gameplay itself, I know it's a long shot and a different kind of game, but take Guacamelee for example, that game's a Metroidvania-style game with heavy platforming, and as you progress through the game you're given a lot of abilities with overworld uses that work similarily during combat, and as you get better at clearing obstacles with those abilities, you're also learning how they work, applying them better in combat, now, I don't know how this could be implemented with L-Cancel or Wavedash, or Turndash for that matter, but things like shorthops, power-shielding, teching and such could be taught through obstacle courses on Adventure Mode that require their use.I was not trying to suggest you were bad at video games, I'm sorry if I came across that way. Hell, I totally agree with you on l-cancelling in general, and I'd like your suggestion. I mean practice can be fun, and you need to practice in order to win and have more fun down the line. It's just something necessary, you're going to need to put it into your muscle memory before you can properly implement it in your actual play.
I'm all for making things simpler and making them more open, but there are plenty of people here who would still hate wavedashing even if it was explained because it's "too hard". I've always considered too hard as the biggest cop out in the world.
In that regard, dribbling's very similar to L-Cancel, as it works as an arbitrary mechanic to compensate for a glaring hole in the 'gameplay'. But there's a thing, Dribbling also has this little psychological and physical effect, I don't know if it has a name, but it's sort of a feeling of momentum, when the player stops and dribbles the ball, even for just a second, they're not really stopping because they're still doing a quick action, and I've heard from a lot of people who play Basketball that dribbling keeps them concentrated. Although IMO, L-Cancel does the exact opposite there, as it's a command that has nothing to do with the action being done, it kind of breaks momentum and flow, and only through muscle memory the player can keep that momentum while doing the L-Cancel, that's why I suggested the 'hold down to cancel lag' thingie, because it keeps the flow of the game.I'm no expect in basketball, but don't you have to dribble the ball so that the other team can feasibly steal it (as apposed to just holding it to your chest with both arms or something)?
Isn't this just RAR, which was already in Brawl?This technique could be really useful for characters with power b-airs; e.g. dashing toward an opponent and immediately turning, jumping, and hitting them with a b-air. Could be quite valuable for some characters.
I like this technique, because it increases options on approach, and could enhance the offensive metagame.
Personally I find tech grinding a pretty enjoyable experience. I totally understand that there are people who don't find it fun at all, but fun being as subjective at as it is, I actually do. I'm pretty neutral about whether a game should or shouldn't have difficult tech, because I do think accessible games are great despite my own preferences. Also, tech practice isn't completely done in the lab. I'll always try and use techs while playing with people even if I fail it most of the time, until eventually it gets better. And when you finally get it right and it leads to a KO, all the more rewarding.We play games to have fun, when we're not having fun, what's the point? And don't even try to suggest that I'm bad at videogames, because I'm not, I'm only kinda-bad at Smash. Everyone knows that learning through fun methods will always be much more effective than deliberate and arbitrary methods, and what's a fun method of learning? Actually playing the game and honing your fundamentals through actual gameplay, not practice mode. L-Cancel's not that hard on its own, but with the cluster**** of actions on an average Smash match, it gets really hard to consistently do it, and that's not the point of Smash.
For example, how would it be like if L-Cancel was done through holding down as you land? You'd already do it from a fastfall and it makes sense as you're kinda 'bracing for impact'...it'd flow naturally with the game's mechanics and with the inputs of the attack you're actually doing. I just want the game to be easier, I know that at some point you're just going to have to get better, I just want the transition into actually getting better to be much easier than it is right now, just so you can understand how obscure L-Cancel is...today I finally started to get it right, you know why? Because everyone said 'hit L as you land' and I was hitting L right as I landed, then I read that it's a 7-frame window BEFORE you land, and now I can sorta do it consistently.
IF Sakurai decides to keep L-Cancel, it should be explained well and the window for doing it should be at least double the frames, like it was on 64, where it felt much easier and much more intuitive, remembering to do it was enough to do it, in Melee and Project M you need to both remember to do it and have the reaction time to do so.
I'm an artist and I draw, and of course I do sketch practice sheets and that sort of stuff, but I certainly feel like I'm learning much quicker and having much more fun while doing so when I actually practice new 'techniques' on a new, finished picture, rather than practicing them as standalone things. Yes, there has to be some degree of practice, but the more you can learn without feeling like you're strictly 'learning', the better.Isn't this just RAR, which was already in Brawl?
Personally I find tech grinding a pretty enjoyable experience. I totally understand that there are people who don't find it fun at all, but fun being as subjective at as it is, I actually do. I'm pretty neutral about whether a game should or shouldn't have difficult tech, because I do think accessible games are great despite my own preferences. Also, tech practice isn't completely done in the lab. I'll always try and use techs while playing with people even if I fail it most of the time, until eventually it gets better. And when you finally get it right and it leads to a KO, all the more rewarding.
It may be because I'm a musician, so grinding out hours every day in the practice room is just a part of my life. It's sort of like a labour of love, and I find it both relaxing and fulfilling. That's probably where it translates into my gaming habits.
Well different people enjoy different things, and as I mentioned I actually enjoy the learning and practicing portion. And also as I mentioned, practicing tech doesn't at all have to be a standalone thing. You might go into practice mode a bit to see how it works, sure, but most of the fine tuning can be done in actual play. In fact, it should be done in actual play to better understand how it functions practically.I'm an artist and I draw, and of course I do sketch practice sheets and that sort of stuff, but I certainly feel like I'm learning much quicker and having much more fun while doing so when I actually practice new 'techniques' on a new, finished picture, rather than practicing them as standalone things. Yes, there has to be some degree of practice, but the more you can learn without feeling like you're strictly 'learning', the better.
The average player won't turn around and attack?It is a tech in the sense its an advanced technique that the average player doesn't perform.
Not ONLY does Mario Pivot Cancel into a Jab, but...I couldn't help but think that this vaguely resembles what we saw in this video right in the beginning.
Mario cancels out his sliding animation with Jab, when in previous games he would have just done nothing or a dash attack. I feel like the dev team may know something about this.
Also, it may be possible to turn around again and by buffering an input similar to the item toss, but who knows.
Lol it's funny, I was actually talking about having something exactly like this a while back.
Oh god.I can already see the Diddys bananadashing.
I hope you're trolling because it's clearly not that simple. No casuals don't know to dash forward, turn around, and then throw an attack in your original direction to slide your character forward.The average player won't turn around and attack?
And I used to dash Usmash all the time before ever hearing of Smashboards, much less any technique that wasn't Wavedashing or IDC.
Thankfully there seems to be a lot of characters that can deal with bananas in sm4sh such as Rosalina, Villager, and now Olimar.Oh god.
Lady Palutena, reflect that ****!
Striking a balance between learning and fun is difficult in a lot of games. I feel like a decent online mode with an in-game rating system of sort could alleviate a lot of the stress involved though. You can visually see your improvement as a player as you rise through the ranks for little to no consequence. It's serious fights so you can utilize what you've practiced for in short bursts and see your progression. No travel or payment for entering a tournament. No real pressure. You just play people at around your skill level and learn as you go.I'm an artist and I draw, and of course I do sketch practice sheets and that sort of stuff, but I certainly feel like I'm learning much quicker and having much more fun while doing so when I actually practice new 'techniques' on a new, finished picture, rather than practicing them as standalone things. Yes, there has to be some degree of practice, but the more you can learn without feeling like you're strictly 'learning', the better.
The ranking won't be visible, but at least For Glory puts you againist people of your level. So it's something!Striking a balance between learning and fun is difficult in a lot of games. I feel like a decent online mode with an in-game rating system of sort could alleviate a lot of the stress involved though. You can visually see your improvement as a player as you rise through the ranks for little to no consequence. It's serious fights so you can utilize what you've practiced for in short bursts and see your progression. No travel or payment for entering a tournament. No real pressure. You just play people at around your skill level and learn as you go.
But then, you have people like the old me, who want to be good at the game and know a few "combos", but can't read the combo notation and don't care enough to learn all the intricacies (but still want to win every match).Rankings might give a feeling of progression but that only worsens the blow when you come across people who beat you consistently with tricks you never knew existed and have no idea how to perform. It does not alleviate the issues caused by not teaching players the game mechanics.
For a tutorial that really involves its players and forces them to steadily progress, see the single player mode of Soul Calibur: Broken Destiny. Something like that should never have replace the actual 1P campaign as it's not nearly as fun as actual gameplay but it is a lot closer than a tutorial video or a "practice mode". It teaches the player as they go along, shows them the implementation of the techniques in simulated game situations where they must learn to pull them off and instils a great sense of progression into the learning process.
It is a terrible example of a story mode but it is also the best fighting game tutorial I have ever seen and it taught me an awful lot about how the franchise works, despite me having played a good deal of 2 and 3 prior to it.
I don't know. It seems intentional.I'm willing to bet an additional copy of the game that it and anything resembling it is going to be patched out before or soon after the final build.
They obviously wouldn't know about the sliding thing the first time, but it's simply turning around and attacking. Throwing an attack out in the original direction? The video doesn't say a thing about that. I don't see what's so impossible for a casual to comprehend.I hope you're trolling because it's clearly not that simple. No casuals don't know to dash forward, turn around, and then throw an attack in your original direction to slide your character forward.
Thankfully there seems to be a lot of characters that can deal with bananas in sm4sh such as Rosalina, Villager, and now Olimar.
I thought I was supposed to rain on the competitive parades. Anyway, we've seen this in a couple trailers now. I'm pretty sure it's staying, not that I really care if it does.I'm willing to bet an additional copy of the game that it and anything resembling it is going to be patched out before or soon after the final build.
The idea of this technique is that you can keep your momentum while throwing out an attack. The mechanics of this are quite simple but aren't something the average player would realize which was my original point.They obviously wouldn't know about the sliding thing the first time, but it's simply turning around and attacking. Throwing an attack out in the original direction? The video doesn't say a thing about that. I don't see what's so impossible for a casual to comprehend.
Considering it's in the sonic trailer it seems very purposeful.I don't know. It seems intentional.
I also observed that. Thanks for bringing that up.This reminds me of a thread I made a few months back.
In the smash direct wii fit trainer dashes to the right and f-smashes to the right immediatly after the initial-dash. Maybe that has something to do with this.
https://m.youtube.com/watch?v=7xUWnQu2Grs
It's at 5:00 in the bottom right corner
It seems like it! Trotting doesint have as much uses as a wavedash but its way easier for new players or people who find wavedash inputs redonk. A new way to platform cancel would be awesome.I wonder if they are actually trying to make trotting into a wavedash? If that's the case, they may as well try to work in some method of platform canceling and seal the deal for ground movement.
Platform canceling? I don't think it'll even be considered since the only stage they're considering for competitive play is FD.I also observed that. Thanks for bringing that up.
If the functions from all of these trailers and the sonic trailer are intact, then trotting has some major benefits, however, this is only with trotting.
In Trot Options: any neutral option (assuming this on because of the use jab / the common denominator) and pivot cancel
In Dash options: pivot cancel
I believe this insures that players can't run all the way a cross the stage and do a forward smash facing forward, rather this can be used to read rolls (which in this game, can be cancelled into another roll almost immediately with some characters [notably fox and toon link]) or recoveries.
I wonder if they are actually trying to make trotting into a wavedash? If that's the case, they may as well try to work in some method of platform canceling and seal the deal for ground movement.