We need L-Cancelling back.
Whether or not people think L-cancelling is a good feature, I think it needs to be understood that something needs to happen in Sm4sh to make slow characters more viable. Speed will always give a character a natural advantage. The balance of speed against their power is what stops these fast characters from becoming head-over-heels too good (refer to a Melee Fox-esque level of power). Slow characters make up for their lack of speed with power but that aspect speed is so much better than any given level of power, slow characters automatically get the short end of the stick. They have less opportunities to start combos, harder times continuing those combos and they also get punished and combo’ed more often. The entire player fanbase seems to agree that being slow is usually bad as well.
Weight Rank | Character | Reddit Tier | Eventhub Rank | Notable Threats List | Character Result Rankings
1 | Bowser | B | 39 | Unnoted | 26
2 | Donkey Kong | C | 52 | Unnoted | 25
3 | King Dedede | B | 45 | Perceived Weakest | 20
4 | Charizard | E | 51 | Unnoted | 39
5 | Ganondorf | C | 41 | Perceived Weakest | 24
Links:
https://www.reddit.com/r/smashbros/...ial_rsmashbros_customs_off_tier_list_results/
http://www.eventhubs.com/tiers/ssb4/
http://smashboards.com/threads/viability-survey-v1-competitive-impressions.410551/
http://smashboards.com/rankings/smash-wii-u.8/league/teams (Stats of Characters getting top 16)
Now this isn't the most factual evidence I could pull. I just wanted to show that across the board, from community (to community to community) to tournament results, slow characters definitely have a rough time. They have less representation and more skepticism going into them because its such a task to make up for their downfall. L Cancelling is a good function that benefits these slow characters greatly while only negligibly benefiting already fast characters. It also just speeds up game play in general, which is something a lot of people want to see from a spectating perspective in Sm4sh. It creates more possible punishes, faster game play and most importantly, it legitimizes aerial approaches a lot more.
edit:
Legitimizing aerial approaches a lot of more also has another interesting effect, it reduces the effectiveness of grab. It can be arguing that shielding in this game is almost too good and if shielding is a good option, it makes grabbing also an incredible option. It's just a lot harder to grab someone if they're in the air.