Aidebit
Smash Journeyman
Oh, thanks then, I just thought that popularity could have some skewed results.Because that's only possible in a bubble, the best viability we have is usage and tier placing
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Oh, thanks then, I just thought that popularity could have some skewed results.Because that's only possible in a bubble, the best viability we have is usage and tier placing
It's a bit complicated if you haven't played fighting games for some time, but I'll try to explain things.My question is whether or not there is a way to augment the current state of this action in a way that adds different outcomes per character. Is there a way to include depth?
For some reason Pokemon moves came to mind, High jump kick in particular. The move will inflict damage on the user if it misses the target.
No doubt some moves are more effective than others in the damage that it yields or the time that it takes to recover.; it makes sense to me to have some benefit in being conscious of these attributes. I think perhaps I might be dense in recognizing how the subject leads to artificial skill barriers, there must be some sort of progression in respect to how mechanics relate to efficiency in one's play style.
My question is whether or not there is a way to augment the current state of this action in a way that adds different outcomes per character. Is there a way to include depth?
For some reason Pokemon moves came to mind, High jump kick in particular. The move will inflict damage on the user if it misses the target.
No doubt some moves are more effective than others in the damage that it yields or the time that it takes to recover.; it makes sense to me to have some benefit in being conscious of these attributes. I think perhaps I might be dense in recognizing how the subject leads to artificial skill barriers, there must be some sort of progression in respect to how mechanics relate to efficiency in one's play style.
I can certainly do my best, again once I think I have a grasp on something, often times I'm way off.
So what I'm hearing in this discussion is that the action of L-canceling is an artificial skill, if everybody's doing it then its only conditional to gameplay.
What I'm trying to understand is why an included mechanic would be an artificial resource. If every character jumps, does that make the action conditional? Its a poor way of looking at things because this conversation is in the interest of how certain aspects of gameplay actually contribute to depth alongside competitive play.
My concern is whether something like L-canceling can actually contribute to that depth. If utilized properly, can it make a difference mechanically? Sakurai mentioned briefly in his developer direct that every character has systems, what could that mean exactly? I trust that most of you here have a general idea, that certain moves have specific properties and characteristics.
Please help me along, I don't know how confusing this is outside of my own perspective.
L-Canceling actively discourages exploration. 99% of the time, you are better off pressing L as you land from an aerial. You're given a linear path of development instead of the branches you should be provided.
This.
Please enlighten meA lot of you guys have no idea what the hell you're talking about.
How so? That's a very vague assertionI believe you have a misunderstanding of how and what depth is
Please enlighten me
How so? That's a very vague assertion
Practicing is fine. For example, the air dodge mechanic of the game allows for wavedashing and all of its applications, which is fine because that gives you options, but can still take practice.@ seda
The scene is not excluding you, you want to compete you have to practice, that argument doesn't hold water since the Brawl scene doesn't come close to the melee scene.
I already did. I was referring to how people define depth by technical skill when it actually has to do with options. Access to those options is not depth.Please enlighten me
I disagree, if only for the sake that your definition of depth simply has to do with what players do. When I interpret a concept like the included elements in the game, I'm not concerned for what contributes to the metagame alone, I'm considering the idea behind it mechanically. Each implemented function must be programmed, which is why I've always been skeptical over the advent of L-Canceling.Depth is completely unrelated to execution
Again, this analogy only applies to those who are familiar with playing the piano. There are several forms of music and many of them share a similar structure.To go back to the piano analogy, think of it like this
I am completely lost at what you said here.I disagree, if only for the sake that your definition of depth simply has to do with what players do. When I interpret a concept like the included elements in the game, I'm not concerned for what contributes to the metagame alone, I'm considering the idea behind it mechanically. Each implemented function must be programmed, which is why I've always been skeptical over the advent of L-Canceling.
According to my source, this is information that was shared from the developers as something to increase player awareness over options. I believe that options create depth for the sake of exploration and random outcomes. This linear path that contributes to the skill floor, its only there for those who choose to entertain it, meaning that L-canceling is only a utility for those who are interested in making use of it.
Less is more in situations like these, I think the developer that work with Sakurai realize this and the essence of this particular franchise embodies that philosophy.
This has no relevance to the discussion whatsoever.Lemme rephrase the question: are you glad that Brawl had no L-canceling?
The examples I gave can easily be applied to just about any instrument. And please, please, stop talking in such vague words. I like you, but your vocabulary here is needlessly complicated and full of fluff. Just get to the point.Again, this analogy only applies to those who are familiar with playing the piano. There are several forms of music and many of them share a similar structure.
Oh, but it does have relevance. The thread is proposing that Smash 4 should not have L-canceling. In your perfect world, there would be neither L-canceling nor landing lag. So, my point with Brawl is that while casual players are celebrating the lowered technical barrier, much of the cast has descended into "completely unviable" instead of only "hard to play well". So, given the choice, would you rather have Smash 4 end up like Brawl? Or end up like Melee?This has no relevance to the discussion whatsoever.
We are discussing why we shouldnt just cut the ending lag of air attacks in half rather then pressing L at the precise time for the same effect.
You lost me on clarifying my contradiction.
I have a hard time recognizing your interpretation of failure. I don't disagree that L-Canceling, in its current form, is linear.
Isn't this what we are discussing? What can be done about L-canceling in general? That's my stake in it anyway.
This is what I am talking about. Completely misunderstands what this thread is about.Oh, but it does have relevance. The thread is proposing that Smash 4 should not have L-canceling. In your perfect world, there would be neither L-canceling nor landing lag. So, my point with Brawl is that while casual players are celebrating the lowered technical barrier, much of the cast has descended into "completely unviable" instead of only "hard to play well". So, given the choice, would you rather have Smash 4 end up like Brawl? Or end up like Melee?
I appreciate the clarification, but I figured that point was already established early on. My apologies if we're not supposed to discuss anything beyond that point.
No, but not because I didn't have to press an extra button. It was because of the landing lag, which could be reduced automatically. Also, removing L cancelling doesn't just mean that it's going to be like Brawl. That's not what we're arguing here. I want either no landing lag or an L cancel mechanic that doesn't force you to do it all the time. That discourages smart play. Seriously, even nubs like me can L/Z cancel easily, but it's an extra button that is not necessary.Lemme rephrase the question: are you glad that Brawl had no L-canceling?
I framed the question that way on purpose. I want to know what your stance is. Stop dodging the question. Just answer it. I know what the thread is about. Stop saying I don't.This is what I am talking about. Completely misunderstands what this thread is about.
That's fine. Your answer is valid. I never SAID that was what you guys were arguing. I was specifically asking about the scenario where simply having reduced lag wasn't an option.No, but not because I didn't have to press an extra button. It was because of the landing lag, which could be reduced automatically. Also, removing L cancelling doesn't just mean that it's going to be like Brawl. That's not what we're arguing here. I want either no landing lag or an L cancel mechanic that doesn't force you to do it all the time. That discourages smart play. Seriously, even nubs like me can L/Z cancel easily, but it's an extra button that is not necessary.
I don't think that establishing my position on the matter is completely necessary, I actually find that to be a very low level form of discussion.not discussing what you agree or disagree with isnt the best way to further anything.
@SedaI want either no landing lag
Um...I framed the question that way on purpose. I want to know what your stance is. Stop dodging the question. Just answer it. I know what the thread is about. Stop saying I don't.
Oh, but it does have relevance. The thread is proposing that Smash 4 should not have L-canceling. In your perfect world, there would be neither L-canceling nor landing lag. So, my point with Brawl is that while casual players are celebrating the lowered technical barrier, much of the cast has descended into "completely unviable" instead of only "hard to play well". So, given the choice, would you rather have Smash 4 end up like Brawl? Or end up like Melee?
I said that. I specifically said I was aware that you want to remove L-canceling AND the lag problem itself. But if removing the lag alone were not a choice, which is the lesser of two evils? I asked a NEW question. I wasn't representing the thread itself.Um...
-This thread is suggesting that we keep the effects of L canceling with removing the input required
-L canceling halves the ending lag, doesnt fully remove it
-Gameplay would be exactly the same, characters would play exactly the same
"So, given the choice, would you rather have Smash 4 end up like Brawl? Or end up like Melee?"
You have a question based off multiple incorrect details that doesnt even involve the mechanic that is being discussed here. Brawl removed the input for L cancels AS WELL AS ITS EFFECTS whilst Melee has L canceling and its effects yet has an execution barrier for a basic aspect of play.
If you are asking If I like having reduced ending lag on air attacks, I would answer yes.
Both. Do not make it look like there aren't solutions that fix both.Let me put it a different way. Which is a bigger problem: the input or the lag?
So, you think they are EQUALLY problematic?Both. Do not make it look like there aren't solutions that fix both.
I said that. I specifically said I was aware that you want to remove L-canceling AND the lag problem itself. But if removing the lag alone were not a choice, which is the lesser of two evils? I asked a NEW question. I wasn't representing the thread itself.
No, but not because I didn't have to press an extra button. It was because of the landing lag, which could be reduced automatically. Also, removing L cancelling doesn't just mean that it's going to be like Brawl. That's not what we're arguing here. I want either no landing lag or an L cancel mechanic that doesn't force you to do it all the time. That discourages smart play. Seriously, even nubs like me can L/Z cancel easily, but it's an extra button that is not necessary.
This addresses all my concerns.why does it have to be so hard? Second, such a huge exe barrier creates a skill gap, and often times an ego with it, both are detrimental to any community. What some people here unfortunately do not and cannot grasp is that fighting games are not about how hard it is, it's about the competition. If you would rather have pointlessly hard mechanics that makes you feel good before proper competition that could make you feel better for beating the odds, then you're an elitist, plain and simple. I'm in favor of high tech mechanics, like karas, parrying, option selects, 1 frame links, fuzzy mix ups and the like. I'm also in favor of execution barriers like frcs, roman/rapid cancels, focus cancels. These add individuality and depth to each game that has it, some are execution candies that sets the middle level from the high, some are hurdles that you need to learn to play the game, but the optional ones have strategic leverage (when to do it and when not to do it) and the mandatory ones are in proper moderation.
If anything there should be more, then again I never paid attention in physics class either.Less Landing Lag if you fastfall?
Less Landing Lag if you fastfall?
...nah. That sounds lame.
Not once does he say he wants to remove the lag canceling properties, only remove the input required and make them automatic as to remove a pointless execution barrier. He understands the concept of depth nicely as well.L-cancelling is stupid and always has been. There is NEVER a reason not to do it. No advantage of not doing it so whatsoever. Therefore it should be automatic. In fact I've heard top Melee players say this.
What does this mean? It means it's nothing but false, artificial difficulty. There's nothing impressive at all about learning artificial barriers.
For instance. Say Smash 4 requires you to do a shoryuken motion before you can jump, for every jump ever. You still have to press the jump button but now you need the shoryuken motion every single time as well.
Does this suddenly make Smash 4 suddenly more hardcore and competitive than Melee/Brawl? Of course not. The idea is absurd.
I'm all for advanced tech and lots of it...when there's actual depth to it and gives you MORE options, not "learn this completely asinine tech skill to do somethng so basic and there's absolutely no reason to ever not to do it".
This is why I would have liked to have seen Wavedashing in Smash 4, now that is a legitimate tech that adds true depth since it gives you more OPTIONS (Key word).
There are other reasons as to why 1 frame links exist as well. If you increase the link space by even just a frame, that can open up other opportunities that can easily make the character overpowered.1 frame links are different, because except in very particular cases, they are rare, few and far between, therefore acceptable..
Um, I don't like the ending lag at all, but he was implying that no L cancelling means that it's going to be exactly like Brawl, and that's why I said it. L cancelling is stupid, and no landing lag would be much better.Brawl cut no corners, it did it black and white. Noone here liked the full ending lag, halving it with L cancels was great, execpt that is a basic game mechanic needed.
Asking if you would rather have less lag with an air attack with a button input rather then just having full lag is like asking if you would rather have a gold coin the size of a quarter, or an actual quarter. Its simply idiotic and the question answers itself.
But that isnt the point.
![]()
Um, I don't like the ending lag at all, but he was implying that no L cancelling means that it's going to be exactly like Brawl, and that's why I said it. L cancelling is stupid, and no landing lag would be much better.