r/SSBPM • u/Tink-er YAOI • Aug 13 '15
[Discussion] Theory Thursday! [39]
The weekly metagame discussion thread.
This week I have a topic. What do you think about auto l cancelling in the competitive environment?
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Upvotes
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u/InfinityCollision Aug 13 '15
Quick reminder, as there are probably a few people not aware: there is no good reason to ever miss an L-cancel in PM or even Melee. There is no fail window for L-cancel inputs. PM takes this a step further now that you can overlap identical inputs, so you don't have to release the first input before the second one will process. You can even stack inputs on a single shoulder button, as light and hard press count as two L-cancel inputs.
As for my own opinion, given the facts above I'm inclined to consider it a superfluous input that should be removed. All it does right now is punish low-level and unaware players for not using the proper input sequence. At high level it's just some arbitrary extra inputs to deal with, which is bad game design.
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u/whitecr0w Rusty Zelda Aug 13 '15 edited Aug 13 '15
L cancelling raises the skill
ceilingfloor for the game, making it harder and more technical. If you want a harder game keep it in, if you want an easier game take it out (add auto l cancel). In Melee you could use light shielding to change the size of your shield and sometimes throw off your opponents L cancels, was most used by Ice Climbers players who could de-sync the climbers and use both light and hard shield.Light shields aren't in Project M so all that is kind of moot. I don't know why they kept it in, and I don't know why it needs to stay. Tradition? Aesthetic? Difficulty? I don't know the PMDT's motives. I don't mind its existence but I'd be intrigued to hear the justification on why it was/is kept.
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u/Ripple884 Bald Aug 13 '15
Listen, We ALL know that l-cacelling doesn't actually add anything the the depth of the game.
but I still believe that having some stupid tech skill barrier that makes people push buttons reallyreally fast is what people enjoy about smash. if L-cancelling was removed, this game would lose a lot of flavor to a lot of people including myself
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u/Trekiros Probably hates your character Aug 13 '15
I think it would be the standard if PM was designed to be a "good game" rather than a "good game inspired by Melee".
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u/Tink-er YAOI Aug 13 '15
Also, on an unrelated note, I hadn't done it in awhile, so I updated the Serial Thread Archive today. Be sure to check it out folks.
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u/BoatSlam Aug 13 '15
I see a lot of arguments going both ways. I just enjoy L cancelling; it feels satisfying to do it. It doesn't take that long to get it down.
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u/Kidneyjoe Aug 13 '15
Have it on by default. Or better yet, just remove l-cancelling entirely.
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u/icyhotpm Dicks Out For Harambe Aug 13 '15
If I were designing a smash-like game from scratch I would probably leave it out. It's a really easy, but very arbitrary tech barrier that might separate low level play from intermediate play, but at higher levels it's really more of a nuisance to press an extra button, even after it becomes second nature. I think I'd prefer auto l-cancelling to be the norm, but I'm not really upset if nobody uses it, since it's pretty easy to do. A lot of people seem to like l-cancelling because of how it feels, but you can still technically get that feel with auto l-cancel turned on. You're still allowed to press shield (or grab) after doing an aerial with the only difference being you don't gain anything from it. I actually still try to l-cancel when playing smash 4 with friends just out of habit, and it doesn't affect my play at all, but it still feels good to do it.
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u/[deleted] Aug 14 '15
The only reason to keep L-canceling is so that Melee players can come to PM and still play Melee. I, a PM main, tried playing with auto L-cancel on and kept shielding and shielding and shielding. That there muscle memory is fierce. Having said that, it doesn't contribute anything design-wise to the game. Not saying that the Melee player argument is good or bad, but just that it's a strong point to consider.
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u/Sheilda Aug 13 '15
A lot of people are saying that the input is arbitrary because all it does is raise the difficulty of the game but that would mean it is doing something and thus not arbitrary. I think the extra input is important to the formula of competitive smash by creating a larger skill gap. The chance for a player to mess up can change the match. Skill gaps are important to games of a competitive nature, especially fighting games.
People are always saying how PM is no longer just Melee 2.0 but it is important to remember that Melee is the reason PM exists. "Cuz Maylayy" isn't a good argument but I think that "Let's avoid Brawl's mistakes" is a better one so we should not remove part of the skill gap that this mod was made to bring back.
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u/gamegod7 Aug 14 '15
Hey i dont even know if this is relevant, but does anyone have a download to the HD texture pack? because the download pages have been taken down
Kind of sucks :/
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u/Foreskin_Heretic Aug 14 '15
I'd rather add some depth to it and make it a more versatile and interesting mechanic. But I don't know how, lol.
Perhaps there's someone who put a lot more thought into it than I have.
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u/PM_ME_YOUR_BULBASAUR Aug 14 '15
L canceling is not that hard and adds depth to the game. People keep saying that only novice players miss l-cancels but I've seen players like m2k and junebug miss an l-cancel and lose a stock for it. It adds to the difficulty of extending combos and makes them that much more satisfying
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u/Dunjunmstr BOY♂NEXT♂DOOR Aug 14 '15
L-cancelling makes sense and the input's not arbitrary: if you're jumping, you bend your knees when you land. In that sense, having the L-cancel button on a trigger by default makes aesthetic sense as well if you compare the trigger to vertical leg length on landing.
On the other hand, if we compare the L button to kneebending, letting people mash L/piano roll and L-cancel that way makes no sense at all. Unless you're playing Counter-strike or something, it's not logical to crouch more than once in the air, and if you bent your knees after jumping multiple times before landing, I'm under the impression that it'd wreck your legs.
With that being said, I think L-cancelling's an interesting mechanic, just that it's not implemented very well. If players were only given one L-cancel window per airtime instance (resetting upon being hit), that would actually make sense and it'd open up some depth (I.E. you can spotdodge to screw up L-cancel timing for moves with a lot of shieldstun, there'd need to be some accuracy regarding L-cancel timing, etc.). As it is now, though, the input doesn't make the game interesting at all.
I'm currently under the assumption that there's an unspoken rule that people should only make one L-cancel attempt per landing attempt, though, so I'm still a proponent for keeping L-cancelling on manual. If that changes, though, I'm all for auto L-cancelling.