*smacks Ben's face in with a frying pan*
Magic fish is on vacation.
Call anything you like whatever you want, but do not put words in my mouth.
*Red Hot One Hundred's you to the gut*
I didn't put anything in your pie-hole that your words didn't leave open. Your blanket quote basically seemed to give off the notion that it was, so I pursued.
Zan's response should have made it evident what I'm talking about, but to prevent any misunderstanding let me be absolutely clear: When I refer to dash-canceling I am not talking about the simple ability to dash out of a combo. I'm talking about this:
(unable to find a video of its use against a boss, but it allows infinite stationary repeated hits at a lightning pace)
Oh, I know what you're talking about.
But the fact of the matter is, whichever way you choose to use it, it still stems from the same basic principle: that being able to cancel the start of the slash combo to be able to do what you wish afterward. The specific Slash Dash Cancel/"Hyakuretsu" (as I believe the Japanese called it, in some circles) being one of them.
So, you either have to be able to deal with all facets of what the technique allows, or not, since you stated you didn't care about it. But that's up to you.
The dash-shot is a simple attack programmed to do more damage than a normal shot, there is no question of developer intent. Dash-canceling is most obviously not, it has been given no official reference despite originating in a title well over a decade old, and has been broken and/or disabled in all but two saber-featuring games, be it by default or through game progress. It's a glitch in the engine and nothing more.
Respectfully disagree, because, in the end, both techniques have one thing in common, in that they both allot for you to take advantage of the game's physics to your own ends. They're both more in line with the notion of "exploits", pure and simple.
For example, I doubt the original programmers intended for the dash shot to be used in such a context that most competent players use it: short dash or wall dash jump into one single shot that does double damage.
Sometimes developer intent is overwritten and "unforeseen" techniques may be taken into account in sequels, this is true, but only if game balance is preserved. The complete negation of the damage barrier doesn't fall under that by any stretch of the imagination.
Even so, I'm sure Capcom had to have known about the exploit. Even back in the day and age when the internet was still young, such things like this were passed around in (Japanese) magazines, BBSs, and of course, word of mouth (which means even more in places like Japan, because most of its people live in close proximity within its cities).
If they really wanted to have dealt with the "hidden feature", they had the opportunity to do so, multiple times. They just didn't care, in the majority of the cases there-in. Hell, some times I wonder if the fact that Omega had his little damage-barrier-ignoring, auto-combo of love was a sort of "in-joke" that did more to reference what kind of stuff that Capcom HAD to be aware of, but would likely never go out of their way to directly acknowledge in source material and etc. But this is the stuff of urban legends that has never been confirmed (and likely, never will).
But then again, considering that Street Fighter Alpha 3 DIRECTLY referenced the old "start combo, turn around, repeat" exploit from Final Fight, in Cody's Level 3 Super, it wouldn't surprise if this did have an air of truth.
We have had the meta-game discussion a million times already in Smash Bros. threads, Ben, I have no desire to continue such a fruitless waste of energy.
That's unfortunate. Those were good times, in my opinion, at least.
Any given meta-game is defined by the fans, and exists only to those who honor it. What constitutes the "main" play style is entirely subjective, ESPECIALLY in a single-player game.
Even so, it's interesting that, now, you give off the notion that anything relating to play-style is subjective, and yet, just a few paragraphs and posts up, you made a group of rather opinionated statements that brought up the notion of "cheating", and rapping with me about the finer points about "glitches vs. exploit", "programmer's intent" and so forth.
But basically...if you don't choose to utilize such "techniques" as part of your personal repertoire, either for the sake of challenge, or your personal sense of honor, fine. But if you really embrace the idea of things being "subjective", then such terms like "cheating" shouldn't be in your vocabulary, wouldn't you agree? Because, in the end, what constitutes as "cheating" is just as subjective, unless we bring up the topics of Cheat Codes or anything relating to Tool-Assisting/Game Enhancing.