The power vs. speed thing still doesn't work when you consider that pikachu and fox have the strongest u-smashes in the game, and Mewtwo (without WD'ing) is hella slow and weak as crap. The game designers were not creating this game with a strong sense of balance in mind, though it's true that this game is more balanced than the average fighter.
I know that there are other, bigger balance issues than just wavedashing. I have admitted as such several times. But if they ignore wavedashing, fix all the balance problems, and then introduce wavedashing again, then guess what? The ones with good wavedashes are now inherently superior. If they balance around wavedashing, then they are forcing an unwilling playerbase to learn how to do it in order to play the game as it was designed, or else be left with a bunch of useless Luigi-like characters (i.e. underpowered to non-wavedashers). This is the issue. I am under the assumption that non-wavedash-related things will be balanced better in Brawl regardless of how wavedashing fits into it, which is why I'm not talking too much about those other things. It doesn't matter how wavedashing fits into Melee's balance, it matters if or how it will fit into Brawl's balance. I only discuss Melee balance because it's the only tangible example.
The punishment for missing a l-cancel is way larger than missing a WD. If you don't l-cancel you can get shieldgrabbed, or it makes it impossibleto do certain combos. If you mess up a wd you eitherairdodge or jump out of the way and you're DI'ing downwards. Besides once you've got it down, WD'ing is as hard as jumping. It's not hard to learn WD'ing. In the time it took you to write your posts, you could've learned it.
Are you joking? Maybe you've been good at it for too long to remember, but an amateur wavedasher is
way worse off than someone who deliberately ignores it and just sticks to dashing and rolling. If you don't do it perfectly, you just wind up bouncing and flailing around a lot of the time, completely open and begging to be attacked. Learning how to wavedash properly involves months of getting yourself butchered in matches that you could have easily won if you had just forgotten about it and used dashes and rolls. That's how it works out for me, anyway.
In case it's been too long since you were a wavedash-noob, here are some things that can (and, in my case, probably will) go wrong while attempting to wavedash!
--If you press L too early, you won't dodge at all, but will instead do a full jump. I've been doing some testing, and it turns out that this only affects characters with really slow startup on their jumps. It just so happens that this includes both of my mains (Link and Ganondorf), which is probably partially responsible for me being frustrated with the technique. The quicker characters jump quickly enough that this is rarely an issue.
--If you press L too late, you'll go too high and spend too much of the airdodge in the air. This slows you down and cuts down your distance, which will almost always be enough to screw up whatever you intended to do with the wavedash and will instead give your opponent an excuse to beat the tar out of you while you're wasting your time.
--In the heat of combat, it's easy (at least for me) to accidently airdodge sideways. Your foe, meanwhile, will be patiently waiting for you to come out of it so they can blast you out of the arena with extreme prejudice.
After a total of a few hours of practice, doing a perfect (i.e. never leaving the ground) wavedash with my main (Link) does not happen very often. And even when it does, learning how to actually follow up with something useful is even harder (Link's attacks are laggy as it is, and spending additional time wavedashing isn't usually beneficial), and can't be practiced on your own without an opponent. And since Link's wavedash is so short, the entire maneuver needs to be done perfectly for it to be superior to just sticking to dodging and rolling. Doing a wavedash in training mode is not hard, but doing it in a real match is, and trying to learn it is seriously detrimental to your game until you get it perfect. If you only get to play other people in serious matches once or twice a week, that's a lot of time lost.
Conversely, someone who misses an occasional L-cancel is still better off then someone who thinks they can play without ever doing an aerial at all...so as long as you need the aerials anyway, there's no possible harm in trying to L-cancel after all of them. The attack still goes through if you miss the L-cancel. If you miss the wavedash, you lose your opportunity to attack completely and will get countered.
*And why do you think that it's okay for Luigi to suck unless you trick the game's programming?* Please explain that sentence. I seriously don't understand it. Luigi improves with WD'ing.
Wavedashing is a glitch in the program. A wierd little anomaly that the developers never thought could matter. And now there's a character that's completely useless unless you discover and master this bizarre way of abusing the game's programming. That does not sound like a well-designed character to me! Inherently weak, made tolerable only by accident? When it comes time to design Luigi for Brawl, are they going to just shrug their shoulders and leave him reliant on this crutch? Leave him useless for everyone who doesn't know or doesn't care about wavedashing? And then the rest of the questions follow from that. Please look at them again, because knowing how you stand on this point will help me a lot in understanding your position.
Btw, WD'ing was discovered by the game programmers. They programed when you hit the floor with an airdodge for you to slide. The even labeled it as superlanddash or something of that nature.
I'm pretty sure that that's an urban legend. Last I heard, "landfallspecial" actually just refers to the state a character is in when they're falling after using an up-B or airdodging. You know, when they're blinking and can't do an attack.
And anyway, it doesn't really matter whether or not the developers were aware that wavedashing existed as the programmed behavior for airdodging into the ground. There's no way they predicted that it would be used in combat, which is all that's relevant for the purposes of a discussion on balance.
I made the list to show you the major reasons why a character uses WD. Yes fox uses WD for other things, but it's really mostly for shine combos. If you know why WD is used so much why don't you use it? If it wasn't a part of the game then it wouldn't be there.
The characters I primarily play don't seem to benefit much from wavedashing anyway, so wasting months of playtime learning how to use it (see above) doesn't really seem like a good investment. It won't give me a defense against a waveshining Fox, in any case. And I've never meant to imply that wavedashing is "cheap" or that people shouldn't be doing it in Melee. It's there, and people are going to take advantage of it. It's the way of things. The discussion at hand is whether or not it should return in Brawl, and I feel that it will have a negative overall impact on game balance for some part of the playerbase if it's left as-is without any changes.