kupo15
Your post says that I said this:
Be careful here. The current airdodge system is the only thing that makes things like Din's Fire tolerable. If dodging it puts you in helpless state, you're screwed against Zelda when you're OOS.
Alopex said that in the other thread "S-cancel vs L-cancel! Discuss!", not me. He did that in response to my comment: Being helpless though after air dodging is VERY GOOD. It makes air dodging an actual decision instead of "slam R to get out of hitstun"
now I'm split on the issue. It was never a problem in melee, and maybe increased gravity will help you reach the ground more quickly... however, one thing is if you can infinitely air dodge, it is really hard to combo anyone. Look at it like this...
In the current Brawl system, you can airdodge infinitely and before you are actually out of your hitstun, so you can air dodge to get out of your hitstun and to avoid another hit of a combo
In the hacked system, if you airdodge to get out of hitstun early then you are left helpless to be hit again, so you must be more careful with your airdodge, and you can possibly be tricked into psuedo-combos where someone forces you to airdodge and then hits you in the helpless state afterwards, which in the current system they would just be hit again...
This may be helped if the ability to airdodge early in the hitstun was removed, and possibly a slight bit more hitstun. Again, I'm split on the issue and think both sides involve some consideration and experimentation. I'm not ruling either out yet. I'm not convinced that projectiles are broken with a single airdodge, can zin's fire be sent at you twice while you are in the air if you air dodge down then fast fall to reach the ground? I doubt that would happen unless you were reeally high in the air. In fact, I can't think of any projectiles that come out so fast that it'd be a huge problem except falco's lasers... maybe.