Let me debunk this by using the
list of wavetechs from SmashWiki:
Approach and spacing?
- Tap the
repeatedly left or right.
Waveshield?
- Right after tapping the
, press
. It's like the difference between smashing and dash attacking.
Wavesmash?
- Right after tapping the
, tap the
.
Waveshining?
![Gamecube Joystick Down :GCD: :GCD:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
, tap
, ![Gamecube Joystick Down :GCD: :GCD:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
, tap
, repeat for as long as you like.
Edgehogging?
- Make it that a back tap on
sends you sliding backwards. If this interferes with dashdancing, make it that back-and-forth tapping does dashdancing instead.
Wavelanding?
- Assuming the air dodge is unchanged, nothing needs to change. But if they get the boneheaded idea to remove the slide from a groundward airdodge, just land with your grounded air dodge and tap your
.
Variable length sliding?
- Tapping
gives you a bigger slide while tapping
and other angles give you a smaller slide.
And here's a messsage for everyone who says "lol you hate wavedashing cause you suck":
I do not want to invest my time into something that is remaining little more than a corner case of air dodge physics for a mod that is supposedly trying to surpass Melee. Designing the game around it without simplifying the game makes NO SENSE whatsoever. It's like making the Wall Jump in Mario or even Smash have frame-perfect timing because people like to be rewarded for such a difficult maneuver, therefore all of the levels that require wall jumping needs this frame-perfect timing.
I'll invest my time into it for Melee (SD Remix), but only for Melee. Because, hey, it's an interesting exploit, and there's nothing Nintendo or even the insignificant coven of Melee hackers can do about it. I'd compare it to Yoshi's Infinite Flutter Jump in Super Mario Galaxy 2. Sure, it's fun to use. Sure, I don't mind if it comes back. But if it comes back and people actually decide to design the game around it? Idiotic game design.
What if one conceives of a directional air dodge that if you try to dodge into the ground, you can't slide? I actually asked the Melee corner of SmashBoards, and even they think that without the wavedash, the directional air dodge would be superior to the failure of game design that is the momentum-conserving air dodge of Brawl and Smash 4.