Hopefully, both sides can unite and play B+, especially if we go with Giza's HAD.
Anyway, now that I have some time on my hand I want to throw out my idea on what HAD should be like.
I'll start by just going over some of the issues I have with the current HAD code and things I don't think should make it into the final just because of the nature of Brawl+. Right now, I really think that the HAD code just feels sloppy. It definitely does not seem like something that can be put in a final product even if it is fun for awhile. It looks awkward in the air and seems to disrupt the edge game quite a bit. It may add slightly to the game but it also forces your first airdodge to be a directional one which gets strips the game of a lot of the tactics available in brawl.
And of course I must mention the issues with wavedashing. I really don't think it helps the game out much. It is far too sudden and changes the ground game far too much. It really doesn't add more depth to the game just more powerful options that overshadow other ones that used to be used. Though it does change up characters balance and though its impossible to tell right now it might be for the better balance wise. It also does wonders to homogenize characters. Being the heterogeneous nazi that I am I really cannot allow this. However, it does seem that a lot less people have issue with wavelanding and for good cause but I will go over that a bit later.
So onto how I feel HAD would need to be made for it to be generally accepted by the brawl+ community (line limit not included). A lot needs to be reworked to get people to accept this. Having it be forced to be your first airdodge is simply unacceptable, it needs to be a decision made by the player. I really think the only way to make this feel like something that is actually a part of the game would be to make it work off smashing the joystick in a direction while pressing the airdodge (every similar to a smash attack). However than we come to the problem of playing on the wiimote but I really don't know how to work that out. This would allow players to choose when they do the directional airdodge and when they want to do a brawl airdodge. This will help the game still feel like brawl and would make it hard to accidentally do a directional airdodge for newer players.
Now onto changes that need to be made for what happens after you perform a directional airdodge. I find it sloppy in the current code cause it basically works as an extra jump and I don't think it should be that necessary to use. I actually feel that it has to be more similar to melee to actually make it feel fine tuned but not exactly the same as melee. My idea is to do something kind of like the state Sonic goes into after his up+B. You can keep attacking after it but you cannot use your B moves but also you will not be able airdodge. This gives you some options afterwards but definitely not as many as the current HAD. You should not be able jump after using the directional airdodge but your remaining jumps are saved so if you get hit after the airdodge you still have them (if this is possible). There would still have to be some amount of time after the directional airdodge people you can do any action (basically additional lag so it takes a little longer than a brawl airdodge). All in all, this will make the directional airdodge seem very melee in its usage while having unique features and not messing too much with the brawl portion of the edgegame.
Now onto wavedashing. Sorry but I really don't think it fits into brawl well. It is far too game changing. However it seems like more people are open to the idea of wavelanding, it takes more time to set up a waveland but it gives you nice options for pressure and opens up some nice guessing games. Getting rid of wavedashing can be accomplished by setting a timer after you first jump that disables you from starting a directional airdodge. This still leaves room for the uses of wavelanding, both for the reasons I mentioned before and the platform and ledge options. I'm not sure if we need to try to mess with the ledges too much if we are just dealing with wavelanding either.
Those are basically the ideas I have that would make HAD seem polished and acceptable by much more of the Brawl+ community. Don't know what the current supporters of HAD will think of it nor the people who dislike it. I could be dead wrong about it being more accepted. I just thought I would get the idea out there even if the line count may be way too much.