Directional airdodge isn't taking away options, its just making them different. Also you must not understand the logic I'm trying to use here.
Brawl airdodge is overpowered, therefore it limits the game as a whole.
Here's the key thing you're missing though: The whole AD system can NOW be abused when you include MAD first.
MAD buffs every character's recovery, if I jump, MAD towards the stage (up and to whatever direction needed) I'm closer to the stage now and can then Up B to the stage or forward B! Holy crap, you've buffed recovery EVEN more! But, wait, that's not all! I can MAD through your move, completely avoiding the attack AND avoiding another one right after that would normally punish my BAD! Too good.
And guess what? Even better. When I get hit again, my MAD is restored so, when I'm knocked off stage again I can just MAD towards the stage when the time is right and use my Up B or forward B to get back to the stage. Isn't that a little... umm... ridiculous? You're adding to the defenses more than you are the offense, it's such a silly idea on paper.
I'm GONNA wait until the code comes out but, if it does what ^ that says, then it's a ******** idea and needs more work. I was thinking HAD would be like this: when you input a direction, it's MAD, meaning you can't do **** aftewards and when there's no directional input, it's BAD. THAT would be better but, guess what? That adds more lines to make the game KNOW the differences + whatever nerfs you want to do to the Brawl WD (adding frame lag and etc. to stop stacking).
That's why I was saying before even this thread started that making HAD
is not worth it. It's worth it for fun, YEAH, but not for the final standard IMO. I don't believe it'll add a whole lot and guess what? This whole code is just for a wavedash, a SIMPLE slide that adds tons of ground options that you could easily achieve with Dash Dancing + dash canceling.
Did this make
any sense to you all? Or am I just blabbering nonsense that
none of you want to hear because you're getting wet over HAD?