How is messing up a WD to get this punishment any different than messing up without it to achieve the same punishment?
What kind of ground approach are you going to mess up like that? A dash attack or up smash? I do admit the CC code adds a bit, but CC dash moves are easily countered with jabs.
Not exactly. You can WD in place without the joystick actually and all you have to do hold it like you are walking and press jump+z at almost the same time. And the fact that WDing is an IASA with another one compared to melee, you have no timing difficulties with the next one. You have to assume that the best players can WD without effort. WDing in melee was much harder and you barely if ever saw mistakes. Brawls is way easier
I admit that stacking takes away from the angle, but not the timing/spacing. I would be in favor or a HAD that does not stack and allows only attacks after the air dodge. If this is not put in then I would much rather take the current MAD over BAD. I find BAD to be a horrid system, and that is of course all opinion. I dislike it's effect on recovery, and it does little on the ground game aside from SHAD approached.
Its still not hard to switch, between the two. And once again, given that this is easier in brawl than it was melee, it will be learned rather quickly. Remember, we are going from melee to brawl, melee being a lot harder in almost everything technical so this stuff is a walk in the park.
People had issues using the 2 together years after learning WDing on melee... so I doubt everyone will integrate these together that easily. Not to mention brawl dash dance takes much harder timing. It's so much more rigid than melee DD was.
Why do you think its ok that ganon/ike can move faster than his run? Are you feeling that sympathetic for them that they need the options? Is it not bad enough that they can do more damage then everyone else that they need to be faster in dishing out that damage? I thought slow and powerful was balanced not fast and powerful. You don't pick these characters for there speed, but for there power. And how is the game competitive and interesting when everyone is fast and there is no unique qualities for being fast?
I've been playing a few ganon/Ike matches now (both as and against) and it feels much more balanced. I can easily punish slow attacks from them with characters like fox/falcon with good combo ability. It's not like WD makes them that much better. They still have a lot of lag compared to most fast characters when landing, they are big making the collision mesh so easy to combo on, and they don't have a ton of combo options. Ike does have a nice WD, but I certainly don't believe it breaks him... I just think it makes him more viable for competitions. Something like S-Cancel breaks him.
Yea, but isn't it a bit overkill to have dash dancing and wavedashing overlap in this area? You never saw wavedashing used as an approach in melee the way your describing because there was lag, a little bit of vulnerability if you chose to use it. Here there is none... Your really decreasing the value of dashdancing when this code does that plus more...
I saw WDing used a bit in melee as a entry, but it was in a game where dash speed carried in SHs. There was much more speed in doing a dash SH towards opponents on characters like Falcon. I have seen a lot of people do things like WD backwards at opponents and up tilt on fox. It's not the best approach, but had its places.
So can you tell me how all of these options and combinations help competition when one mechanic is responsible for it and its easy to do? Why learn other forms of approaching or solutions to situations when WDing does all of that? Keep in mind that we didnt even discuss the side effects of MAD in relation to the additional nerfs to the air game that hit stun has already done.
i thought that depth came from options resulting in several mechanics so that you have to chose what you think the best one is on the spot instead of being able to resort back to the same technique all the time..
I haven't played a single match yet where WD felt like the right action for approach every time. There are so many times I use dash attacks on fox rather than WD in because of it's setup for combos, and the space the dash attack hits.