@
kingPiano
The collision and sliding part of wavelanding isn't what's unnatural or accidental, it's a
decision of how the chars should interact with ground while airdodging. It's actually the most intuitive way to handle the situation. Think about other possible solutions that avoid sliding: One would be to set velocity to zero when landing. I think that would look very weird, when you hit the ground with very high speed and then suddenly stop for no reason. Other one that comes to mind is to simply have no collisions when airdodging, and let chars just float above the ground until their horizontal movement ceases. I don't see how that would be more natural.
So the real 'glitch' and unnatural thing here is having a directional airdodge in the first place. It's not coincidence that brawl version of airdodge isn't directional one.
And also I find it pretty hard to believe that the development team would have been
so incompetent that they didn't test or even think how the airdodge to ground collision they
programmed worked in action
. Of course the developers knew about wls / wds.