Life
Smash Hero
Only way removing wavedashing in a platform fighter is acceptable is if, among other things like alternative sources of ground mobility, there's an alternative way to get on the platform smoothly.
Brawl had something like this in platform canceling, where you could instantly land when passing up through a moving platform with a certain input, but it was a bug and, again, only worked on moving platforms (basically Smashville and a few of the more obscure stages like RC). Aerial interrupts do the same thing in a more character-specific fashion.
Having to jump up to a platform and then just kinda wait to fall back down on it is really awkward, especially if your game includes very low platforms like FoD's can be.
If Smash 4 were literally identical except with wavedashing, I'd probably still play it.
Also magikarp Luigi's walk is really important for movement mixups out of WD.
Brawl had something like this in platform canceling, where you could instantly land when passing up through a moving platform with a certain input, but it was a bug and, again, only worked on moving platforms (basically Smashville and a few of the more obscure stages like RC). Aerial interrupts do the same thing in a more character-specific fashion.
Having to jump up to a platform and then just kinda wait to fall back down on it is really awkward, especially if your game includes very low platforms like FoD's can be.
If Smash 4 were literally identical except with wavedashing, I'd probably still play it.
Also magikarp Luigi's walk is really important for movement mixups out of WD.