I meant exactly what I said.
Particular to one character. Yes Falco can waveshine, but who's the first character to come to mind when "Waveshine" is even said?
"That ain't Falco!"
What you described is examples that prove that Waveshining is very
versatile.
Waveshining is
not intuitive. Its input is not easily perceived by the average player. The average player will not gain quick or even moderate insight on it execution upon seeing or attempting to perform it. It lacks a practical sense.
Think of it this way: What does it even require in order to wavedash? I don't mean physically. I'm referring to the initial functions of the buttons involved: The shield button, the jump button, and the lower diagonal control stick inputs. Out of these three, only one makes
some sense in relation to the desired and intended result of these inputs. The other two? One is supposed to put up a shield or allow for rolling. The other is supposed to
remove the character from the ground.
So basically, in order to cause the fighter to perform this strange momentum-based slide across the ground, they're supposed to use an
off-ground related input and a
purely defensive input??? And all of this in the spam of what... 5 or so frames??
That's not intuitive at all. In fact it's almost
counterintuitive! And that is a problem. See, while I'm not as familiar with wavedashing in a game like Tekken, I am familiar with wavedashing in Marvel vs. Capcom 3. While not exactly ideal, there is some practical sense to it. You double-tap a direction to dash, then you crouch to stop the dash, and apparently you can repeat this over again, and you're wavedashing! You also have the option of dashing with the press of a button. That's only 2 buttons in quick succession, 3 if going backwards. Notice that none of the inputs are primarily related to completely different actions. Yes dashing in MvC3 technically requires pressing two attack buttons, but it's still a basic input feature. Which fortunately can be macroed to a single button And if somebody can grasp dashing, they've pretty much grasped wavedashing (plink-dashing on the other hand... >_>).
I think by now you get what I mean. Intuitive controls is some parts physical, some parts visual, and some parts psychological. Even if an action required just pressing one button, its intuitiveness would be completely decided by what the action is. If a game had players move right by holding the Left button, that right there would be counterintuitive. Making sure inputs make as much sense in relation to the actions count!