Yes they are. It makes the technique hard to pull off and impossible to dominate with. That's what make Dancing Blade so balanced in Melee. It was a very good technique, but it was awfully hard to pull off. Too hard to make it extremely powerful. Brawl and 4 removed the technical barriers and made them way more powerful than they should be. In reality, they're now more powerful than before and was not nerfed enough to justify the super easy inputs.
So what you're saying is that the move was always OP but people just weren't well versed/practiced enough in the timings or didn't have enough dexterity to abuse it fully? That still doesn't make the move balanced.
Techs are options, not forced.
No, you're just laughed at by every Melee player on here if you don't use those "options". You don't have to do it.
This isn't anywhere near similar to actual broken stuff stuff that is required to win like Snaking in Mario Kart(people need to stop making this comparison. It's completely false and one of the worst you can make.
Actually, the two exploits are nearly identical and perfect pivoting is even more similar to Snaking. The difference is the rest of the game. In Mario Kart, speed is everything. Not so in Smash. Speed makes a big difference, letting you be where you need to sooner and with more time to punish or less chance of being punished but I agree, it isn't everything. It's not necessary to win. Atleast, not if you already have more of it than Bowser does.
Many characters have terrible wavedashing and thus, are useless with it, so it's not an issue or worth dealing with.
That makes it more of an issue worth dealing with. Anything that provides extra options for some of the cast and nthing of worth to the rest is not going to help balance.
Requiring more skill does not actually make something unbalanced.
Did I ever suggest it did?
You do know that L-Cancelling was added in 64 and explained by Sakurai himself, right? It was meant to be used. Outright.
I was not aware that he had explained it but I was entirely aware that it was intentionally added to the game. Its main reason for existence was so that the highest level AI fights could be seen as outplaying the player, who could never possibly match its perfect inputs, instead of just cheating by having no landing lag. Skip forward a bit and people are matching those inputs. L-Cancelling becomes common place.
From a purely human vs human standpoint, it makes no sense as a mechanic.
Wavedashing was an exploit(not a cheat or a glitch) of the physics engine that Sakurai purposely left in. He did not intend it to be used that way, but it was also not built around the characters properly, so instead of making it like that, he decided to omit it. But he also outright said that he hated the mentality of people in Casual and Competitive play due to the bigger split in Melee(basically, he can't stand elitism) and made Brawl only go one direction to try and eliminate it. It failed, of course.
The failings of Brawl do not in any way justify or condemn anything so I don't see what your point is here.
And the principles mean jack. Nobody is cheating in any way. ... You want to cheat? Use glitches that actually freeze the game, or Soul breaker. Or heck, the Flat Kirby glitch. These are bad for the game.
Just FYI, a single use of the Pancake Kirby glitch is infact majorly detrimental to the player using it as Kirby loses both range and jump height, while losing only a little in the way of hurtbox size.
Also, Master Hand is/was actually considered a legal character.
Play melee against someone who wavedashes...
Find me an opponent then. I'm a little out of practice but I'm not one to shy away from a challenge.
Read about "scrub" mentality. Check this article out, at some point he even talks about game bugs that change the game ===>
http://www.sirlin.net/articles/playing-to-win
Reading it and disliking it already. For example:
why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Are they such a poor player that they can't counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn't you be a fool for not using that move?
In the last sentence, if the move is that uncounterable then whoever made the game was the fool for leaving it in. Ridiculously broken moves like the hypothetical in question are a design flaw. Maybe you should be using them if they're there, that's certainly a valid opinion. What I take issue with regarding the Melee crowd is the mentality that removing anything makes the game inherently worse.
Remove wavedashing: this game sucks.
Remove L-cancelling: this game sucks.
Remove chain grabs: this game sucks.
In the second case, a select few are open minded enough to accept that a hypothetical game with L-cancelled levels of landing lag but no actual L-cancelling might be ok. Many still don't though.
Design flaws should not be kept from iteration to iteration just to please the fans if they're not actually good for the game.
AND:
One time I played a scrub who was pretty good at many aspects of Street Fighter, but he cried cheap as I beat him with "no skill moves" while he performed many difficult dragon punches. He cried cheap when I threw him 5 times in a row asking, "is that all you know how to do? throw?" I told him, "Play to win, not to do 'difficult moves.'" He would never reach the next level of play without shedding those extra rules in his head.
Shows a lack of understanding on both players' parts because, while the player in question's mentality isn't right for the game, he is actively trying to improve by expanding his move pool to include command moves such as the shoryuken. The author, rather than encouraging this and trying to steer him in the right direction, is brushing the guy off and considering him a lost cause. If you have to, reverse the accusation of lacking knowledge by asking the guy why he can't counter throws but don't be the fool who convinces him that command moves are worthless when all he really needs is to learn to get them out quicker and when to use them.