DeceitDecide said:
But player-control nuances that break the game's physics are not, in my opinion, intended.
:lol :lol :lol
You obviously know nothing about how to perform a wavedash, because the only reason it even works is, specifically, the game's programmed physics engine.
Let me ask you haters this: there's another move that a lot of people use that isn't "wavedashing"-- it's "wave
landing", okay? Here's how it works. You jump into the air. As high as you want, in whatever direction you want. Now, you know how air-dodges work, right? You smack R or L + a direction and your character dodges through the air in the desired direction. Now, back to the waveland-- you're on the descent of your jump. A couple feet from the ground, you airdodge diagonally toward the ground to avoid an opponent's attack. I'm not talking about RIGHT as you touch the ground (though that is one option), I'm talking about a few feet from it, so that your character performs his airdodge animation before touching the ground.
ANYWAY, you know what's going to happen once they touch the ground? They have a bit of momentum. It's called the game's physics engine.
![Big grin :D :D](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Obviously, they can't just go THROUGH the ground. So instead, they slide a bit to the side due to the momentum of their airdodge. Now stop and think for a minute... do you consider THAT a glitch? You really don't think that the developer's intended that to happen? Of course they did. It was just a programmed part of the physics of the game-- if you airdodge into the ground, you don't just stop dead in your tracks, you slide. In fact, each character has an individualized level of traction (this was programmed into each character), so that, in an instance like this, the physics engine knows how far any given character will slide. If you consider that a "glitch"... well, you have no idea what the word glitch even means.
The difference between a waveland and a wavedash? In a waveland, you do the airdodging AFTER the jump animation. In a waveDASH, you press jump and then quickly interrupt the jump animation with your airdodge. It doesn't HAVE to be an instantaneous slide. You can actually jump up a few inches or a few feet and then airdodge into the ground with basically the same effect. If you want to bitch about something, bitch that the developers enabled players to airdodge SO quickly out of a jump. But you know what? It doesn't make sense to do otherwise! What should they have done... said you can only airdodge after five seconds in the air? What if you actually need to quickly dodge an enemy's attack? Plus, wavelanding would still work fine, and no one in their right mind could think that's a "glitch", and if you want to be a troll and say it is without any reasonable justification, of which there really is none anyway, then I will gladly ignore it.
Phew... there's my rant for the day, back to waiting for news!