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You can wave dash in to have better range or aggression on certain attacks, like grab or jab. or wave dash out to make your opponent wiff or gain spacing to enforce neutral.
if you use a macro to wavedash i'd argue you're handicaping yourself. It's no more complicated than tap strafing in a game like quake, COD 4, apex legends or titanfall.
it's a very flexible tool with lots of utility, and simplifying it would hinder that flexibility
But even as just a macro, I would use the macro button when wavedashing across the ground, and think of it as its own mechanic, a quick sidestep, but then press shield in the air to air dodge into the ground or platforms, and think of that maneuver as "air-dodging into the ground", rather than as an application of the grounded wavedash mechanic.
Having a dedicated button doesn't remove any options, it just negates having to press two buttons to perform one action while grounded. If you want to wavedash three times in a row, you currently need six button presses, which I think is unnecessarily tedious, and doesn't seem to fit into the game's design philosophy of not having button mashing.
In Smash Ultimate I used to hold shield, then react by pressing A to grab when someone would dash attack into my shield. But when I wanted to run up and grab, I used the dedicated grab button. Am I also handicapping myself by using the dedicated grab button in this way? The dedicated button doesn't prevent the manual input method for contexts where that makes more sense; the player just needs to learn the different contexts.
The grounded application of wavedashing does not actually involve jumping; this is just a byproduct of history. This game comes so close to realizing this fact by not requiring a direction with a downwards component to activate the wavedash from the ground.
I just wish that this was taken to its logical conclusion and provided as a built-in control option for players to use, should they be convinced it helps them, or ignore if they are not so convinced.
The thing that started this line of thinking was a Youtube video I watched where they were showing how you need to wavedash to move quickly out of shield, and that because the input requires pressing the shield button, which you are already holding down, you need to release the shield button and then press it again very quickly to initiate the wavedash. Because of this, they recommended having a second, redundant shield button to compensate for the input nuisance.
Why would I want a redundant shield button to put a bandage over an awkward control scheme, when I could just go and have a dedicated wavedash button that actually fixes the issue? Also, why can't we just run immediately after dropping shield? It feels as if the game is first forcing you to use wavedash in this situation, and then also forcing you to wrestle with the awkward control scheme to even be able to do that.
A simple macro provides a sane default for a situation the game seems to overlook, and hence provides value, though at the cost of having an extra button to manage.
Like I absolutely cannot do the above consistently and will eventually either cancel shield into jump or jump and airdodge if I try to keep up that speed, not to mention being pretty much completely unable to actually get full horizontal speed every time if I'm trying to alternate left-right. Doing a single wavedash is one thing, but there's a really significant physical demand to push it to the limit permitted by the game, and that no longer applies with a one-button macro.
If you're going to make a game where wavedashing is required to even be okay at the game then you should had mirco for it instead expecting everyone to have experience with a 25 year old game that not even currently for sell atm.
I would even go as far as say that wavedashing being this hard to do is one of the reason why the game is having trouble keeping a high player count atm
If they actually had the opposite intention, then they should go and remove all these cheater features that are currently in the game. They could also make special moves more difficult to activate. That would increase the skill gap and hype even further.
As it stands, the game leans heavily into the accessibility design philosophy, which makes me think that a 1-button wavedash should not be considered a cheat.
This game looks so good, and has the same basic mechanics as Ultimate (shields/ledges/grabs). It's also a current, legitimate game to play with intended mechanics, not exploits. I would think that most people would jump to this from Ultimate, when they start to want to play more competitively.
I never wavedashed in any Smash game, nor did i feel as if I needed to do so in order to truly play the game. So I don't think the Melee assumption is a good thing to hold onto here, unless the intention is to keep out less-hardcore players who aren't already "in the know".