I personally won't touch Brawl without these codes on much less enjoy it. There is no point in defending this game as is. Tournaments should use this code to try to infuse some skill into this game. The fact remains that Sakurai took a dump in your mouth and people are still calling it ice cream.
This.
All of the kids with the 2008 joindates saying "just play Melee" only make themselves look stupid.
Google Define:fun said:
Definitions of fun on the Web:
* activities that are enjoyable or amusing; "I do it for the fun of it"; "he is fun to have around"
Fun is relative to what each individual conceives as enjoyable. GET OVER IT.
The wavedashing code does indeed help Brawl, but only very little. If two skilled players were playing the game, I could see wavedashing increasing the speed of the game, which is a plus. Wavedashing is caused by the directional airdodge. Because this airdodge is directional, you now fall helplessly after airdodging ONCE in the air, until you are hit, land on solid ground, or grab the edge. This removes a lot of defensive options from our very inTENTS Brawl metagame. Not being able to airdodge directly after being hit leaves room for people to actually do combos. Should you airdodge, you'll most likely be punished by any COMPETENT player.
This changes the game; but it's simply not enough. You'll need hitstun, mainly. Then icing the cake with things like (proper) dash dancing and Lcanceling.
Also, hitstun would be applied to moves separately, would be my guess. Which means Snake's ftilt would most likely be left alone, or modified to have a little less flinch/stun. Meta Knight's moves would also be worked accordingly. A hitstun hack would need extensive testing, clearly.
So, yes, I think the wavedashing/Melee airdodge code should be used in tournament. Which means the no-trip code should also be on.
And I already know of a place that's going to be using this hack in tournament;
BUM said he'd use it for his weeklies/tournies.
Pwnt.
-Nox`