Nothing against you OP, but I wish people did their homework before making these kind of sweeping comments about a certain game.
Wavedashing doesn't make or break Melee; it's nothing more than a movement/spacing tool that is useful in a handful of situations. Sakurai knew about it, and decided to leave it in during Melee's development, as seen here:
Melee also had plenty of "official" additions that are much more vital to competitive Smash and clearly show the intent to make the game more intricate.
- The physics were tweaked to make it a faster game overall.
- Dodging was added to give players more defensive options.
- L-canceling (or Smooth Landing, as it was described on the official Smash 64 website) was specifically balanced to cut aerial lag in half instead of removing it completely.
- Directional Influence became much more prominent and useful than in the original.
- The ability to turn items off was made accessible right from the start instead of being an unlockable.
As you can see, a huge part of what made Melee into a legit tournament fighter was purely intentional.
Wavedashing doesn't make or break Melee; it's nothing more than a movement/spacing tool that is useful in a handful of situations. Sakurai knew about it, and decided to leave it in during Melee's development, as seen here:
Nintendo Power: This is one that a lot of hardcore Smash Bros. fans have long wondered about. Was the ablility to "Wavedash" in Melee intentional or a glitch?
Sakurai: Of course, we noticed that you could do that during the development period. With Super Smash Bros. Brawl, it wasn't a matter of, "OK, do we leave it in or do we take it out?"
We really just wanted this game, again, to appeal to and be played by gamers of all different levels. We felt that there was a growing gap between beginners and advanced players, and taking that out helps to level the playing field. It wasn't a big priority or anything, but when we were building the game around the idea of making it fair for everybody, it just made sense to take it out. And it also goes back to wanting to make something different from Melee and giving players the opportunity to find new things to enjoy.
Melee also had plenty of "official" additions that are much more vital to competitive Smash and clearly show the intent to make the game more intricate.
- The physics were tweaked to make it a faster game overall.
- Dodging was added to give players more defensive options.
- L-canceling (or Smooth Landing, as it was described on the official Smash 64 website) was specifically balanced to cut aerial lag in half instead of removing it completely.
- Directional Influence became much more prominent and useful than in the original.
- The ability to turn items off was made accessible right from the start instead of being an unlockable.
As you can see, a huge part of what made Melee into a legit tournament fighter was purely intentional.