"and tobias... lets not try and compare the video game world with the real world... it just doesnt work in the end"
I disagree. It works quite well. Video games have physics engines so that objects and whatnot in the game react certain ways to certain things. Some things are made to be emulations of real physics. For instance, you try to run on a slippery surface, and it doesn't work so well. Lower traction means you have trouble starting to run, and you slide if you run into it. The oil spill in Flatzone is a good example for that. Another great example is how if you throw your weight down and forward into the ground (by jumping and airdodging), you slide. It's the physics. It physically makes sense in real life and in the video game.
If they airdodged into the ground and didn't move, that'd mean all momentum got instantaneously killed, and that's not physically sound. If they airdodged through the stage, that would just suck in general. So instead, they coded the physics so that the momentum carries on and you move after hitting the ground, just like what would happen in real life. Also with these semi-realistic physics, low traction means you slide further, high traction means you don't. It's simple, really.
You can keep utterly disregarding what we say, but it doesn't change anything. We ARE right. It's a fact.
EDIT:
http://s46.yousendit.com/d.aspx?id=0Q9S6WEO5RO731KJHZU9MFTLZM
It's a vid of EVERY character wavedashing. So much for that, neh?
EDIT EDIT: Well WoZ got it too, but meh. Reiteration doesn't hurt. And WoZ, arguing with Ken about wavedashing is still annoying.
LUIGI'S GAME IS STEPPING UP [ www.freewebs.com/tobiasxk/LuigiFAQ.txt ]