Editing Wavedash

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===Ultimate===
===Ultimate===
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Directional air dodges return in ''[[Super Smash Bros. Ultimate]]'', bringing wavedashing and wavelanding back as well. However, wavedashing cannot be performed as quickly as in ''Melee'', as characters have faster initial jump velocities and directional air dodges have a five frame windup animation. Additionally, wavelanding takes longer, due to air dodges having higher landing lag and characters halting at the end of the wavedash, rather than retaining momentum fully throughout like in ''Melee''. Also, dodging repeatedly causes the dodges to be executed slower and slower. Because of this, wavedashing is slower and less safe overall.
Directional air dodges return in ''[[Super Smash Bros. Ultimate]]'', bringing wavedashing and wavelanding back as well. However, wavedashing cannot be performed as quickly as in ''Melee'' as characters have faster initial jump velocities and directional air dodges have a five frame windup animation. Additionally, wavelanding takes longer due to air dodges having higher landing lag and characters halt at the end of the wavedash rather than retaining momentum fully throughout like in ''Melee''. Also, dodging repeatedly causes the dodges to be executed slower and slower. Because of this, wavedashing is slower and less safe overall. Finally, the boost given by airdodges is impossible to fully transfer into sliding momentum, as during the windup of an air dodge the user pulls back in the opposite direction slightly before moving in the inputted direction, and [[traction]] for the entire cast is much higher than previous games, thus virtually all of the air dodge momentum will wear off by the time the character fully lands. While this modern wavedash is not useless, having some very situational applications like wavelanding on platforms to read and surprise the opponent, the reasons above as well as the series simply evolving in a way that downplays the technique makes the wavedash not nearly as popular as in ''Melee'' and a rarity in a competitive match.
 
Finally, the boost given by air dodges is impossible to fully transfer into sliding momentum, as during the windup of an air dodge, the user pulls back in the opposite direction slightly before moving in the inputted direction, and [[traction]] for the entire cast is much higher than previous games, thus virtually all of the air dodge momentum will wear off by the time the character fully lands. Furthermore, wavedashes cannot slide off edges in ''Ultimate'', hindering the utility of wavelands as a movement option on platforms and removing the easy access to ledge-grabbing that ''Melee''{{'}}s wavedashing includes.
 
While this modern wavedash is not useless, having some very situational applications like wavelanding on platforms to read and surprise the opponent, the reasons stated above as well as the series simply evolving in a way that downplays the technique makes the wavedash not nearly as popular as in ''Melee'' and a rarity in a competitive match.


==Technical details==
==Technical details==
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===Disadvantages of wavedashing===
===Disadvantages of wavedashing===
Despite its versatility, wavedashing requires considerable startup. A character is vulnerable (and not yet moving) while performing the jump and air dodge, and for 10 [[frame]]s afterwards they are unable to attack (while "landing" from the wavedash). Because of this lag, it is unwieldy for a character to wavedash in close quarters where quick attacks endanger them, and prediction and proper spacing is a must. Since fighters are considered standing during a wavedash, they are unable to dash, and dash attack by extension. While a relatively minor handicap, it does hinder fighters that rely on dash attacks as a central part of their kit. This is especially apparent in ''Ultimate'', as dash attacks have been buffed across the board since ''Melee'' to be among the fastest and/or strongest attacks in most fighters' moveset.
Despite its versatility, wavedashing requires considerable startup. A character is vulnerable (and not yet moving) while performing the jump and air dodge, and for 10 [[frame]]s afterwards they are unable to attack (while "landing" from the wavedash). Because of this lag, it is unwieldy for a character to wavedash in close quarters where quick attacks endanger them, and prediction and proper spacing is a must. Since fighters are considered standing during a wavedash, they are unable to dash, and dash attack by extention. While a relatively minor handicap, it does hinder fighters that rely on dash attacks as a central part of their kit. This is especially apparent in ''Ultimate'', as dash attacks have been buffed across the board since ''Melee'' to be among the fastest and/or strongest attacks in most fighters' moveset.


As wavedashing requires the use of air dodging, it is possible for players to make errors while air dodging. Regardless of the circumstances, accidental air dodges are frequently detrimental to the player. The player's character, in a state of [[helpless]]ness, is vulnerable to combos and other attacks immediately after the air dodge. A particularly notable consequence of accidental air dodges is when they occur near the ledge. Referred to as an '''Azendash''' after the professional American smasher {{Sm|Azen}}, the player can end up air dodging off the stage, beyond the range of the [[edge sweet spot]]. Although survival is possible if one uses {{SSBM|Samus}}, {{SSBM|Young Link}} or {{SSBM|Link}}, via proper use of their [[wall grapple|wall grappling]] techniques, a majority of these errors will lead to a [[self-destruct]].
As wavedashing requires the use of air dodging, it is possible for players to make errors while air dodging. Regardless of the circumstances, accidental air dodges are frequently detrimental to the player. The player's character, in a state of [[helpless]]ness, is vulnerable to combos and other attacks immediately after the air dodge. A particularly notable consequence of accidental air dodges is when they occur near the ledge. Referred to as an '''Azendash''' after the professional American smasher {{Sm|Azen}}, the player can end up air dodging off the stage, beyond the range of the [[edge sweet spot]]. Although survival is possible if one uses {{SSBM|Samus}}, {{SSBM|Young Link}} or {{SSBM|Link}}, via proper use of their [[wall grapple|wall grappling]] techniques, a majority of these errors will lead to a [[self-destruct]].

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