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<!-- Wavedashing is not a glitch. Do not add any information about how wavedashing is a glitch -->
<!-- Wavedashing is not a glitch. Do not add any information about how wavedashing is a glitch -->
[[File:wavedashbig.gif|thumb|frame|The longest wavedash ({{SSBM|Luigi}}) and the shortest ({{SSBM|Peach}}). Notice the dust clouds, or "waves", that appear because of the wavedashes.]]
[[Image:wavedashbig.gif|thumb|frame|The longest wavedash ({{SSBM|Luigi}}) and the shortest ({{SSBM|Peach}}). Notice the lines, or "waves", that appear because of the wavedashes.]]
A '''wavedash''' is a technique/physics engine [[exploit]] in ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Ultimate]]'' that is performed by [[air dodging]] diagonally into the ground, causing the character to slide a short distance. While it is uncommon in casual play, high-level play of ''Melee'' effectively requires proper use of the technique; the ''Melee'' community sees wavedashing as an advanced technique superior to [[dashing]] because it allows players to perform any ground action while moving horizontally on the ground. Use of the technique is especially important for the metagame of characters with poor traction, such as {{SSBM|Luigi}}, {{SSBM|Mewtwo}}, and the {{SSBM|Ice Climbers}}, and almost every other [[character]] requires some use of wavedashing for positioning and maneuvering, particularly in combos and [[mindgame]]s.
A '''wavedash''' is a technique/physics engine [[exploit]] in ''[[Super Smash Bros. Melee]]'' that is performed by [[air dodging]] diagonally into the ground, causing the character to slide a short distance. While it is uncommon in casual play, high-level play of ''Melee'' effectively requires proper use of the technique; the ''Melee'' community sees wavedashing as an advanced technique superior to [[dashing]] because it allows players to perform any ground action while moving horizontally on the ground. Use of the technique is especially important for the metagame of characters with poor traction, such as {{SSBM|Luigi}}, {{SSBM|Mewtwo}}, and the {{SSBM|Ice Climbers}}, and almost every other [[character]] requires some use of wavedashing for positioning and maneuvering, particularly in combos and [[mindgame]]s.


When air dodging diagonally to the ground, all of the momentum of the airdodge is transferred into horizontal (ground) movement, since the character can no longer fall. Additionally, performing a wavedash causes the game to recognize the character as landing from the [[helpless]] state due to air dodges causing the state. Thus, the game is not recognizing wavedashing as a specific "technique" like attacking or walking, but instead, as if the character simply landed and stood still; the sliding effect is due to the "slipperiness" inherent in the game's engine.
Contrary to popular belief, wavedashing is not strictly a glitch; it is more accurately a {{S|wikipedia|corner case}} of ''Melee''{{'}}s physics engine. When air dodging diagonally to the ground, all of the momentum of the airdodge is transferred into horizontal (ground) movement, since the character can no longer fall. Additionally, performing a wavedash causes the game to recognize the character as landing from the [[helpless]] state due to air dodges causing the state. Thus, the game is not recognizing wavedashing as a specific "technique" like attacking or walking, but instead, as if the character simply landed and stood still; the sliding effect is due to the "slipperiness" inherent in the game's engine.


==History==
==History==
===Origins and discovery===
===Origins and discovery===
Wavedashing was first noticed during the development of ''Melee'' by [[Masahiro Sakurai]]; according to [https://www.sourcegaming.info/2015/09/06/nintendopower228/ an interview] with the magazine {{S|wikipedia|Nintendo Power}}, he elected to not remove the tactic from the game, as he did not believe it would affect play to a significant degree.  
Wavedashing was first noticed during the development of ''Melee'' by [[Masahiro Sakurai]]; according to an interview with the magazine {{S|wikipedia|Nintendo Power}}, he elected to not remove the tactic from the game, as he did not believe it would affect play to a significant degree.  


Amongst the community, the first recorded mention of wavedashing in ''Melee'' was in the form of a [[Smashboards]] [http://smashboards.com/threads/new-strategy-easter-egg-all-reader.12593/ thread] published on January 24th, 2002 by a user named Ultimate Melee. Initially called "mad dashing", the thread shows some signs of being unused to the new strategy, such as by claiming that the {{SSBM|Ice Climbers}} can most easily perform the tactic; Ultimate Melee, however, did note that it led to some interesting combat applications, such as the ability to perform smash attacks during the move. Despite the earlier thread existing, it was widely assumed that Smashboards veteran and mod Toadbanjoconker discovered the technique in spring 2002, allegedly posting a now-deleted thread and video about his discovery. This rumor, however, stemmed from an unsourced article that was published on SmashWiki on August 27th, 2006. Mentions of the alleged thread and video were only made after the article was published, suggesting that they may have never existed in the first place.  
Amongst the community, wavedashing in ''Melee'' was discovered within its first year of existence. For many years, it was widely assumed that [[Smashboards]] veteran and mod {{Sm|Toadbanjoconker}} discovered the technique in spring 2002, posting a now-deleted thread and video about his discovery. He reportedly discovered the exploit while attempting an aerial [[item]] catch during an air dodge; at this point in ''Melee''{{'}}s history, items were considered [[tournament legal]], and this was the preferred method of countering thrown items. Later developments, however, demonstrated that wavedashing was actually first discussed by a user named Ultimate Melee in January 2002, with the actual topic being posted on 24 January, around two to three months prior to Toadbanjoconker's discovery. Initially called "mad dashing", the [http://smashboards.com/threads/new-strategy-easter-egg-all-reader.12593/ thread] shows some signs of being unused to the new strategy, such as by claiming that the {{SSBM|Ice Climbers}} can most easily perform the tactic; Ultimate Melee, however, did note that it led to some interesting combat applications, such as the ability to perform smash attacks during the move.


The term "wavedash" stemmed from the {{uv|Tekken}} fighting game series; in the installment of ''{{s|wikipedia|Tekken Tag Tournament}}'', some characters could perform a rapid, crouching slide, allowing for such characters to quickly pursue attackers and safely parry low attacks, amongst other powerful benefits. A similar tactic with an identical name also existed in the ''{{s|wikipedia|Marvel vs. Capcom}}'' series via a rapid series of crouch-cancelled dashes, though it had fewer practical offensive applications than ''Tekken Tag Tournament''. ''Tekken'' style wavedashing can be seen in [[Kazuya Mishima|Kazuya Mishima's]] moveset, dubbed "[[Crouch Dash|crouch dashing]]" instead.
The term "wavedash" stemmed from the {{uvn|Tekken}} fighting game series; in the installment of ''{{S|wikipedia|Tekken Tag Tournament}}'', some characters could perform a rapid, crouching slide, allowing for such characters to quickly pursue attackers and safely parry low attacks, amongst other powerful benefits. A similar tactic with an identical name also existed in the ''{{S|wikipedia|Marvel vs. Capcom}}'' series via a rapid series of crouch-cancelled dashes, though it had fewer practical offensive applications than ''Tekken Tag Tournament''.


===Effects on competitive ''Melee''===
===Effects on competitive ''Melee''===
The tactic was initially given little interest by the player base, with many seeing the technique as having few practical uses in ''Melee''. However, early professionals such as {{Sm|Recipherus}} and {{Sm|Azen}} soon demonstrated the technique's extreme flexibility by showing how it could be used to adjust spacing, as well as to effectively extend the hitboxes of grounded attacks, particularly smashes. Further metagame developments combined wavedashing with other movement techniques, such as [[dash dancing]], leading to considerably faster and safer approaches, in addition to the development of intricate spacing-related mindgames. The technique became a commonplace tactic for players to learn and use in tournaments, and its use ended up significantly altering ''Melee''{{'}}s early [[metagame]]; notably, Marth was no longer derided as a "noob character", and wavedashing had further applications to some characters, such as {{SSBM|Fox}}'s [[waveshine]]. Within a year, wavedashing had become the go-to technique for professional players, with few professional players, such as {{Sm|Aniki}}, not using the technique.
The tactic was initially given little interest by smashers, with many seeing the technique as having few practical uses in ''Melee''. However, early professionals such as {{Sm|Recipherus}} and {{Sm|Azen}} soon demonstrated the technique's extreme flexibility by showing how it could be used to adjust spacing, as well as to effectively extend the hitboxes of grounded attacks, particularly smashes. Further metagame developments combined wavedashing with other movement techniques, such as [[dash dancing]], leading to considerably faster and safer approaches, in addition to the development of intricate spacing-related mindgames. The technique became a commonplace tactic for players to learn and use in tournaments, and its use ended up significantly altering ''Melee''{{'}}s early [[metagame]]; notably, Marth was no longer derided as a "noob character", and wavedashing had further applications to some characters, such as {{SSBM|Fox}}'s [[waveshine]]. Within a year, wavedashing had become the go-to technique for professional players, with few professional players, such as {{Sm|Aniki}}, not using the technique.


Although now considered an essential technique for ''Melee'' gameplay, wavedashing was initially a controversial discovery. Despite increasing the number of options in ''Melee'', numerous debates occurred over wavedashing's legitimacy as a tactic. The majority of the debate focused on whether wavedashing was an intentional feature of the game or a [[glitch]]. The debates had the inadvertent effect of spreading numerous misconceptions and myths about the technique. For instance, it was claimed that the game recognized players in the state of "[[LANDFALLSPECIAL]]" while sliding during the wavedash; in reality, "landfallspecial" was a generic term used to describe players landing from the helpless state. After Sakurai's confirmation of noticing wavedashing during the development of ''Melee'', the debates slowly died down, with the majority agreeing that wavedashing was an exploit of ''Melee''{{'}}s physics, not a glitch or intentional technique.
Although now considered an essential technique for ''Melee'' gameplay, wavedashing was initially a controversial discovery. Despite increasing the number of options in ''Melee'', numerous debates occurred over wavedashing's legitimacy as a tactic. The majority of the debate focused on whether wavedashing was an intentional feature of the game or a [[glitch]]. The debates had the inadvertent effect of spreading numerous misconceptions and myths about the technique. For instance, it was claimed that the game recognized players in the state of "[[LANDFALLSPECIAL]]" while sliding during the wavedash; in reality, "landfallspecial" was a generic term used to describe players landing from the helpless state. After Sakurai's confirmation of noticing wavedashing during the development of ''Melee'', the debates slowly died down, with the majority agreeing that wavedashing was an exploit of ''Melee''{{'}}s physics, not a glitch or intentional technique.


===In later games===
===In later games===
While Sakurai noted that wavedashing was widespread in an interview with ''Nintendo Power'', he disliked the technique, as he felt it had led to a significant degree of separation between beginning and advanced players; in addition, Sakurai wanted players to find new ways to play ''Brawl'', with hopes of introducing more aerial combat to the game. As to accomplish this, air dodging was reworked for ''Brawl'', where instead of granting a boost in momentum and allowing for characters to change direction in midair, air dodges followed the path that the character was initially travelling, and created no new momentum. Owing to these changes, wavedashing was effectively removed from ''Brawl'', as air dodging could no longer be exploited like it could in ''Melee''. Despite this, some characters are able to transfer the momentum from their jump into the ground and slide in a fashion similar to a Wavedash upon landing from their jump based on their falling speed rather than their traction. However, it tends to favor characters with slower falling speeds, but even then, a majority of their momentum comes from their initial jump alone, meaning that the character would constantly have to jump and quickly land from the peak of their jump in order to get the most distance. Unlike Wavedashing, the momentum from their slide is considerably negligible in comparison and cannot be applied effectively when close to the ground. Thus, transferring jump momentum into the ground generally provides no significant advantage in competitive play as it requires significant startup time and barely provides extra distance for the player in a stationary position. Additionally, while air dodging into the ground at an angle is possible, the player will always end up using their shield upon landing, which often creates a delay when trying to to set up combos.
While Sakurai noted that wavedashing was widespread in an interview with ''Nintendo Power'', he disliked the technique, as he felt it had led to a significant degree of separation between beginning and advanced players; in addition, Sakurai wanted players to find new ways to play ''Brawl'', with hopes of introducing more aerial combat to the game. As to accomplish this, air dodging was reworked for ''Brawl'', where instead of granting a boost in momentum and allowing for characters to change direction in midair, air dodges followed the path that the character was initially travelling, and created no new momentum. Owing to these changes, wavedashing was effectively removed from ''Brawl'', as air dodging could no longer be exploited like it could in ''Melee''.


This change, however, immediately proved controversial in competitive ''Smash''. The absence of wavedashing, alongside other advanced techniques such as [[L-cancelling]], became a major point of contention in the community. Debate centered on whether the removal of such advanced techniques could prevent ''Brawl's'' [[metagame]] from being as deep compared to its predecessor, as well as whether or not this would impact the game's viability as a tournament fighter. While ''Brawl'' did develop its own tournament scene, debates over the game continually persisted in the years after its release.
This change, however, immediately proved controversial in competitive ''Smash''. The absence of wavedashing, alongside other advanced techniques such as [[L-cancelling]], became a major point of contention in the community. Debate centered on whether the removal of such advanced techniques could prevent ''Brawl's'' [[metagame]] from being as deep compared to its predecessor, as well as whether or not this would impact the game's viability as a tournament fighter. While ''Brawl'' did develop its own tournament scene, debates over the game continually persisted in the years after its release.


Regardless of the controversy surrounding the removal of wavedashing, ''[[Super Smash Bros. 4]]'' retained the air dodge system from ''Brawl'', and as such, wavedashing continued to be absent from the series. Some characters, however, can potentially perform similar momentum boosts through applied usage of custom moves, such as {{SSB4|Bowser}}'s [[Flying_Slam#Customization|Dash Slash]], though these have fewer practical applications than wavedashing in ''Melee''.
Regardless of the controversy surrounding the removal of wavedashing, ''[[Super Smash Bros. 4]]'' retained the air dodge system from ''Brawl'', and as such, wavedashing continues to be absent from the series. Some characters, however, can potentially perform similar momentum boosts through applied usage of custom moves, such as {{SSB4|Bowser}}'s [[Flying_Slam#Customization|Dash Slash]], though these have fewer practical applications than wavedashing in ''Melee''.  


===Ultimate===
The air dodge system from ''Melee'' returns in ''[[Super Smash Bros. Ultimate]]'', bringing wavedashing and wavelanding back with it. However, in order to perform a wavedash in Ultimate, a short hop is required. As well as this, the wavedash has 15 frames of end lag, increased from Melee's 10. Due to the new mechanics designed to punish consecutive rolls and air dodges, wavedashing will also result in higher lag for the next roll you perform. These mechanics have no effect on wavedashing.
{{Image}}
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.
 
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==
Wavedashing describes a sliding motion that occurs by [[jumping]] and then immediately [[air dodging]] at a sharp angle into the ground. The length a character slides in their wavedash is determined by a number of factors: by the angle at which they air dodged (low angles yield long wavedashes), how close to ground they were before air dodging (the closer the character, the longer the wavedash), the character's [[traction]], and in ''Ultimate'', the travel distance of the air dodge. Low traction yields long wavedashes, while high traction yields short wavedashes. Thus characters like Luigi, Ice Climbers, and {{SSBM|Marth}} have long wavedashes, while {{SSBM|Peach}} and {{SSBM|Zelda}} have short wavedashes. Both long and short wavedashes have their own advantages and disadvantages; while long wavedashes are generally better for approaching and wavesmashing, shorter wavedashes are better for comboing and positioning.
Wavedashing describes a sliding motion that occurs by [[jumping]] and then immediately [[air dodging]] at a sharp angle into the ground. The length a character slides in their wavedash is determined by a number of factors: by the angle at which they air dodged (low angles yield long wavedashes), how close to ground they were before air dodging (the closer the character, the longer the wavedash), and the character's [[traction]]. Low traction yields long wavedashes, while high traction yields short wavedashes. Thus characters like Luigi, Ice Climbers, and {{SSBM|Marth}} have long wavedashes, while {{SSBM|Peach}} and {{SSBM|Zelda}} have short wavedashes. Both long and short wavedashes have their own advantages and disadvantages; while long wavedashes are generally better for approaching and wavesmashing, shorter wavedashes are better for comboing and positioning.


As the length of a wavedash is dependent on the character's traction, surfaces which reduce traction can significantly increase the lengths of wavedashes for all characters, such as the [[UFO]] on [[Fourside]] and the oil slick on [[Flat Zone]]. However, none of the {{SSBM|tournament legal}} stages for ''Melee'' feature such surfaces.
As the length of a wavedash is dependent on the character's traction, surfaces which reduce traction can significantly increase the lengths of wavedashes for all characters, such as the [[UFO]] on [[Fourside]] and the oil slick on [[Flat Zone]]. However, none of the {{SSBM|tournament legal}} stages for ''Melee'' feature such surfaces.


===Lengths===
===Lengths===
The maximum length of a wavedash can be achieved by hitting the correct timing, with an angle of 17.1. Though this will net the farthest possible distance, it is not necessarily advisable to go for this angle due to the risks involved of slight errors in timing or angle; each having their own [https://docs.google.com/document/d/1VvkQgi46n3eMyFvk1h6x94eNCSpM6GDZj665f_mhvA8/mobilebasic problems].
Wavedash lengths, in order from longest to shortest, are as follows:<br>
Wavedash lengths, in order from longest to shortest using maximum angles, are as follows:<br>
{|class="wikitable"
====In ''Melee''====
{|class="wikitable" style="text-align:center"
!Rank!!Character
!Rank!!Character
|-
|-align="center"
|1||{{SSBM|Luigi}}
|1||{{SSBM|Luigi}}
|-
|-align="center"
|2||{{SSBM|Ice Climbers}}
|2||{{SSBM|Ice Climbers}}
|-
|-align="center"
|3||{{SSBM|Mewtwo}}
|3||{{SSBM|Mewtwo}}
|-
|-align="center"
|4||{{SSBM|Marth}}
|4||{{SSBM|Marth}}
|-
|-align="center"
|5||{{SSBM|Yoshi}}
|5||{{SSBM|Yoshi}}
|-
|-align="center"
|6||{{SSBM|Dr. Mario}} / {{SSBM|Mario}} / {{SSBM|Mr. Game & Watch}} / {{SSBM|Samus}}
|6||{{SSBM|Roy}}
|-
|-align="center"
|10||{{SSBM|Roy}}
|7||{{SSBM|Dr. Mario}} / {{SSBM|Mario}} / {{SSBM|Mr. Game & Watch}}
|-
|-align="center"
|10||{{SSBM|Samus}}
|-align="center"
|11||{{SSBM|Ness}}
|11||{{SSBM|Ness}}
|-
|-align="center"
|12||{{SSBM|Bowser}}
|12||{{SSBM|Fox}}
|-
|-align="center"
|13||{{SSBM|Fox}}
|13||{{SSBM|Bowser}}
|-
|-align="center"
|14||{{SSBM|Falco}}
|14||{{SSBM|Falco}}
|-
|-align="center"
|15||{{SSBM|Ganondorf}}
|15||{{SSBM|Young Link}}
|-
|-align="center"
|16||{{SSBM|Young Link}}
|16||{{SSBM|Ganondorf}}
|-
|-align="center"
|17||{{SSBM|Donkey Kong}} / {{SSBM|Sheik}}
|17||{{SSBM|Donkey Kong}}
|-
|-align="center"
|19||{{SSBM|Pikachu}} / {{SSBM|Kirby}} / {{SSBM|Captain Falcon}}
|18||{{SSBM|Pikachu}} / {{SSBM|Sheik}}
|-
|-align="center"
|22||{{SSBM|Jigglypuff}}
|20||{{SSBM|Captain Falcon}} / {{SSBM|Kirby}}
|-
|-align="center"
|23||{{SSBM|Pichu}}
|22||{{SSBM|Pichu}}
|-
|-align="center"
|23||{{SSBM|Jigglypuff}}
|-align="center"
|24||{{SSBM|Link}}
|24||{{SSBM|Link}}
|-
|-align="center"
|25||{{SSBM|Peach}} / {{SSBM|Zelda}}
|25||{{SSBM|Peach}} / {{SSBM|Zelda}}
|}
|}
More information can be found [https://smashboards.com/threads/ultimate-ground-movement-analysis-turbo-edition.392367/ here]<br>
====In ''Ultimate''====
{{incomplete|needs DLC characters}}
''Wavedash lengths are measured in units of grid spaces in the Training Mode stage.''
{|class="wikitable" style="text-align:center"
!Rank!!Character!!Length
|-
|1||{{SSBU|Ice Climbers}} / {{SSBU|Mii Gunner}}||29.5
|-
|3||{{SSBU|Ridley}}||28.25
|-
|4||{{SSBU|Samus}} / {{SSBU|Dark Samus}}||27.75
|-
|6||{{SSBU|Bowser Jr.}} / {{SSBU|Simon}} / {{SSBU|Richter}}||27
|-
|9||{{SSBU|King Dedede}} / {{SSBU|Toon Link}}||26.75
|-
|11||{{SSBU|Jigglypuff}}||26.5
|-
|12||{{SSBU|Squirtle}}||26
|-
|13||{{SSBU|Duck Hunt}}||25.75
|-
|14||{{SSBU|Olimar}}||25
|-
|15||{{SSBU|Yoshi}} / {{SSBU|Diddy Kong}} / {{SSBU|Mega Man}} / {{SSBU|Shulk}} (Default/Smash/Buster)*||24.75
|-
|21||{{SSBU|Shulk}} (Shield)*||24.5
|-
|22||{{SSBU|Luigi}} / {{SSBU|Meta Knight}}||24.25
|-
|24||{{SSBU|Rosalina & Luma}}||23.75
|-
|25||{{SSBU|Mario}} / {{SSBU|Greninja}}||23.5
|-
|27||{{SSBU|Inkling}}||23.25
|-
|28||{{SSBU|Captain Falcon}} / {{SSBU|Bowser}} / {{SSBU|Wario}} / {{SSBU|Robin}} / {{SSBU|King K. Rool}}||22.75
|-
|32||{{SSBU|Dr. Mario}} / {{SSBU|Roy}} / {{SSBU|Chrom}} / {{SSBU|Palutena}} / {{SSBU|Cloud}}**||22.5
|-
|37||{{SSBU|R.O.B.}}||22.25
|-
|38||{{SSBU|Sheik}} / {{SSBU|Charizard}} / {{SSBU|Wolf}} / {{SSBU|Mii Swordfighter}} / {{SSBU|Ryu}} / {{SSBU|Ken}}||22
|-
|44||{{SSBU|Peach}} / {{SSBU|Daisy}} / {{SSBU|Pichu}} / {{SSBU|Ike}}||21.75
|-
|48||{{SSBU|Link}} / {{SSBU|Marth}} / {{SSBU|Lucina}} / {{SSBU|Young Link}}||21.5
|-
|52||{{SSBU|Mewtwo}} / {{SSBU|Snake}} / {{SSBU|Lucas}} / {{SSBU|Shulk}} (Jump)* / {{SSBU|Incineroar}}||21.25
|-
|57||{{SSBU|Kirby}}/ {{SSBU|Zelda}} / {{SSBU|Lucario}} / {{SSBU|Pac-Man}}||21
|-
|61||{{SSBU|Zero Suit Samus}} / {{SSBU|Ivysaur}}||20.5
|-
|63||{{SSBU|Cloud}} (Limit)**||20.25
|-
|64||{{SSBU|Donkey Kong}} / {{SSBU|Mii Brawler}}||20
|-
|66||{{SSBU|Ganondorf}}||19.75
|-
|67||{{SSBU|Ness}} / {{SSBU|Mr. Game & Watch}} /  {{SSBU|Villager}} / {{SSBU|Wii Fit Trainer}} / {{SSBU|Corrin}}||19.5
|-
|72||{{SSBU|Isabelle}}||19.25
|-
|73||{{SSBU|Fox}} / {{SSBU|Pikachu}}||19
|-
|75||{{SSBU|Pit}} / {{SSBU|Dark Pit}}||18.75
|-
|77||{{SSBU|Falco}}||18.5
|-
|78||{{SSBU|Sonic}}||18
|-
|79||{{SSBU|Bayonetta}}||16.75
|-
|80||{{SSBU|Shulk}} (Speed)*||14.75
|-
|81||{{SSBU|Little Mac}}||11.25
|}
[*]''{{SSBU|Shulk}} has a different length for each of his [[Monado Arts]]''
[**]''{{SSBU|Cloud}} has different lengths between regular and Limit form''
Lengths for ''Ultimate'' [https://youtube.com/watch?v=PvIBl_qUZ6I can be seen here.]


===Performing the technique===
===Performing the technique===
Traditionally, wavedashing is the technique-to-know for newer competitive players, for a mastery of wavedashing reflects both a nimbleness of fingers and a knowledge of high-level play. It is performed by pressing X or Y (or up on the control stick) to jump, followed immediately by L or R, and diagonally down on the control stick, to perform the air dodge. Ideally, the wavedashing character should slide without ever appearing to leave the ground.
Traditionally, wavedashing is the technique-to-know for newer players, for a mastery of wavedashing reflects both a nimbleness of fingers and a knowledge of high-level play. It is performed by pressing X or Y (or up on the control stick) to jump, followed immediately by L or R, and diagonally down on the control stick, to perform the air dodge. Ideally, the wavedashing character should slide without ever appearing to leave the ground.


Because wavedashing can be difficult to master, some players train themselves by wavedashing directly from a [[crouching]] position, which provides them the opportunity to wavedash only by pressing the two buttons (jump and air dodge) instead of timing a control stick movement as well.  This method of wavedashing, however, is slow and not optimal for battle.
Because wavedashing can be difficult to master, some players train themselves by wavedashing directly from a [[crouching]] position, which provides them the opportunity to wavedash only by pressing the two buttons (jump and air dodge) instead of timing a control stick movement as well.  This method of wavedashing, however, is slow and not optimal for battle.
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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.


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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===Wavesmashing===
===Wavesmashing===
[[File:Desynchtaunt.gif|frame|[[Desynching|Desynched]] Ice Climbers wavesmashing and "wavetaunting."]]
[[Image:Desynchtaunt.gif|frame|[[Desynching|Desynched]] Ice Climbers wavesmashing and "wavetaunting."]]
'''Wavesmashing''' is the act of [[smash attack|smashing]] while wavedashing, and is an example of the offensive advantages of wavedashing. Since characters can attack during the slide, a typical offensive movement would be to wavedash forward while smashing, minimizing the startup time of the smash (which would be considerable if a character tried to smash after dashing) and potentially finishing the opponent. Wavesmashing is particularly useful for a character like Luigi whose [[dash attack]] is very poor but whose smashes (in Luigi's case, [[down smash]], a vertical launcher) are effective.
'''Wavesmashing''' is the act of [[smash attack|smashing]] while wavedashing, and is an example of the offensive advantages of wavedashing. Since characters can attack during the slide, a typical offensive movement would be to wavedash forward while smashing, minimizing the startup time of the smash (which would be considerable if a character tried to smash after dashing) and potentially finishing the opponent. Wavesmashing is particularly useful for a character like Luigi whose [[dash attack]] is very poor but whose smashes (in Luigi's case, [[down smash]], a vertical launcher) are effective.


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===Wavelanding===
===Wavelanding===
[[File:Wavelanding.gif|thumb|left|Luigi wavelanding [[short hop]]ped aerials.]]
[[Image:Wavelanding.gif|thumb|left|Luigi wavelanding [[short hop]]ped aerials.]]
'''Wavelanding''' is performed after a character jumps to their peak and descend. As the character is approaching the ground the player presses L or R, initiating an air dodge. The ground then stops the air dodge animation and begins a normal wavedash. This is especially useful for moving around platforms quickly and for getting onto the stage quickly.
Wavelanding is performed after a character jumps to his/her peak and descends. As the character is approaching the ground the player presses L or R, initiating an air dodge. The ground then stops the air dodge animation and begins a normal wavedash. This is especially useful for moving around platforms quickly and for getting onto the stage quickly.


Wavelanding returns in ''[[Super Smash Bros. Brawl]]'', with limited uses. It is performed by holding the control stick in a desired direction while air dodging very close to the ground. Unlike wavelanding in ''Melee'', the length of the slide is not dependent on traction, but on the character's air speed.
Wavelanding returns in ''[[Super Smash Bros. Brawl]]'', with limited uses. It is performed by holding the control stick in a desired direction while air dodging very close to the ground. Unlike wavelanding in ''Melee'', the length of the slide is not dependent on traction, but on the character's air speed.


Wavelanding also returns in ''[[Super Smash Bros. Ultimate]]'', this time with the return of directional air dodges. However, it is nerfed compared to ''Melee'' due to the aforementioned changes to such air dodges.
Wavelanding also returns in ''[[Super Smash Bros. Ultimate]]'', this time with the inclusion of directional airdodges. However, it is nerfed compared to ''Melee''.
 
===Wavesurfing===
 
'''Wavesurfing''' is the act of dashing into a wavedash. Popularized by {{Sm|PPMD}}, this technique allows characters to slide during their [[jumpsquat]] and thereby extend the distance that they travel. This movement is often chained together repeatedly from a dash into a wavedash into another dash into another wavedash, etc. This allows for certain characters to travel significantly faster across the stage than they could by only dashing. Dash forward into wavedash back is another common application of this technique.


===Wavedropping===
===Wavedropping===
A '''wavedrop''' is a useful technique when trying to maintain control while a character is dashing, landing from a jump or a completed aerial attack, or even wavedashing. It can even be used as a mindgame against opponents to some extent. In order to wavedrop, land from a jump, transition from the last few frames of a dash into a wavedash, or attempt a second wavedash during the initial sequence of the wavedash, but instead of angling the Control Stick as usual, hold it down completely. The character will land in a wavedashing animation, but remain still. Wavedropping is essentially the same as wavedashing except that the character doesn't move in any direction.
A Wavedrop is a useful technique when trying to maintain control while a character is dashing, landing from a jump or a completed aerial attack, or even wavedashing. It can even be used as a mindgame against opponents to some extent. In order to Wavedrop, land from a jump, transition from the last few frames of a dash into a wavedash, or attempt a second wavedash during the initial sequence of the wavedash, but instead of angling the Control Stick as usual, hold it down completely. The character will land in a Wavedashing animation, but remain still. Wavedropping is essentially the same as Wavedashing except that the character doesn't move in any direction.


===Waveshielding===
===Waveshielding===
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In a similar vein, characters can [[sidestepping|sidestep]] and [[rolling|roll]] during their wavedash, both defensive movements that allow characters to avoid enemy projectiles and attacks (including grabs) without forfeiting movement.
In a similar vein, characters can [[sidestepping|sidestep]] and [[rolling|roll]] during their wavedash, both defensive movements that allow characters to avoid enemy projectiles and attacks (including grabs) without forfeiting movement.


===Edgehogging===
===Edge-hogging===
{{Main|Edgehogging}}
{{Main|Edge-hogging}}
 
Another aspect of wavedashing is that one can fall off platforms backwards, which is impossible by any other technique besides [[moonwalk]]ing, [[shorthop]]ping backwards, and [[shield]]ing an attack, with wavedashing being quicker than those three techniques. This seeming oddity has a practical use; it allows characters to edge-hog very quickly.  A backwards wavedash towards the edge will topple the combatant over the side of the stage where they will immediately grab the ledge, thereby preventing their opponent from doing the same. Generally, this is the fastest and safest way to edge-hog.
Another aspect of wavedashing is that one can fall off platforms backwards, which is impossible by any other technique besides [[moonwalk]]ing, [[shorthop]]ping backwards, and [[shield]]ing an attack, with wavedashing being quicker than those three techniques. This seeming oddity has a practical use; it allows characters to edge-hog very quickly.  A backwards wavedash towards the edge will topple the combatant over the side of the stage where they will immediately grab the ledge, thereby preventing their opponent from doing the same. Generally, this is the fastest and safest way to edge-hog.


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As touched on previously, wavedashing from a [[jump-cancel]]ed shield increases a player's defensive options, allowing them a quick retreat or attack from their shield. On a similar note, [[Waveshine|wavedashing from a shine]] allows {{SSBM|Fox}} and {{SSBM|Falco}} to perpetuate their [[shine]] combos.
As touched on previously, wavedashing from a [[jump-cancel]]ed shield increases a player's defensive options, allowing them a quick retreat or attack from their shield. On a similar note, [[Waveshine|wavedashing from a shine]] allows {{SSBM|Fox}} and {{SSBM|Falco}} to perpetuate their [[shine]] combos.


One can wavedash directly onto the stage from hanging on the edge by dropping off, immediately double jumping, and then air dodging back on-stage. This technique is commonly known as [[ledgedash]]ing. One can waveland onto platforms, a technique often used on three-platform stages such as {{SSBM|Battlefield}} and [[Yoshi's Story]].
One can wavedash directly onto the stage from hanging on the edge by dropping off, immediately double jumping, and then air dodging back on-stage. This technique is commonly known as '''ledge dashing'''. One can waveland onto platforms, a technique often used on three-platform stages such as {{SSBM|Battlefield}} and [[Yoshi's Story]].
 
{{Anchor|Vududash}}Normally wavedashing and then falling off of an edge of a platform or the stage will result in the character losing their momentum. Performing certain moves during the wavedash before the characters falls can preserve their momentum &mdash; the act is called a '''Vududash''' after the one who discovered it, {{Sm|Vudujin}}. The primary application is edgegaurding or closing gaps, with the most well known method of performing it (founded by Vudujin) being {{SSBM|Luigi}}'s [[Fireball]].


==External links==
==External links==
*[http://www.smashboards.com/threads/new-strategy-easter-egg-all-reader.12593/ First recorded mention of wavedashing on SmashBoards]
*[http://www.smashboards.com/threads/new-strategy-easter-egg-all-reader.12593/ First recorded mention of wavedashing on SmashBoards]
*[http://www.freewebs.com/xiffer/wavedashing.html FAQ by Tobias Xelkythe and XiF].
*[http://www.freewebs.com/xiffer/wavedashing.html FAQ by Tobias Xelkythe and XiF].
*[https://www.youtube.com/watch?v=_SsX_ewV3WA].
*[https://smashboards.com/threads/ultimate-ground-movement-analysis-turbo-edition.392367/].


[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBU)]]
[[Category:Advanced techniques]]
[[Category:Advanced techniques]]
[[Category:Slide techniques]]
[[Category:Slide techniques]]

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