Wavedash: Difference between revisions

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===Ultimate===
===Ultimate===
{{Image}}
{{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 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 completely 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.
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==
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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 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.
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.


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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===Wavelanding===
===Wavelanding===
[[File:Wavelanding.gif|thumb|left|Luigi wavelanding [[short hop]]ped aerials.]]
[[File: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 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 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 return of directional air dodges. However, it is nerfed compared to ''Melee'' due to the aforementioned changes to such air dodges.
===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.


===Edge-hogging===
===Edgehogging===
{{Main|Edge-hogging}}
{{Main|Edgehogging}}
 
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 '''ledge dashing'''. 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 [[ledgedash]]ing. 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 — 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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