Wavedash: Difference between revisions

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==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), 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.
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.


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.