Wavedash: Difference between revisions

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<!-- Please understand that 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 -->
[[Image:wavedashbig.gif|thumb|frame|The longest wavedash ({{SSBM|Luigi}}) and the shortest ({{SSBM|Peach}}).]]
[[Image:wavedashbig.gif|thumb|frame|The longest wavedash ({{SSBM|Luigi}}) and the shortest ({{SSBM|Peach}}).]]
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.
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.


Contrary to popular belief, wavedashing is not strictly a glitch; it is more accurately a {{S|wikipedia|corner case}} of ''Melee''{{'}}s physics engine. In an interview, [[Masahiro Sakurai]] acknowledged that the dev team was aware of wavedashing during development. 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" (such as an attack or movement) but 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 an interview with the magazine {{S|wikipedia|Nintendo Power}}, he elected to not remove the tactic from the game, as he failed to anticipate that 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, wavedashing in ''Melee'' was discovered within its first year of existence. For many years, it was widely believed that [[Smashboards]] veteran and mod {{Sm|Toadbanjoconker}} discovered the technique in spring 2002. He reportedly discovered the exploit while attempting an aerial [[item]] catch during an air dodge; at this point in ''Melee''{{'}}s history (April 2002), items were considered tournament legal, and this was the preferred method of countering thrown items. Recent developments, however, have demonstrated that wavedashing was actually first discovered 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 described as "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 [[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.
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 {{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''.
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 smashers, with many seeing the technique as having little practical application 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, though there were a few professional smashers, such as {{Sm|Aniki}}, who refused to use it.
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''; instead of granting a boost in momentum and allowing for characters to change direction in midair, air dodges instead no longer granted momentum and they followed the path that the character was initially travelling. Owing to these changes, wavedashing was effectively removed from ''Brawl'', as air dodging could no longer be exploited like it could in ''Melee''.
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 continues to be absent from the game. 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 applications are less effective 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''.


==Technical details==
==Technical details==