Wavedash: Difference between revisions

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m (Now now, we don't need that much "Brawl vs. Melee" here. Also, wavedashing wasn't removed from Brawl; it was never there in the first place.)
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===In later games===
===In later games===
While Sakurai noted that wavedashing was widespread in an interview, he disliked the idea of it, as he felt it separated beginning and advanced players too strongly; in addition, he wanted players to find new ways to enjoy ''Brawl''. As a result of this, in combination with the desire for more aerial combat, air dodging was reworked for ''Brawl'', with the changes resulting in the absence of wavedashing from ''Brawl''. This, however, immediately proved controversial in competitive ''Smash'', with smashers becoming divided over whether such a change would or would not impede ''Brawl's'' ability to be played at the competitive level. Although ''Brawl'' did develop a tournament scene, the absence of wavedashing overall became a major point of contention in the community. As a result of the controversy, as well as to make ''Brawl'' play similarly to ''Melee'', multiple mods for the game, such as ''[[Project M]]'', re-add wavedashing to the game.
While Sakurai noted that wavedashing was widespread in an interview, he disliked the idea of it, as he felt it separated beginning and advanced players too strongly; in addition, he wanted players to find new ways to enjoy ''[[Super Smash Bros. Brawl]]''. As a result of this, in combination with the desire for more aerial combat, air dodging was reworked for ''Brawl'', with the removal of direction air dodging resulting in the absence of wavedashing from ''Brawl''. ''[[Super Smash Bros. 4]]'' mostly retained the air dodge system from ''Brawl''; as such, wavedashing continues to be absent from the game.


Regardless of the controversy, the later ''[[Super Smash Bros. 4]]'' retained the air dodge system from ''Brawl''; as such, wavedashing continues to be absent from the game.
==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), 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.
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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 '''ledge dashing'''. One can waveland onto platforms, a technique often used on three-platform stages such as {{SSBM|Battlefield}} and [[Yoshi's Story]].
==Wavedashing in ''[[Super Smash Bros. Brawl]]''==
Wavedashing did not return in ''Super Smash Bros. Brawl'' due to the change in the way the physics engine handles the air dodge. Its direction is now determined by the player's aerial momentum, rather than analog input. In addition, landing traction upon hitting the ground in ''Brawl'' has been reduced considerably, effectively removing any movement options brought on by the previous game's mechanics.
While wavedashing is not in the game, {{SSBB|Yoshi}} has the ability to perform a pseudo-wavedash called the [[Dragonic Reverse]], which entails canceling the double-jump animation with an attack. Yoshi's odd double jump allows him to do this because of the dip that it has in the intro frames. Ironically, characters can slide in a manner similar to Wavedashing when landing from an angled jump depending on which direction the control stick was held. This is mostly aesthetic and does not intend to improve gameplay elements among characters. Even characters with the lowest of traction and falling speed barely benefit from this, therefore proving the slide completely useless as they all slide at a distance even shorter than Peach's wavedash from ''Melee''.
===Hacking===
A code for Ocarina (the free alternative for [[USB Gecko]]), released by the hacker Phantom Wings, is able to make the [[air dodging]] system similar to ''Melee''{{'}}s, thus giving players the ability to wavedash and also "fly" back onto the stage if too far from the stage to recover due to not being helpless after air dodging; however, characters will gradually descend during flight due to gravity. LeeHarris of [[SmashBoards]] posted the code online on the board. A version of this hack makes characters helpless after an air dodge, fully restoring the air dodge as it was in ''Melee'' and allowing wavedashing in ''[[Project M]]''.


==External links==
==External links==
*[http://www.smashboards.com/threads/new-strategy-easter-egg-all-reader.12593/ First recorded mention of wavedashing on SWF]
*[http://www.smashboards.com/threads/new-strategy-easter-egg-all-reader.12593/ First recorded mention of wavedashing on SWF]
*[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].
*[http://www.smashboards.com/showthread.php?t=199260 Thread where the ''Brawl'' wavedashing code was announced on SWF].
*[http://www.youtube.com/watch?v=elRvelIMdAw Video of wavedashing in ''Brawl'' by using hacks].


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