26,489
edits
EndGenuity (talk | contribs) 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.) |
mNo edit summary |
||
Line 20: | Line 20: | ||
===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 | 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. | ||
==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. | ||
Line 136: | Line 135: | ||
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]]. | ||
==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]. | ||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] | ||
[[Category:Advanced Techniques]] | [[Category:Advanced Techniques]] | ||
[[Category:Slide techniques]] | [[Category:Slide techniques]] |