Wavedash

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A wavedash is an advanced SSBM technique that causes a character to slide along the ground without walking or running. Wavedashing is used heavily by Luigi and the Ice Climbers for primary movement, while nearly every other character makes extensive use of the technique for positioning and maneuvering.

File:Wavedash.gif
Luigi wavedashing.

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 his wavedash is determined by a number of factors: by the angle at which he air dodged (low angles yield long wavedashes), how close to ground he was before air dodging (the closer the character, the longer the wavedash), and the character's traction. Low traction yields long wavedashes and high traction yields short wavedashes; thus, characters like Luigi, Ice Climbers, and Marth have long wavedashes, while Peach and Zelda have short, less effective wavedashes.

Additionally, there are surfaces on which characters can wavedash great lengths - the classic examples are the UFO on Fourside and the oil slick on Flat Zone.

Performing the technique

Traditionally, wavedashing is the technique to know for newer players, as a mastery of wavedashing reflects both a nimbleness of fingers and a knowledge of high-level play. It is performed by pressing X or Y to jump (or up on the control stick, which can be difficult), followed immediately by L or R, and diagonally down on the control stick, to perform the air dodge. Ideally, the wavedashing character should slide without ever appearing to leave the ground.

Because wavedashing can be difficult to master, some players train themselves by wavedashing directly from a crouching position, which provides them the opportunity to wavedash only by pressing the two buttons (jump and air dodge) instead of timing a control stick movement as well. This method of wavedashing, however, is slow and not optimal for battle.

The speed of a character's jump also impacts the timing of his wavedash - the amount of time between the jump and the air dodge is greater for characters with slow jumps (like Bowser and Link) and smaller for characters with fast jumps (like Fox and Pikachu).

Advantages of wavedashing

While a character is sliding from a wavedash, he is considered by the game to be in a state of standing - thus, he can perform any ground attacks that could normally be performed from a standing position, such as smashes, standing grabs and jabs. He also retains all of his standing defensive maneuvers such as sidestepping and shielding. Wavedashing allows a character to move while still having available his ground options, a moving versatility dashing can't match.

Another advantage lies in the ability to wavedash backwards while facing forwards, which allows characters to perform standing attacks while moving in varied ways.

Disadvantages of wavedashing

Though characters have an advantage of versatility when wavedashing, the technique itself requires considerable startup. During the period during which a character is jumping and air dodging, he is vulnerable (and not moving), and for a short period afterwards he is unable to attack (while he is "landing" from the wavedash). Because of this lag, it is unwieldy for a character to wavedash in close quarters where quick attacks endanger him.

Strategies

Approach

For some characters, wavedashing is a better form of movement than dashing. This is especially true for characters of low traction and a slow dash, such as Luigi, Ice Climbers and Mewtwo. These characters are special in that almost all their movement is best done via wavedashing. They can wavedash long distances faster than they can dash. Wavedashing is a quick way to move but is also instrumental in their combos and their defense. Characters with poor rolls or sidesteps, such as Samus and Mr. Game & Watch, rely on wavedashing to extricate themselves from difficult situations.

One can take the concept of maneuverability from wavedashing a step further, using to deftly dodge enemy attacks and set up a counterattack. A common example of this tactic: a player faces down a charging enemy, who is most likely going to launch a dash attack or short hop aerial from his dash. To avoid being hit, an astute player can wavedash backwards, dodging the attack and using the enemy's lag time to land an attack of his own. Wavedashing in this fashion is very common in approach-based mindgames.

Additionally, the concept of air dodging into the ground provides a useful segue from a character's air game to his ground game. This is especially important for Luigi, whose slow, floaty air game and his zippy ground game could otherwise never be at greater odds. A good Luigi player will often follow a short hop aerial with a "waveland" to reposition, giving Luigi a chance to surprise his opponent with a sudden attack or retreat. This technique can only be done by a few characters with a few attacks (other notable examples are Marth's short hop forward aerial and Dr. Mario's short hop back aerial), but is vital in continuing combos and pressuring the enemy.

Wavesmashing

Wavesmashing is an example of the offensive advantages of wavedashing. Since characters can attack during the slide, a typical offensive movement would be to wavedash forward while smashing, minimizing the startup time of the smash (which would be considerable if a character tried to smash after dashing) and potentially finishing the opponent. Wavesmashing is particularly useful for a character like Luigi whose dash attack is very poor but whose smashes (in Luigi's case, down smash, which is an excellent launcher and killer) are effective.

Although such terms as "wavetilting" and "wavegrabbing" are never used, they fall under the same blanket concept of wavesmashing: that a character has many options available while wavedashing.

Waveshielding

Beginning wavedashers often shield right after wavedashing because they do not quickly remove their finger from the L or R button; this idea can be used to a player's advantage as a defensive technique known as waveshielding. Waveshielding is the act of shielding right after wavedashing. It's a safe way to travel, because the shield blocks most enemy threats. A player can jump-cancel from his shield into another wavedash, allowing him to move with his shield long distances. In a more offensive sense, waveshielding is also an excellent way to set a shffl'ing adversary up to be shield-grabbed.

In a similar vein, characters can sidestep and roll during their wavedash, both defensive movements that allow characters to avoid enemy projectiles and attacks (including grabs) without forfeiting movement.

Edge-hogging

See: Edge-hogging

Another interesting aspect of wavedashing is that one can fall off platforms backwards while wavedashing - the only other technique for which this is possible is moonwalking. This seeming oddity has a practical use - it allows characters to edge-hog very quickly. A backwards wavedash towards the edge will topple the edge-hogger over the edge, where he will immediately grab the edge. Generally, this is the fastest and safest way to edge-hog.

Other uses

Here is a list of other uses for wavedashing:

  • As touched on previously, wavedashing from a jump-cancelled shield increases a player's defensive options, allowing him a quick retreat or attack from his shield. On a similar note, wavedashing from shine allows Fox and 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.
  • One can waveland onto platforms, a highly useful technique on three-platform stages like Battlefield and Yoshi's Story.

External Links

FAQ by Tobias Xelkythe and XiF, all rights reserved. [1]