Wavedash: Difference between revisions

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===Ultimate===
===Ultimate===
Directional air dodges return in ''[[Super Smash Bros. Ultimate]]'', bringing wavedashing and wavelanding back as well. However, wavedashing cannot be performed as quickly as in ''Melee'' as characters have faster initial jump velocities and directional air dodges have a five frame windup animation. Additionally, wavelanding takes longer due to air dodges having higher landing lag and characters halt at the end of the wavedash rather than retaining momentum fully throughout like in ''Melee''. Also, as with other dodges, dodging repeatedly causes the dodges to be executed slower and slower. Because of this, wavedashing is slower and less safe overall. Finally, the boost given by airdodges is impossible to fully transfer into sliding momentum, as during the windup of an air dodge the user pulls back in the opposite direction slightly before moving in the inputted direction, and [[traction]] for the entire cast is much higher than previous games, thus virtually all of the air dodge momentum will wear off by the time the character fully lands. While this modern wavedash is not completely usless, having some very situational applications like wavelanding on platforms to read and surprise the opponent, the reasons above as well as the series simply evolving in a way that downplays the technique makes the wavedash not nearly as popular as in ''Melee'' and a rarity in a competitive match.
Directional air dodges return in ''[[Super Smash Bros. Ultimate]]'', bringing wavedashing and wavelanding back as well. However, wavedashing cannot be performed as quickly as in ''Melee'' as characters have faster initial jump velocities and directional air dodges have a five frame windup animation. Additionally, wavelanding takes longer due to air dodges having higher landing lag and characters halt at the end of the wavedash rather than retaining momentum fully throughout like in ''Melee''. Also, dodging repeatedly causes the dodges to be executed slower and slower. Because of this, wavedashing is slower and less safe overall. Finally, the boost given by airdodges is impossible to fully transfer into sliding momentum, as during the windup of an air dodge the user pulls back in the opposite direction slightly before moving in the inputted direction, and [[traction]] for the entire cast is much higher than previous games, thus virtually all of the air dodge momentum will wear off by the time the character fully lands. While this modern wavedash is not completely useless, having some very situational applications like wavelanding on platforms to read and surprise the opponent, the reasons above as well as the series simply evolving in a way that downplays the technique makes the wavedash not nearly as popular as in ''Melee'' and a rarity in a competitive match.


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