Wavedash: Difference between revisions

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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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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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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 [[wikipedia:corner case|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. 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.


==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 [[wikipedia:Nintendo Power|Nintendo Power]], he elected to not remove the tactic from the game, as he did not think 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 think 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 [[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 believed that [[Smashboards]] veteran and mod [[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.


The term "wavedash" stemmed from the [[wikipedia:Tekken|fighting game series of ''Tekken'']]; in the installment of [[wikipedia:Tekken Tag Tournament|''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 [[wikipedia:Marvel vs. Capcom|''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 ''{{Iw|wikipedia|Tekken|series}}'' 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''===
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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 "[[Helpless|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 "[[Helpless|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 ''Brawl''===
===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 resulting changes removing wavedashing from ''Brawl''.  
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.
 
This change, however, immediately proved controversial in competitive ''Smash'', with smashers becoming divided over whether such a change would impede ''Brawl's'' ability to be played at the competitive level. While ''Brawl'' ultimately did develop its own tournament scene, extensive debates began to occur, with numerous smashers debating over whether or not ''Brawl's'' metagame was as deep as ''Melee''{{'}}s. As a result of the controversy, multiple mods for the game, such as ''[[Project M]]'', re-added wavedashing to 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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Despite its versatility, wavedashing requires considerable startup. A character is vulnerable (and not yet moving) while performing the jump and air dodge, and for 10 [[frame]]s afterwards they are unable to attack (while "landing" from the wavedash). Because of this lag, it is unwieldy for a character to wavedash in close quarters where quick attacks endanger them, and prediction and proper spacing is a must.
Despite its versatility, wavedashing requires considerable startup. A character is vulnerable (and not yet moving) while performing the jump and air dodge, and for 10 [[frame]]s afterwards they are unable to attack (while "landing" from the wavedash). Because of this lag, it is unwieldy for a character to wavedash in close quarters where quick attacks endanger them, and prediction and proper spacing is a must.


As wavedashing requires the use of air dodging, it is possible for players to make errors while air dodging. Regardless of the circumstances, accidental air dodges are frequently detrimental to the player. The player's character, in a state of [[helpless]]ness, is vulnerable to combos and other attacks immediately after the air dodge. A particularly notable consequence of accidental air dodges is when they occur near the ledge. Referred to as an '''Azendash''' after the professional American smasher {{Sm|Azen}}, the player can end up air dodging off the stage, beyond the range of the [[edge sweet spot]]. Although survival is possible if one uses {{SSBM|Samus}}, {{SSBM|Young Link}} or {{SSBM|Link}}, via proper use of their [[wall-grapple|wall-grappling techniques]], a majority of these errors will lead to a [[self-destruct]].
As wavedashing requires the use of air dodging, it is possible for players to make errors while air dodging. Regardless of the circumstances, accidental air dodges are frequently detrimental to the player. The player's character, in a state of [[helpless]]ness, is vulnerable to combos and other attacks immediately after the air dodge. A particularly notable consequence of accidental air dodges is when they occur near the ledge. Referred to as an '''Azendash''' after the professional American smasher {{Sm|Azen}}, the player can end up air dodging off the stage, beyond the range of the [[edge sweet spot]]. Although survival is possible if one uses {{SSBM|Samus}}, {{SSBM|Young Link}} or {{SSBM|Link}}, via proper use of their [[wall grapple|wall grappling]] techniques, a majority of these errors will lead to a [[self-destruct]].


==Strategies==
==Strategies==
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==Wavedashing in ''[[Super Smash Bros. Brawl]]''==
==Wavedashing in ''[[Super Smash Bros. Brawl]]''==
Wavedashing in ''Super Smash Bros. Brawl'' was essentially removed due to the change in the way the physics engine handles the air dodge, in that its direction is now determined by the player's aerial momentum, rather than their analog input. 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.
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 technically removed, {{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''.
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===
===Hacking===
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