Waveshine: Difference between revisions

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===Limitations===
===Limitations===
The [[damage]] sustained from the infinite combo can go up to 999%, hence the name "infinite combo". Characters like {{SSBM|Link}}, {{SSBM|Peach}}, {{SSBM|Captain Falcon}}, {{SSBM|Ganondorf}}, {{SSBM|Marth}} (only in the NTSC version), {{SSBM|Bowser}}, and {{SSBM|Samus}} cannot escape this if the Fox player is skilled enough. However, opponents may [[SDI]] the shine to make waveshine followups difficult. The rest of the characters cannot be infinite combo'd. Most characters are knocked down from the Shine, and the player is unable to infinite combo a character if he/she is on the ground.
The [[damage]] sustained from the infinite combo can go up to 999%, hence the name "infinite combo". Characters like {{SSBM|Link}}, {{SSBM|Peach}}, {{SSBM|Captain Falcon}}, {{SSBM|Ganondorf}}, {{SSBM|Marth}} (only in the NTSC version), {{SSBM|Bowser}}, and {{SSBM|Samus}} cannot escape this if the Fox player is skilled enough. However, opponents may [[SDI]] the shine to make waveshine followups difficult. The rest of the characters cannot be infinite combo'd. Most characters are knocked down from the Shine, and the player is unable to infinite combo a character if they are on the ground.


===Land infinite===
===Land infinite===
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The wavedash is used only to cancel the lag of the shine, and should be done so that Fox does not move forward. It is also possible to infinite against a wall by waveshining, then using the down aerial on  an opponent, followed by another shine to repeat the process. This can also be done by jumping out of the shine instead of waveshining. As the down aerial is easily SDI'd, this is not as popular of a method, as it is much easier to escape. Another much harder method is to jump cancel the shine and SHFFL an up aerial so that only the first hit connects, then immediately shining. This is not a practical method, as it is very difficult to perform multiple times, and can also be escaped with good [[DI]]. However, it is possible to infinite someone using this method on [[Corneria]], where normal wall infinites are not possible. The last possible way to wall infinite someone is to repeatedly multishine someone against a wall.
The wavedash is used only to cancel the lag of the shine, and should be done so that Fox does not move forward. It is also possible to infinite against a wall by waveshining, then using the down aerial on  an opponent, followed by another shine to repeat the process. This can also be done by jumping out of the shine instead of waveshining. As the down aerial is easily SDI'd, this is not as popular of a method, as it is much easier to escape. Another much harder method is to jump cancel the shine and SHFFL an up aerial so that only the first hit connects, then immediately shining. This is not a practical method, as it is very difficult to perform multiple times, and can also be escaped with good [[DI]]. However, it is possible to infinite someone using this method on [[Corneria]], where normal wall infinites are not possible. The last possible way to wall infinite someone is to repeatedly multishine someone against a wall.


Against characters that fall down upon being hit by the shine, the only possible way to infinite them against a wall is to multishine. When a character that is lying on the floor is hit by the shine, he/she is pushed along the floor, and stands up when he/she stops sliding. If the character does not tech the first shine, that character can be kept in the animation of sliding on the floor by repeatedly shining them again before he/she has a chance to get up. This requires consistent multishining, and is thus very difficult to perform.  
Against characters that fall down upon being hit by the shine, the only possible way to infinite them against a wall is to multishine. When a character that is lying on the floor is hit by the shine, they are pushed along the floor, and stand up when they stop sliding. If the character does not tech the first shine, that character can be kept in the animation of sliding on the floor by repeatedly shining them again before they have a chance to get up. This requires consistent multishining, and is thus very difficult to perform.  


Wavedashing was removed in ''Brawl'', therefore removing most of the waveshine infinites. However, Fox can still perform a simple wall infinite since the player must hold B in order to keep Fox's reflector in use. Therefore, the player can simply corner the opponent into a wall and keep repeating the Shine as many times as he or she wants until the momentum that the opponent receives from the shine sends the opponent flying behind Fox. This works well in [[Shadow Moses Island]] and can also be done with {{SSBB|Wolf}}.
Wavedashing was removed in ''Brawl'', therefore removing most of the waveshine infinites. However, Fox can still perform a simple wall infinite since the player must hold B in order to keep Fox's reflector in use. Therefore, the player can simply corner the opponent into a wall and keep repeating the Shine as many times as he or she wants until the momentum that the opponent receives from the shine sends the opponent flying behind Fox. This works well in [[Shadow Moses Island]] and can also be done with {{SSBB|Wolf}}.
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After researching the exact angles that the GCN controller is capable of, it was discovered that after 74° of rolling up, the analog stick hits a point of 30° where an input would result in a straight left or right (see the diagram for reference). This means that 89° of roll-up would actually result in a straight airdodge. In conclusion, the perfect waveshine results from 74° of roll-up and therefore the technique's term should have been coined ''74ers''. Despite this discovery, it was decided that the term would remain ''89er'' because the number is more useful when visually representing the angle. The Fox player must try to get as close to the horizontal as possible without actually becoming the horizontal; and conversely, the number 89 is as close to the number 90 (the horizontal) as possible without actually becoming the horizontal (ignoring 89.1, 89.2, etc).
After researching the exact angles that the GCN controller is capable of, it was discovered that after 74° of rolling up, the analog stick hits a point of 30° where an input would result in a straight left or right (see the diagram for reference). This means that 89° of roll-up would actually result in a straight airdodge. In conclusion, the perfect waveshine results from 74° of roll-up and therefore the technique's term should have been coined ''74ers''. Despite this discovery, it was decided that the term would remain ''89er'' because the number is more useful when visually representing the angle. The Fox player must try to get as close to the horizontal as possible without actually becoming the horizontal; and conversely, the number 89 is as close to the number 90 (the horizontal) as possible without actually becoming the horizontal (ignoring 89.1, 89.2, etc).
 
{{clr}}
==Users of the waveshine==
==Users of the waveshine==
===Fox===
===Fox===