Waveshine: Difference between revisions

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{{ArticleIcons|ssbm=y|unofficial=y}}{{Cleanup|reword second person}}
{{ArticleIcons|ssbm=y|unofficial=y}}
:''This article is about the ''Melee'' technique. For the Argentinian tournament series, see [[Tournament:Waveshine (series)]], and for the first tournament in the series, see [[Tournament:Waveshine 1]]''
:''This article is about the ''Melee'' technique. For the Argentinian tournament series, see [[Tournament:Waveshine (series)]], and for the first tournament in the series, see [[Tournament:Waveshine 1]]''
[[File:Fox Waveshine.gif|250px|thumb|Fox performing several waveshines.]]
[[File:Fox Waveshine.gif|250px|thumb|Fox performing several waveshines.]]
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==Waveshine infinite==
==Waveshine infinite==
A '''waveshine infinite''' is an [[infinite]] in ''[[Super Smash Bros. Melee]]'' which uses the waveshine, performable using {{SSBM|Fox}}. The Waveshine Infinite can not be done with [[Falco (SSBM)|Falco]], as his Shine has vertical [[knockback]]. Performing the technique and its variations requires knowledge of [[L-canceling]], the Waveshine, and the [[short hop]].
A '''waveshine infinite''' is an [[infinite]] in ''[[Super Smash Bros. Melee]]'' which uses the waveshine, performable using {{SSBM|Fox}}. The Waveshine Infinite can not be done with {{SSBM|Falco}}, as his Shine has vertical [[knockback]]. Performing the technique and its variations requires knowledge of [[L-canceling]], the Waveshine, and the [[short hop]].


There are two general types of the Waveshine infinite. One can infinite an opponent either against a wall, which is generally easier, or on a flat surface, without a wall. Both types of infinites have multiple ways to perform them.
There are two general types of the Waveshine infinite. One can infinite an opponent either against a wall, which is generally easier, or on a flat surface, without a wall. Both types of infinites have multiple ways to perform them.
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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 he/she is on the ground.


===Land infinite===
===Land infinite===
The player must waveshine into another shine and repeat, hitting the opponent each time. Even if the opponent uses [[DI]] or [[SDI]], the Fox player can catch him by reflex, but this requires considerable technical skill. On many characters, you must walk forward slightly after your waveshine, in order to reach them with the next shine.
The player must waveshine into another shine and repeat, hitting the opponent each time. Even if the opponent uses [[DI]] or [[SDI]], the Fox player can catch them by reflex, but this requires considerable technical skill. On many characters, the player must walk forward slightly after the waveshine, in order to reach the opponent with the next shine.


===IJC Shine===
===IJC Shine===
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==89er==
==89er==
[[File:89er.gif|200px|thumb|89er infinite on Peach]]
[[File:89er.gif|200px|thumb|89er infinite on Peach]]
===Description===
''89er'' is the term given to a perfect or almost perfect waveshine. Most often seen in TAS videos, this technique allows the user to travel a further distance than a normal waveshine. The extended distance that a Fox player can gain from an 89er opens the door for many possibilities. Some examples include: performing the wall-less infinite on Peach without needing to JC shine, waveshining a Marth that doesn't SDI away, and waveshining Sheik (and any other character with an equal or shorter waveshine drift distance) no matter their SDI.
''89er'' is the term given to a perfect or almost perfect waveshine. Most often seen in TAS videos, this technique allows the user to travel a further distance than a normal waveshine. The extended distance that a Fox player can gain from an 89er opens the door for many possibilities. Some examples include: performing the wall-less infinite on Peach without needing to JC shine, waveshining a Marth that doesn't SDI away, and waveshining Sheik (and any other character with an equal or shorter waveshine drift distance) no matter their SDI.
===How It's Performed===
===How It's Performed===
[[File:Gcn_angles.jpg|200px|thumb|GCN controllers have 30° on each of the four sides that results in a single input for up, down, left, and right directions]]
[[File:Gcn_angles.jpg|200px|thumb|GCN controllers have 30° on each of the four sides that results in a single input for up, down, left, and right directions]]
The term ''89er'' is a visual reference of the inputs one must do with their analog stick to perform the technique. After inputting Down+B (a Shine) a Fox player's analog stick is typically pointing straight down . To get an 89er, the analog stick must then be rolled up either left or right (depending on the direction you want to go) to be as close to the 90° point (straight ← or →) without actually reaching this 90° point. This will give you the best airdodge angle needed for a max length waveshine. If you reach the 90° point by accident, or go over it, you will airdodge into thin air. So to summarize, you must roll-up the analog stick as close to the horizontal as possible, without actually reaching it or overshooting it.
The term ''89er'' is a visual reference of the inputs one must do with their analog stick to perform the technique. After inputting a Shine a Fox player's analog stick is typically pointing straight down. To get an 89er, the analog stick must then be rolled up either left or right (depending on the desired direction) to be as close to the 90° point (straight ← or →) without actually reaching this 90° point. This will give the best airdodge angle needed for a max length waveshine. If the 90° point is reached or exceeded by accident, the Fox player will airdodge into thin air.


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 (look at the diagram to the right 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).


==Users of the waveshine==
==Users of the waveshine==
===Fox===
===Fox===
The waveshine is generally used for [[combo]]s with Fox. However, some characters fall over when shined. This presents a problem, and generally these characters are immune to waveshine combos. Note that if these characters crouch-cancel the shine, they will not fall over and can be treated as normal waveshine. Also, using an attack after the wavedash can cause a character who has fallen over to be "forced" to stand up (most noticeably a [[neutral attack]]). This is referred to as "Thunder's Combo."
The waveshine is generally used for [[combo]]s with Fox. However, some characters fall over when shined. This presents a problem, and generally these characters are immune to waveshine combos. Note that if these characters crouch-cancel the shine, they will not fall over and can be treated as normal waveshine. Also, using an attack after the wavedash can cause a character who has fallen over to be "forced" to stand up (most noticeably a [[neutral attack]]). This is referred to as "Thunder's Combo."


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==Similar techniques==
==Similar techniques==
===Waveshined Laser===
===Waveshined Laser===
The '''waveshined Laser''' is a very useful technique because it's a good defense and a good offense. To do this, use [[Reflector]], Wavedash backwards without facing behind the player, and shoot as many [[Laser]]s that they want to shoot.
The '''waveshined laser''' is a very useful technique because it's a good defense and a good offense. To do this, use [[Reflector]], Wavedash backwards without facing behind the player, and shoot as many [[Laser]]s that they want to shoot.


Waveshining is also a popular mixup when [[pillaring]] an opponent's [[shield]]. The waveshine allows the Falco player to move behind an opponent's shield to not get shieldgrabbed.
Waveshining is also a popular mixup when [[pillaring]] an opponent's [[shield]]. The waveshine allows the Falco player to move behind an opponent's shield to not get shieldgrabbed.
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===Dash shining===
===Dash shining===
'''Dash shining''' is an advanced [[Brawl]] technique by Fox that greatly resembles waveshine. It is hard to pull off but is essential for advanced Fox play. To start off, the player must first have mastered the [[jump shine]] and [[foxtrot]]. To do a dash shine, the player first starts with a foxtrot. Out of foxtrot, the player must jump cancel their dash and immediately shine. If jump shined correctly, the player will instantly be able to dash again to start the whole attack over. Repeat if desired.
'''Dash shining''' is an advanced ''[[Brawl]]'' technique by Fox that greatly resembles waveshine. It is hard to pull off but is essential for advanced Fox play. To start off, the player must first have mastered the [[jump shine]] and [[foxtrot]]. To do a dash shine, the player first starts with a foxtrot. Out of foxtrot, the player must jump cancel their dash and immediately shine. If jump shined correctly, the player will instantly be able to dash again to start the whole attack over. Repeat if desired.


==List of characters that cannot be waveshined==
==List of characters that cannot be waveshined==
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