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Wave dash

wave dash

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Wave dash

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Berdly learns to wavedash. Deltarune Animation

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Wavedashing describes a sliding motion that occurs by jumping and then immediately air dodging at a sharp angle into the ground. Low traction yields long wavedashes, while high traction yields short wavedashes. Thus characters like Luigi, Ice Climbers, and Marth have long wavedashes, while Peach and 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. However, none of the tournament legal stages for Melee feature such surfaces. More information can be found here. Lengths for Ultimate can be seen here. Traditionally, wavedashing is the technique-to-know for newer competitive players, for 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 or up on the control stick to jump, 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. That said, during a match, one must compensate for startup lag in a wavedash, depending on the character being used. While in a wavedash, the character is considered by the game to be standing - thus, they can perform any ground attacks that could normally be performed from a standing position, such as smashes, standing grabs and jabs. The character also retains all of their standing defensive maneuvers such as sidestepping and shielding.

Another advantage lies in the ability to wavedash backwards while facing forwards, which allows characters to perform standing attacks while moving both backwards and forwards. This is helpful for mindgames, especially with characters with longer wavedashes. This technique also allows relatively safer retreats from opponents, and should the player fall off the stage with the wavedash, they will immediately grab onto the ledge, giving rise to a powerful and fast edgeguard option.

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 frames 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.

Since fighters are considered standing during a wavedash, they are unable to dash, and dash attack by extention. While a relatively minor handicap, it does hinder fighters that rely on dash attacks as a central part of their kit. 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. 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 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 Samus , Young Link or Link , via proper use of their wall grappling techniques, a majority of these errors will lead to a self-destruct. 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. One can take the concept of maneuverability from wavedashing a step further, using to dodge enemy attacks and set up a counterattack. A common example of this tactic: a player faces a charging enemy, who will most likely launch a dash attack or short hop aerial from their dash.

Wavedashing in this fashion is very common in approach-based mindgames. Characters with poor rolls or sidesteps, such as Samus and Mr. This is especially important for Luigi, whose slow, floaty air game and speedy ground game lack synergy.

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. Wavesmashing is the act of smashing while wavedashing, and 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.

Although such terms as "wavetilting", "wavegrabbing", and " wavejabbing" are not as widely used, they fall under the same blanket concept of wavesmashing: that a character can use many and varied attacks while wavedashing.

Wavelanding is performed after a character jumps to their peak and descend. As the character is approaching the ground the player presses L or R, initiating an air dodge. The ground then stops the air dodge animation and begins a normal wavedash. This is especially useful for moving around platforms quickly and for getting onto the stage quickly. Wavelanding returns in Super Smash Bros. Brawl , with limited uses. It is performed by holding the control stick in a desired direction while air dodging very close to the ground.

Wavelanding also returns in Super Smash Bros. Ultimate , this time with the return of directional air dodges. However, it is nerfed compared to Melee due to the aforementioned changes to such air dodges. A Wavedrop is a useful technique when trying to maintain control while a character is dashing, landing from a jump or a completed aerial attack, or even wavedashing. It can even be used as a mindgame against opponents to some extent.

In order to Wavedrop, land from a jump, transition from the last few frames of a dash into a wavedash, or attempt a second wavedash during the initial sequence of the wavedash, but instead of angling the Control Stick as usual, hold it down completely. The character will land in a Wavedashing animation, but remain still. A player can jump-cancel from their shield into another wavedash, allowing them to move with their shield long distances.

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. Another aspect of wavedashing is that one can fall off platforms backwards, which is impossible by any other technique besides moonwalking , shorthopping backwards, and shielding an attack, with wavedashing being quicker than those three techniques.

This seeming oddity has a practical use; it allows characters to edge-hog very quickly. A backwards wavedash towards the edge will topple the combatant over the side of the stage where they will immediately grab the ledge, thereby preventing their opponent from doing the same. Generally, this is the fastest and safest way to edge-hog. Triangle jumping or "Triangle dash", not to be confused with another term for walljumping is a technique similar to wavelanding.

It comes from a term used in games like the Marvel vs. It was later found that the game developers were aware of its presence, but removing it would have been very difficult, and they did not think it would significantly affect gameplay at the time. The competitive community has thoroughly explored the applications of wavedashing in a match setting and its widely varying uses in modern tournament situations are clearly beyond what was possibly intended during development.

In competitive play, Mewtwo , Luigi and the Ice Climbers players make heavy use of wavedashing as their primary movement, while users of nearly every other character wavedash frequently for positioning and maneuvering.

When the tournament ruleset allowed items, aerial item catches during an air dodge were safer than grounded item catches. Wavedashing was accidentally discovered when a player using Luigi attempted such a catch. Wavedashing describes a sliding motion that occurs by jumping and then immediately air dodging at a sharp angle into the ground.

Low traction yields long wavedashes and high traction yields short wavedashes; thus, characters like Luigi , Ice Climbers , and Mewtwo have long wavedashes, while Peach and Zelda have short wavedashes, generally considered to be less effective unless performed on icy surfaces.

Additionally, there are surfaces on which characters can wavedash great distances; classic examples are the UFO on Fourside and the oil slick on Flat Zone. Traditionally, wavedashing is the technique-to-know for newer players, for 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 or up on the control stick to jump, 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. While a character is sliding from a wavedash, they are considered by the game to be standing - thus, they can perform any ground attacks that could normally be performed from a standing position, such as smashes, standing grabs and jabs.

They also retain all of their standing defensive maneuvers such as sidestepping and shielding. Another advantage lies in the ability to wavedash backwards while facing forwards, which allows characters to perform standing attacks while moving both backwards and forwards, as well as sliding backwards off the stage to an edgehog or aerial. When used in matches involving more than 2 players, dodging an opponent when using the Wavedash can often be easily punished, as players can unintentionally slide into more dangerous situations.

Despite these rare occasions, however, Wavedashing is generally lacking in flaws when compared to many competitive techniques, and is generally viewed as a more advanced method of dodging and spacing with no real flaws that could seriously alter the outcome of a match. In Super Smash Bros. Wavedashing in Super Smash Bros. Brawl was removed due to the change in the way the physics engine handles the air dodge, in that its direction is now determined by aerial momentum, rather than analog input.

While Wavedashing is technically removed, Yoshi has the ability to perform a pseudo-wavedash called the Dragonic Reverse , which entails canceling the double jump animation with an attack.

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