Editing Wavedash

Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 35: Line 35:


==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), the character's [[traction]], and in ''Ultimate'', the travel distance of the air dodge. 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.


As the length of a wavedash is dependent on the character's traction, surfaces which reduce traction can significantly increase the lengths of wavedashes for all characters, such as the [[UFO]] on [[Fourside]] and the oil slick on [[Flat Zone]]. However, none of the {{SSBM|tournament legal}} stages for ''Melee'' feature such surfaces.
As the length of a wavedash is dependent on the character's traction, surfaces which reduce traction can significantly increase the lengths of wavedashes for all characters, such as the [[UFO]] on [[Fourside]] and the oil slick on [[Flat Zone]]. However, none of the {{SSBM|tournament legal}} stages for ''Melee'' feature such surfaces.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)