Editing Wavedash
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
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 4: | Line 4: | ||
A '''wavedash''' is a technique/physics engine [[exploit]] in ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Ultimate]]'' 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]]'' and ''[[Super Smash Bros. Ultimate]]'' 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. | ||
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" like attacking or walking, but instead, 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. 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" like attacking or walking, but instead, 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== |