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 10: | Line 10: | ||
Wavedashing was first noticed during the development of ''Melee'' by [[Masahiro Sakurai]]; according to [https://www.sourcegaming.info/2015/09/06/nintendopower228/ an interview] with the magazine {{S|wikipedia|Nintendo Power}}, he elected to not remove the tactic from the game, as he did not believe it would affect play to a significant degree. | Wavedashing was first noticed during the development of ''Melee'' by [[Masahiro Sakurai]]; according to [https://www.sourcegaming.info/2015/09/06/nintendopower228/ an interview] with the magazine {{S|wikipedia|Nintendo Power}}, he elected to not remove the tactic from the game, as he did not believe it would affect play to a significant degree. | ||
Amongst the community, the first recorded mention of wavedashing in ''Melee'' was in the form of a [[Smashboards]] [http://smashboards.com/threads/new-strategy-easter-egg-all-reader.12593/ thread] published on January 24th, 2002 by a | Amongst the community, the first recorded mention of wavedashing in ''Melee'' was in the form of a [[Smashboards]] [http://smashboards.com/threads/new-strategy-easter-egg-all-reader.12593/ thread] published on January 24th, 2002 by a user named Ultimate Melee. Initially called "mad dashing", the thread shows some signs of being unused to the new strategy, such as by claiming that the {{SSBM|Ice Climbers}} can most easily perform the tactic; Ultimate Melee, however, did note that it led to some interesting combat applications, such as the ability to perform smash attacks during the move. Despite the earlier thread existing, it was widely assumed that Smashboards veteran and mod Toadbanjoconker discovered the technique in spring 2002, allegedly posting a now-deleted thread and video about his discovery. This rumor, however, stemmed from an unsourced article that was published on SmashWiki on August 27th, 2006. Mentions of the alleged thread and video were only made after the article was published, suggesting that they may have never existed in the first place. | ||
The term "wavedash" stemmed from the {{uv|Tekken}} fighting game series; in the installment of ''{{s|wikipedia|Tekken Tag Tournament}}'', some characters could perform a rapid, crouching slide, allowing for such characters to quickly pursue attackers and safely parry low attacks, amongst other powerful benefits. A similar tactic with an identical name also existed in the ''{{s|wikipedia|Marvel vs. Capcom}}'' series via a rapid series of crouch-cancelled dashes, though it had fewer practical offensive applications than ''Tekken Tag Tournament''. ''Tekken'' style wavedashing can be seen in [[Kazuya Mishima|Kazuya Mishima's]] moveset, dubbed "[[Crouch Dash|crouch dashing]]" instead. | |||
===Effects on competitive ''Melee''=== | ===Effects on competitive ''Melee''=== | ||
Line 20: | Line 20: | ||
===In later games=== | ===In later games=== | ||
While Sakurai noted that wavedashing was widespread in an interview with ''Nintendo Power'', he disliked the technique, as he felt it had led to a significant degree of separation between beginning and advanced players | While Sakurai noted that wavedashing was widespread in an interview with ''Nintendo Power'', he disliked the technique, as he felt it had led to a significant degree of separation between beginning and advanced players; in addition, Sakurai wanted players to find new ways to play ''Brawl'', with hopes of introducing more aerial combat to the game. As to accomplish this, air dodging was reworked for ''Brawl'', where instead of granting a boost in momentum and allowing for characters to change direction in midair, air dodges followed the path that the character was initially travelling, and created no new momentum. Owing to these changes, wavedashing was effectively removed from ''Brawl'', as air dodging could no longer be exploited like it could in ''Melee''. Despite this, some characters are able to transfer the momentum from their jump into the ground and slide in a fashion similar to a Wavedash upon landing from their jump based on their falling speed rather than their traction. However, it tends to favor characters with slower falling speeds, but even then, a majority of their momentum comes from their initial jump alone, meaning that the character would constantly have to jump and quickly land from the peak of their jump in order to get the most distance. Unlike Wavedashing, the momentum from their slide is considerably negligible in comparison and cannot be applied effectively when close to the ground. Thus, transferring jump momentum into the ground generally provides no significant advantage in competitive play as it requires significant startup time and barely provides extra distance for the player in a stationary position. Additionally, while air dodging into the ground at an angle is possible, the player will always end up using their shield upon landing, which often creates a delay when trying to to set up combos. | ||
This change, however, immediately proved controversial in competitive ''Smash''. The absence of wavedashing, alongside other advanced techniques such as [[L-cancelling]], became a major point of contention in the community. Debate centered on whether the removal of such advanced techniques could prevent ''Brawl's'' [[metagame]] from being as deep compared to its predecessor, as well as whether or not this would impact the game's viability as a tournament fighter. While ''Brawl'' did develop its own tournament scene, debates over the game continually persisted in the years after its release. | This change, however, immediately proved controversial in competitive ''Smash''. The absence of wavedashing, alongside other advanced techniques such as [[L-cancelling]], became a major point of contention in the community. Debate centered on whether the removal of such advanced techniques could prevent ''Brawl's'' [[metagame]] from being as deep compared to its predecessor, as well as whether or not this would impact the game's viability as a tournament fighter. While ''Brawl'' did develop its own tournament scene, debates over the game continually persisted in the years after its release. | ||
Line 26: | Line 26: | ||
Regardless of the controversy surrounding the removal of wavedashing, ''[[Super Smash Bros. 4]]'' retained the air dodge system from ''Brawl'', and as such, wavedashing continued to be absent from the series. Some characters, however, can potentially perform similar momentum boosts through applied usage of custom moves, such as {{SSB4|Bowser}}'s [[Flying_Slam#Customization|Dash Slash]], though these have fewer practical applications than wavedashing in ''Melee''. | Regardless of the controversy surrounding the removal of wavedashing, ''[[Super Smash Bros. 4]]'' retained the air dodge system from ''Brawl'', and as such, wavedashing continued to be absent from the series. Some characters, however, can potentially perform similar momentum boosts through applied usage of custom moves, such as {{SSB4|Bowser}}'s [[Flying_Slam#Customization|Dash Slash]], though these have fewer practical applications than wavedashing in ''Melee''. | ||
=== | ===Ultimate=== | ||
{{Image}} | {{Image}} | ||
Directional air dodges return in ''[[Super Smash Bros. Ultimate]]'', bringing wavedashing and wavelanding back as well. However, wavedashing cannot be performed as quickly as in ''Melee'' | Directional air dodges return in ''[[Super Smash Bros. Ultimate]]'', bringing wavedashing and wavelanding back as well. However, wavedashing cannot be performed as quickly as in ''Melee'' as characters have faster initial jump velocities and directional air dodges have a five frame windup animation. Additionally, wavelanding takes longer due to air dodges having higher landing lag and characters halt at the end of the wavedash rather than retaining momentum fully throughout like in ''Melee''. Also, dodging repeatedly causes the dodges to be executed slower and slower. Because of this, wavedashing is slower and less safe overall. Finally, the boost given by airdodges is impossible to fully transfer into sliding momentum, as during the windup of an air dodge the user pulls back in the opposite direction slightly before moving in the inputted direction, and [[traction]] for the entire cast is much higher than previous games, thus virtually all of the air dodge momentum will wear off by the time the character fully lands. While this modern wavedash is not completely useless, having some very situational applications like wavelanding on platforms to read and surprise the opponent, the reasons above as well as the series simply evolving in a way that downplays the technique makes the wavedash not nearly as popular as in ''Melee'' and a rarity in a competitive match. | ||
Finally, the boost given by | |||
While this modern wavedash is not useless, having some very situational applications like wavelanding on platforms to read and surprise the opponent, the reasons | |||
==Technical details== | ==Technical details== | ||
Line 185: | Line 181: | ||
===Disadvantages of wavedashing=== | ===Disadvantages of wavedashing=== | ||
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 [[frame]]s 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 | 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 [[frame]]s 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. This is especially apparent in ''Ultimate'', as dash attacks have been buffed across the board since ''Melee'' to be among the fastest and/or strongest attacks in most fighters' moveset. | ||
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. The player's character, in a state of [[helpless]]ness, is vulnerable to combos and other attacks immediately after the air dodge. 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 {{Sm|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 {{SSBM|Samus}}, {{SSBM|Young Link}} or {{SSBM|Link}}, via proper use of their [[wall grapple|wall grappling]] techniques, a majority of these errors will lead to a [[self-destruct]]. | 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. The player's character, in a state of [[helpless]]ness, is vulnerable to combos and other attacks immediately after the air dodge. 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 {{Sm|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 {{SSBM|Samus}}, {{SSBM|Young Link}} or {{SSBM|Link}}, via proper use of their [[wall grapple|wall grappling]] techniques, a majority of these errors will lead to a [[self-destruct]]. | ||
Line 212: | Line 208: | ||
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. | 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. | ||
===Wavedropping=== | ===Wavedropping=== | ||
Line 242: | Line 234: | ||
*[http://www.smashboards.com/threads/new-strategy-easter-egg-all-reader.12593/ First recorded mention of wavedashing on SmashBoards] | *[http://www.smashboards.com/threads/new-strategy-easter-egg-all-reader.12593/ First recorded mention of wavedashing on SmashBoards] | ||
*[http://www.freewebs.com/xiffer/wavedashing.html FAQ by Tobias Xelkythe and XiF]. | *[http://www.freewebs.com/xiffer/wavedashing.html FAQ by Tobias Xelkythe and XiF]. | ||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] | ||
[[Category:Advanced techniques]] | [[Category:Advanced techniques]] | ||
[[Category:Slide techniques]] | [[Category:Slide techniques]] |