Editing Wavedash
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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''=== | ||
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===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{{fact}}; 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 | 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{{fact}}; 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. | ||
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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'', 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 halting 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. | 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 halting 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. |