Super wavedash: Difference between revisions
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{{ArticleIcons|ssbm=y}} | {{ArticleIcons|ssbm=y}} | ||
[[File:Super_Wave_Dash.gif|thumb|Samus's Super Wavedash on Final Destination.]] | [[File:Super_Wave_Dash.gif|thumb|Samus's Super Wavedash on Final Destination.]] | ||
The '''super wavedash''' (sometimes abbreviated as '''SWD''') is a frame-perfect physics exploit in ''[[Super Smash Bros. Melee]]'' that can only be performed by {{SSBM|Samus}}. If the player performs it right, they will go a very far distance (about as long as {{SSBM|Final Destination}}), however, it is important to release the control stick after the player performs the move, otherwise their distance will not be as far. They can also "Bombhop" by pressing the direction they want to go right before the bomb explodes. | |||
The '''super wavedash''' (sometimes abbreviated as '''SWD''') is a frame-perfect physics exploit in ''[[Super Smash Bros. Melee]]'' that can only be performed by | |||
==Execution== | ==Execution== | ||
The super wavedash is performed by dropping a bomb, and as Samus is hitting the ground, immediately pressing the opposite direction desired on the 41st [[frame]] (approximately when Samus lands after dropping the bomb), then pressing the direction desired on the 42nd frame. This will result in Samus sliding across the level, as if in a normal [[wavedash]], but she will go much farther. | The super wavedash is performed by dropping a bomb, and as Samus is hitting the ground, immediately pressing the opposite direction desired on the 41st [[frame]] (approximately when Samus lands after dropping the bomb), then pressing the direction desired on the 42nd frame. This will result in Samus sliding across the level, as if in a normal [[wavedash]], but she will go much farther. | ||
It is possible, with better timing, to do a SWD falling from the air, however this method is more difficult as the player does not have the | It is possible, with better timing, to do a SWD falling from the air, however this method is more difficult as the player does not have the standard animation to judge the timing as they may fall though the air from different heights. It is also possible to cancel the SWD in order to avoid a [[self-destruct]]. Doing any move with the exception of jumping, [[sidestep]]ping, using the [[Charge Shot]] or [[smash attack]]s will stop the super wavedash. | ||
===Daughter dash=== | |||
The super wavedash is actually a variation of the "daughter dash" mechanic, which occurs when the control stick is inputted left on one frame and right on the other, (or vice versa) while Samus's morph ball is making contact with the ground, or a platform. A super wavedash occurs when one performs a daughter dash on the last possible frame of the daughter dash window. | The super wavedash is actually a variation of the "daughter dash" mechanic, which occurs when the control stick is inputted left on one frame and right on the other, (or vice versa) while Samus's morph ball is making contact with the ground, or a platform. A super wavedash occurs when one performs a daughter dash on the last possible frame of the daughter dash window. | ||
===Boost | ===Boost ball=== | ||
Another variation of the daughter dash mechanic is the "boost ball," also known as "the Goomy Zoomy," named after the Colorado Samus player {{Sm|Goomy}}. The Boost Ball allows Samus to trick the game into maintaining the momentum of a super wavedash in the air from a platform. To perform a boost ball, Samus must drop through a platform's ledge, immediately perform a bomb to land back onto the platform, and then perform a daughter dash to shoot off of the platform. | |||
Another variation of the daughter dash mechanic is the "boost ball," | |||
===Super | ===Super duper wavedash=== | ||
[[File:sdwd.gif|thumb|Super | [[File:sdwd.gif|thumb|Super duper wavedash compared to super wavedash]] | ||
Another variant of the | Another variant of the super wavedash is the "super duper wavedash." Execution is similar to that of the super wavedash, however it requires very precise timing to the point that it is only practical in [[TAS]] runs. It is performed by doing the super wavedash as normal, however on frame 46 the player must hold down, shield on frame 47, and then immediately grab on frame 48. This causes the player to slide a considerable distance further than the super wavedash. | ||
==Crouched bomb== | ==Crouched bomb== | ||
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*[https://www.reddit.com/r/smashbros/comments/3thkrb/cpu_lv9_samus_uses_super_wave_dash/ CPU accidentally performing a super wavedash] | *[https://www.reddit.com/r/smashbros/comments/3thkrb/cpu_lv9_samus_uses_super_wave_dash/ CPU accidentally performing a super wavedash] | ||
*[https://www.youtube.com/watch?v=8GZelT0GuPs Mechanics Behind Daughter Dash, SuperWavedash, and Boost Ball] | *[https://www.youtube.com/watch?v=8GZelT0GuPs Mechanics Behind Daughter Dash, SuperWavedash, and Boost Ball] | ||
*[https://www.youtube.com/watch?v=zvfHNwNl6gM The 20XX Samus Theory] | |||
[[Category:Character-specific terminology]] | [[Category:Character-specific terminology]] |
Latest revision as of 19:44, November 6, 2023
The super wavedash (sometimes abbreviated as SWD) is a frame-perfect physics exploit in Super Smash Bros. Melee that can only be performed by Samus. If the player performs it right, they will go a very far distance (about as long as Final Destination), however, it is important to release the control stick after the player performs the move, otherwise their distance will not be as far. They can also "Bombhop" by pressing the direction they want to go right before the bomb explodes.
Execution[edit]
The super wavedash is performed by dropping a bomb, and as Samus is hitting the ground, immediately pressing the opposite direction desired on the 41st frame (approximately when Samus lands after dropping the bomb), then pressing the direction desired on the 42nd frame. This will result in Samus sliding across the level, as if in a normal wavedash, but she will go much farther.
It is possible, with better timing, to do a SWD falling from the air, however this method is more difficult as the player does not have the standard animation to judge the timing as they may fall though the air from different heights. It is also possible to cancel the SWD in order to avoid a self-destruct. Doing any move with the exception of jumping, sidestepping, using the Charge Shot or smash attacks will stop the super wavedash.
Daughter dash[edit]
The super wavedash is actually a variation of the "daughter dash" mechanic, which occurs when the control stick is inputted left on one frame and right on the other, (or vice versa) while Samus's morph ball is making contact with the ground, or a platform. A super wavedash occurs when one performs a daughter dash on the last possible frame of the daughter dash window.
Boost ball[edit]
Another variation of the daughter dash mechanic is the "boost ball," also known as "the Goomy Zoomy," named after the Colorado Samus player Goomy. The Boost Ball allows Samus to trick the game into maintaining the momentum of a super wavedash in the air from a platform. To perform a boost ball, Samus must drop through a platform's ledge, immediately perform a bomb to land back onto the platform, and then perform a daughter dash to shoot off of the platform.
Super duper wavedash[edit]
Another variant of the super wavedash is the "super duper wavedash." Execution is similar to that of the super wavedash, however it requires very precise timing to the point that it is only practical in TAS runs. It is performed by doing the super wavedash as normal, however on frame 46 the player must hold down, shield on frame 47, and then immediately grab on frame 48. This causes the player to slide a considerable distance further than the super wavedash.
Crouched bomb[edit]
When crouching and laying a bomb, as opposed to laying a bomb without crouching, Samus will skip the first 2 frames in the bomb animation. This means when performing the SWD, the player will hit the opposite direction they want to go on the 39th frame, then hit the direction they want to go on the 40th frame.