Wavelanding: Difference between revisions
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{{merge|wavedash|This technique is simply a wavedash used when landing, as opposed to when jumping}}'''Waveland''' is an advanced tactic similiar to [[wavedash|wavedashing]]. Wavelanding is performed after a character jumps to his/her peak and descends. As the character is approaching the ground the player presses L or R, initiating an air dodge. The ground then stops the air dodge animation and begins a normal wavedash. This is especially useful for moving around platforms quickly and for getting onto the stage quickly. | {{merge|wavedash|This technique is simply a wavedash used when landing, as opposed to when jumping}}'''Waveland''' is an advanced tactic similiar to [[wavedash|wavedashing]]. Wavelanding is performed after a character jumps to his/her peak and descends. As the character is approaching the ground the player presses L or R, initiating an air dodge. The ground then stops the air dodge animation and begins a normal wavedash. This is especially useful for moving around platforms quickly and for getting onto the stage quickly. | ||
Wavelanding returns in [[SSBB]], with limited uses. It is performed by holding in a desired direction while air dodging very close to the ground. Unlike wavelanding in Melee, the length of the slide is not dependent on traction, but on character air speed[[Category:Techniques]] | |||
[[Category:Techniques]] | |||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] | ||
[[Category:Techniques (SSBB)]] | [[Category:Techniques (SSBB)]] |
Revision as of 22:16, January 5, 2009
Waveland is an advanced tactic similiar to wavedashing. Wavelanding is performed after a character jumps to his/her peak and descends. As the character is approaching the ground the player presses L or R, initiating an air dodge. The ground then stops the air dodge animation and begins a normal wavedash. This is especially useful for moving around platforms quickly and for getting onto the stage quickly.
Wavelanding returns in SSBB, with limited uses. It is performed by holding in a desired direction while air dodging very close to the ground. Unlike wavelanding in Melee, the length of the slide is not dependent on traction, but on character air speed