Wavedash: Difference between revisions

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<!-- Please understand that wavedashing is not a glitch.  Do not add any information about how wavedashing is a glitch -->
The '''Wavedash''' is a useful technique/glitch, and is an advanced dodge move, in [[Super Smash Bros. Melee]]. It is done by Jumping, and then immediately air dodging toward the ground so your character will slide along the ground. It can be done by holding the control stick in the Down-Forward (Or Down-Backward) position and the Pressing X~R~X~R~X~R extremely quickly. X to jump, R to airdodge. The Wavedash is an extremely difficult technique to master and you need to test with your character to find the exact timing. While wavedashing, you can go as fast as, or faster than a regular dash, can attack with any attack out of your dash, and can change directions very quickly. As good as this sounds, it's not THAT useful to most characters. [[Luigi]]'s is the easiest to see because he slides so well.
 
Wavedashing can be used to put space between you and your enemy. Yes, rolling creates space, but when you wavedash, you can use any attack/jump/special move right off the bat and shorten the lag time compared to the roll.
A '''wavedash''' is a technique in [[Melee]] that causes a character to slide along the ground without [[walking]] or [[dashing|running]].  It transfers the momentum of the [[air dodge]] into a spurt of ground-based movement.  Like [[l-canceling]] and [[Small Jump|Short Hopping]], wavedashing is considered an advanced technique, and one of the first techniques [[smasher]]s learn when they train for tournaments. 
When practicing, you may want to start by air dodging far away from the ground, and start to air dodge closer and closer to the ground until you get the timing. The next step becomes harder, as you must repeat the process diagonally. This was removed in the sequel, [[Super Smash Bros. Brawl]].
 
Contrary to popular belief, wavedashing is not a glitch, but instead is a necessary byproduct of the game's air dodge mechanics, included to account for instances in which a character's model could air dodge "through the floor" if the game's engine had no mechanism for land fall. The competitive community has thoroughly explored the applications of wavedashing in a match setting and its widely varying uses in modern [[tournament]] situations are clearly beyond what was intended during development.
 
In competitive play, [[Mewtwo]], [[Luigi (SSBM)|Luigi]] and [[Ice Climbers]] players make heavy use of wavedashing as their primary movement, while users of nearly every other [[character]] wavedash frequently for positioning and maneuvering.
[[Image:Wavedash.gif|thumb|300px|right|Luigi wavelanding Short Hopped aerials.]]
 
== History ==
When the [[tournament legal (SSBM)|tournament ruleset]] allowed items, aerial [[item]] catches during an air dodge were safer than grounded item catches.  Wavedashing was accidentally discovered when [[Toadbanjoconker]], a [[Smash World Forums|Smashboards]] veteran, attempted such a catch. Henceforth, wavedashing began to enter [[smasher]]s' repertoires. It didn't become necessary for top level competition until months later.
 
== Technical details ==
Wavedashing describes a sliding motion that occurs by [[jumping]] and then immediately [[air dodging]] at a sharp angle into the ground.  The length a character slides in his wavedash is determined by a number of factors: by the angle at which he air dodged (low angles yield long wavedashes), how close to ground he was before air dodging (the closer the character, the longer the wavedash), and the character's [[traction]]. Low traction yields long wavedashes and high traction yields short wavedashes; thus, characters like [[Luigi (SSBM)|Luigi]], [[Ice Climbers]], and [[Marth]] have long wavedashes, while [[Princess Peach|Peach]] and [[Zelda]] have short wavedashes, generally considered to be less effective.
 
Additionally, there are surfaces on which characters can wavedash great distances; classic examples are the UFO on [[Fourside]] and the oil slick on [[Flat Zone]].
 
=== Performing the technique ===
Traditionally, wavedashing is the technique-to-know for newer players, for a mastery of wavedashing reflects both a nimbleness of fingers and a knowledge of high-level play. It is performed by pressing X or Y (or up on the control stick) to jump, followed immediately by L or R, and diagonally down on the control stick, to perform the air dodge. Ideally, the wavedashing character should slide without ever appearing to leave the ground.
 
Because wavedashing can be difficult to master, some players train themselves by wavedashing directly from a [[crouching]] position, which provides them the opportunity to wavedash only by pressing the two buttons (jump and air dodge) instead of timing a control stick movement as well.  This method of wavedashing, however, is slow and not optimal for battle.
 
The speed of a character's jump also impacts the timing of his wavedash - the time interval between the jump and the air dodge is greater for characters with slow jumps (like [[Bowser]] and [[Link (SSBM)|Link]]) and smaller for characters with fast jumps (like [[Fox McCloud (SSBM)|Fox]] and [[Pikachu (SSBM)|Pikachu]]).
 
=== Advantages of wavedashing ===
While a character is sliding from a wavedash, he is considered by the game to be standing - thus, he can perform any ground attacks that could normally be performed from a standing position, such as smashes, standing grabs and jabs.  He also retains all of his standing defensive maneuvers such as [[sidestepping]] and [[shield]]ing.  Wavedashing allows a character to move while still having available his ground options, a moving versatility [[dashing]] can't match.
 
Another advantage lies in the ability to wavedash backwards while facing forwards, which allows characters to perform standing attacks while moving both backwards and forwards.
 
=== 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 he is 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 him.
 
== Strategies ==
=== Approach ===
For some characters, wavedashing is a better form of movement than [[dashing]].  This is especially true for characters of low traction and a slow dash, such as [[Luigi (SSBM)|Luigi]], [[Ice Climbers]] and [[Mewtwo]].  These characters are special in that almost all their movement is best done via wavedashing.  They can wavedash long distances faster than they can dash.
 
One can take the concept of maneuverability from wavedashing a step further, using to dodge enemy attacks and set up a counterattack.  A common example of this tactic: a player faces a charging enemy, who will most likely launch a [[dash attack]] or [[short hop]] [[Aerial attack|aerial]] from his dash.  To avoid being hit, one can wavedash backwards, dodging the attack and landing an attack of his own during the enemy's lag time.  Wavedashing in this fashion is very common in approach-based [[mindgame]]s.
 
Wavedashing is a quick way to move but is also instrumental in characters' combos and their defense.  Characters with poor rolls or sidesteps, such as [[Samus Aran (SSBM)|Samus]] and [[Mr. Game and Watch|Mr. Game & Watch]], rely on wavedashing to extricate themselves from difficult situations.
 
Additionally, the concept of air dodging into the ground provides a useful segue from a character's air game to his ground game.  This is especially important for Luigi, whose slow, [[floaty]] air game and his speedy ground game lack synergy. A good Luigi player will often follow a [[short hop]] aerial with a "waveland" to reposition, giving Luigi a chance to surprise his opponent with a sudden attack or retreat.  This technique can only be done by a few characters with a few attacks (other notable examples are [[Marth]]'s short hop [[forward aerial]] and [[Dr. Mario]]'s short hop [[back aerial]]), but for them wavelanding is vital to continuing combos and pressuring the enemy.
 
=== Wavesmashing ===
[[Image:Desynchtaunt.gif|thumb|right|[[Desynching|Desynched]] [[Ice Climbers (SSBM)|Ice Climbers]] wavesmashing and "wavetaunting."]]
'''Wavesmashing''' is the act of [[smash attack|smashing]] while wavedashing, and is an example of the offensive advantages of wavedashing.  Since characters can attack during the slide, a typical offensive movement would be to wavedash forward while smashing, minimizing the startup time of the smash (which would be considerable if a character tried to smash after dashing) and potentially finishing the opponent. Wavesmashing is particularly useful for a character like Luigi whose [[dash attack]] is very poor but whose smashes (in Luigi's case, [[down smash]], a vertical launcher) are effective.
 
Although such terms as "wavetilting" and "wavegrabbing" are not as widely used, they fall under the same blanket concept of wavesmashing: that a character can use many and varied attacks while wavedashing.
 
=== Waveshielding ===
Beginning wavedashers often shield right after wavedashing because they do not quickly remove their finger from the L or R button; this idea can be used to a player's advantage as a defensive technique known as '''waveshielding''', the act of [[shield]]ing right after wavedashing.  It's a safe way to travel because the shield blocks most enemy threats.  A player can [[jump-canceling|jump-cancel]] from his shield into another wavedash, allowing him to move with his shield long distances.  In a more offensive sense, waveshielding is also an excellent way to set a [[short hop fast fall l-cancel|shffl'ing]] adversary up to be shield-grabbed.
 
In a similar vein, characters can [[sidestepping|sidestep]] and [[rolling|roll]] during their wavedash, both defensive movements that allow characters to avoid enemy projectiles and attacks (including grabs) without forfeiting movement.
 
=== Edge-hogging ===
''See: [[Edge-hogging]]''
 
Another aspect of wavedashing is that one can fall off platforms backwards, which is impossible by any other technique besides [[moonwalk]]ing, [[shorthop]]ping backwards, and [[shield]]ing an attack.  This seeming oddity has a practical use; it allows characters to edge-hog very quickly.  A backwards wavedash towards the edge will topple the combatant over the side of the stage where he will immediately grab the ledge, thereby preventing his opponent from doing the same. Generally, this is the fastest and safest way to edge-hog.
 
=== Other uses ===
Here is a list of other uses for wavedashing:
 
* As touched on previously, wavedashing from a [[jump-cancelling|jump-cancelled]] shield increases a player's defensive options, allowing him a quick retreat or attack from his shield.  On a similar note, wavedashing from [[shine]] allows [[Fox]] and [[Falco]] to perpetuate their shine combos.
* One can wavedash directly onto the stage from hanging on the edge by dropping off, immediately double jumping, and then air dodging back on-stage.
* One can waveland onto platforms, a highly useful technique on three-platform stages like [[Battlefield]] and [[Yoshi's Story]].
 
== Wavedash in Super Smash Bros. Brawl ==
 
Wavedashing in [[Super Smash Bros. Brawl]] was removed due to the change in the way the physics engine handles the air dodge, in that its direction is now determined by your aerial momentum, rather than a player's analog input. Landing traction upon hitting the ground in Brawl has been reduced considerably, effectively removing any exploitable movement options brought on by the previous game's mechanics.
 
== External Links ==
*[http://www.freewebs.com/xiffer/wavedashing.html FAQ by Tobias Xelkythe and XiF]
 
 
[[Category:Techniques]]
[[Category:Techniques]]
[[Category:Techniques (SSBM)]]

Revision as of 12:01, June 28, 2008

The Wavedash is a useful technique/glitch, and is an advanced dodge move, in Super Smash Bros. Melee. It is done by Jumping, and then immediately air dodging toward the ground so your character will slide along the ground. It can be done by holding the control stick in the Down-Forward (Or Down-Backward) position and the Pressing X~R~X~R~X~R extremely quickly. X to jump, R to airdodge. The Wavedash is an extremely difficult technique to master and you need to test with your character to find the exact timing. While wavedashing, you can go as fast as, or faster than a regular dash, can attack with any attack out of your dash, and can change directions very quickly. As good as this sounds, it's not THAT useful to most characters. Luigi's is the easiest to see because he slides so well. Wavedashing can be used to put space between you and your enemy. Yes, rolling creates space, but when you wavedash, you can use any attack/jump/special move right off the bat and shorten the lag time compared to the roll. When practicing, you may want to start by air dodging far away from the ground, and start to air dodge closer and closer to the ground until you get the timing. The next step becomes harder, as you must repeat the process diagonally. This was removed in the sequel, Super Smash Bros. Brawl.