Flashed_Inferno
Smash Rookie
- Joined
- Oct 10, 2013
- Messages
- 16
Wavedashing is a well-known technique, but what are the uses for wavedashing when playing Samus?
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Telling someone to never walk and always wavedash isn't smart. Walking is a massively important mechanic of the game, and it allows us to perform PC Hogs, pivot tilts out of movement, and generally be intensely precise with our spacing. Not to mention, it's got mindgaming properties when applicable. While WDing is incredibly safe and amazing, it doesn't completely invalidate other methods of movement. It's not always about who is faster, but it IS always about who is spacing better.Whenever you are walking/running anywhere and you hit an attack button you have to wait for the movement animation frames to resolve before your attack animation frames come out, basically it takes time for her to stop walking before she can attack, however if you are wavedashing you are considered standing the whole time so all of your attacks come out a few frames faster, and this whole game basically comes down to who's attack that is in range will come out first and allow the player to hopefully start a combo, the amount of recovery frames from movement isn't a lot but when it comes down to who's jab is gonna come out first it matters, you should never walk anywhere wavedashing is faster and safer, also another thing I like to do is while wavedashing backwards when your opponent goes to attack hold jump a little longer in one of your wavedashes and then go into an air dodge/grapple allowing you to quickly punish any of your opponents attacks that have a lot of recovery frames, especially marth, then do a missel cancel as you land on the ground
This is demonstrably false. While walking, you can perform any attack. A run can be canceled with a crouch, which can be canceled with any attack. A dash can be canceled with a dash in the opposite direction, the first frame of which, you are considered standing, and can perform any attack. Literally at any point during a walk, run or dash input, you can theoretically cancel it into any grounded option, in any direction.Whenever you are walking/running anywhere and you hit an attack button you have to wait for the movement animation frames to resolve before your attack animation frames come out, basically it takes time for her to stop walking before she can attack, however if you are wavedashing you are considered standing the whole time so all of your attacks come out a few frames faster, and this whole game basically comes down to who's attack that is in range will come out first and allow the player to hopefully start a combo, the amount of recovery frames from movement isn't a lot but when it comes down to who's jab is gonna come out first it matters, you should never walk anywhere wavedashing is faster and safer, also another thing I like to do is while wavedashing backwards when your opponent goes to attack hold jump a little longer in one of your wavedashes and then go into an air dodge/grapple allowing you to quickly punish any of your opponents attacks that have a lot of recovery frames, especially marth, then do a missel cancel as you land on the ground
Dude... pretty sure you are Ben from TKO... just message me on facebook if you want to talk about these thingsYou're right it doesn't do a lot of damage. I don't mean to use it to rack up damage or to start up a combo; but if your opponent is constantly rushing you down, when you see them go for an attack while you're trying to wavedash backwards to get away from them, you can shorthop away from your opponent while facing them, airdodge away from your opponent and zair. I've almost always found that this puts them in enough hitstun, with the recovery frames from their move, and the hitstun from the zair to move you far enough away to give you the proper zoning to start spamming missals, or enough time to do a superwavedash to the otherside of the stage, it doesn't do a lot of damage but it gives you just a few more frames to get away while you are already moving backwards and it's something that can be done after air dodging away from one of your opponents attacks so it is essentially a punishing move (the amount of frames it takes for the grapple to come out make it almost impossible to use as anything other than a punishing move), and in some circumstances I've found it to be the only way I know to get away from someone who's very effectively maintaining a close combat zone.