A wavedash is a technique that, when used, will cause the user to slide along the ground (dependent on the user's traction. Generally, wavedashing is superior to dashing due to the options that can be done out of it.

Characters with low traction and slow dashes rely on wavedashing as their primary form of movement. Other characters use wavedashing for positioning and maneuvering, especially for combos.


A wavedash is performed by jumping, then immediately air dodging at a sharp angle into the ground. If done correctly, the result should be a crouching animation, then a slide.

This works because the momentum of the air dodge is transferred into horizontal movement, due to the character not being able to fall anymore.



Wavedashing is normally a superior approach option to dashing, due to its versatility. Because the game considers wavedashing as simply standing, you can do any option you could while standing during one.


Wavedashing makes for a safer retreat option as well. Characters with poor rolls and sidesteps rely on wavedashing to escape tough situations.

For example, a character is facing an opponent rushing them down, prepared to do a dash attack, slide smash, or SHFFL. The character being approached can wavedash back to avoid the move, then wavedash forward and punish accordingly.


Characters with long wavedashes can close gaps between them and their opponent quickly, and follow up with a finisher, or continue the combo. 


Wavedashing is a useful tool in edge-guarding. Wavedashing off stage will result in an immediate edge grab, making edge-hogging very easy. Wavedashing off stage and then doing a ledge drop or ledge jump is a good way to intercept recovering opponents as well.



Wavedashing requires quite a bit of start-up. A character is defenseless performing the jump, and must wait 15 frames after "landing" to perform an attack. This makes wavedashing while close to your opponent unsafe, and punishable.

If you accidently air dodge straight forward or straight down instead of at an angle, you will be vulnerable to grabs, due to them cutting through invincibility frames.


Self-destructing is a very large issue that one should pay attention to if attempting to edge hog or edge guard. Accidently air dodging off stage will eat the user's midair jump, making it entirely possible to be gimped, or simply not be able to recover.


A waveland is performed when a character jumps to their peak and descends. As they are falling to the ground, air dodge. The ground should end the air dodge and begin a normal wavedash. This is useful for maneuvering around platforms and getting back on-stage quickly.

Ledge dashingEdit

A ledge dash is performed by dropping from the ledge, double-jumping, and then immediately air dodging into the stage. This makes for a useful surprise attack option.

Longest to shortest wavedashEdit