Tag: wavedash

Technical information about Zelda’s Wavedash. Details provided also include Wavesurf, and Waveland. Execution, max distance, and refinement are a focus.

  • Air dodge Interrupts and Angeldash (Lustdash/Lemondrop)

    Zelda’s air dodge has a very fast starting speed, but diminishes quickly and leaves Zelda hanging in the air unable to act and vulnerable. However, shortly after her movement begins its rapid decline, her ECB lifts and drops dramatically, making the move interruptible and saving Zelda from a long, inactionable aerial stall. Air dodging horizontally with a platform slightly below the knee will allow you to travel laterally along that platform, land out of the air dodge, and be actionable quickly after having traveled a considerable distance from the early, high-speed frames of air dodge. Falling through platform and doing… continue

    Air dodge Interrupts and Angeldash (Lustdash/Lemondrop)
  • Boost Wavedash / Wavesurfing

    Zelda’s wavedash is tied for worst in the game alongside Peach distance-wise, but that doesn’t mean we can’t improve it or otherwise bend it to our will. Zelda also has absurdly high initial dash speed that quickly falls off, and we can use this to extend our wavedash quite a bit farther than usual and cover more ground in a shorter time. Dashing for between 2 and 4 frames before wavedashing leads to an extended wavedash; it is a faster way to cover ground than just dashing or just wavedashing. I have seen this referred to in a couple of… continue

    Boost Wavedash / Wavesurfing
  • Drop Dash

    The dropdash is a device of my own creation; its purpose is a faster, wigglier wavedash on platform. Dropdashing is performed by dropping through platform, jumping the first frame actionable through platform, and wavelanding the frame after. This negates Zelda’s monstrous jumpsquat time during wavedash startup and saves you one frame, bringing her wavedash on platform down to 6 frames. If performed optimally the dropdash is slightly longer than wavedash as you can gain slight horizontal distance and momentum by jumping forward/backward. I find the easiest input for this to be down -> roll into wavedash angle, then input the… continue

    Drop Dash
  • Farore’s Wind – Drift and Hover

    Farore’s Wind maintains some of Zelda’s momentum, and is most apparent during double jump. Performing a double jump moving backwards or forwards, followed by an immediate Farore’s input, carries Zelda’s teleport startup in the direction of the double jump at a reduced speed. With this knowledge, you can take more evasive actions. Try starting a teleport to somewhere safer or quickly adjust your Farore’s position to make a sweet spot possible. Teleport drift also happens during fast fall. Start a fast fall, input Up-B, and the downward momentum will cause your teleport to drop faster. Teleport drift is also affected by other… continue

    Farore’s Wind – Drift and Hover
  • Haxdash, Ribbondash, and Other Ledge Options

    Zelda has an invulnerable haxdash on every stage. This is performed by: Releasing ledge, jumping towards stage, airdodging at a low down and away angle back on frames 15-20, then fastfalling. Over time, you should begin to tighten your frame windows and angle down from 19 to 15, and a down and away angle to an angle much closer to full south. Haxdashing at earlier frames with angles closer to south will eventually remove the need to fastfall in order to maintain invulnerability. Even if you miss the angle and input straight south, you will gain up to 3 frames… continue

    Haxdash, Ribbondash, and Other Ledge Options