Airdodging / Wavedashing

Airdodges

  • Airdodges function similarly to Rivals of Aether, consisting of linear movement in a direction followed by a stall in place and a short period of inactionable fall
  • Airdodges are once-per-airtime; they are not returned until after grabbing ledge or touching the ground
  • Airdodge distances have been normalized; the FAF is based on a character’s gravity and fallspeed
    • Note that upwards directional airdodges will not gain any net vertical recovery
  • Gravity takes effect starting on frame 30 of both neutral and directional airdodges
  • Directional airdodges retain all momentum upon hitting the ground
  • Statistics:
    • Intangibility has been standardized to F4-29
    • Can grab ledge starting on frame 35 for directional airdodge or the FAF for neutral airdodge
    • Max Landing Speed: 2.0 🠚 4.0
    • Landing Lag: 20/10F 🠚 10F

Wavedashes / Wavelands

  • Input a directional airdodge during jumpsquat or when within 6.0 units of a ground surface to slide along the ground with a burst of momentum
    • Any angle at or below horizontal will result in a successful wavedash, with steeper angles resulting in less slide
    • Wavedashes can also be performed by pressing jump and shield on the same frame
  • While jump is being input, roll and shield cannot be buffered
  • Wavedashes can pick up items
  • Wavelands will snap to ground surfaces if the character’s ECB is within 5 units