Proper wavedashing looks something vaguely like this.
Understanding the principles behind wavedashing:
First, the principles of projectiles and hitboxes.
When shooting at a target, there are two hitboxes to keep in mind: The tile the target is on/tiles behind the mob you're firing at, and the mob itself.
In the above image, I outline the hitbox of the floor tile. In the below image, I outline the hitbox of the mob itself.
So how do you wavedash?
Well first you're gonna want one of these bad boys:
Secondly, you're gonna want to play in non-hotkey mode. This tech works best with arrow key controls. This is because the input requires you to bind the keys "R E S T ENTER" to one of your extra mouse buttons. Usually mice with extra buttons come with software to handle binds for you, but the actual process of creating the binds is up to you. If you play in hotkey mode, your bind will have to be "TAB R E S T ENTER TAB" which requires more inputs and disrupts your mob's movement (because you move with WASD, but can't use those keys to move while hotkey mode is off, which it is for a few frames while the bind executes).
tl;dr: Play in non-hotkey mode, bind an extra mouse button to "R E S T ENTER."
From here, the input is simple: Just move with the arrow keys and mash your Rest bind as fast as you can. You will move while also retaining a prone position for the majority of your frames, meaning that you can strafe AND retain invulnerability from tile-directed shots.
Your hitboxes will also look like this depending on your state:
From left to right: Standing state (worst), resting state (good), horizontal resting state (best). Notice in the image with hotboxes shown, the circles get progressively smaller. The smaller your hitbox, the harder you are to hit. Not shown: States between resting/getting up where your sprite is diagonal, horizontal standing state (slightly better than normal standing, but worse than both resting states).
Wavedashing is optimally employed when moving at a high speed. Since it lowers your speed, if you already have any speed debuffs (such as one from low HP), you'll move very slowly and be more vulnerable to mob-clicks.
Due to the rapid changing of standing to resting states, mob clicks will be made more difficult. Tile clicks won't hit you at all due to being prone. Successful mob clicks can still be dodged due to the fact that your character is still moving. This makes wavedashing a very potent method for evading fire while approaching/retreating from an enemy with a ranged option.
Other applications of wavedashing include slipping past enemies that aren't on Help intent: Simply rest as you move to them, causing you to slide underneath them, then stand back up. Wavedashing is highly viable if you are in handcuffs, due to the fact that it does not require hands and that if you are in handcuffs you're often already saxxing from somebody.
I hope you enjoyed my guide! 20XX is upon us!