Air dodge: Difference between revisions

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Reverted edits by 49.36.139.86 (talk) to last version by DracoRexKing.
(→‎In Super Smash Bros. Brawl: I fixed a typo in the name snake)
Tag: Mobile edit
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Tag: Rollback
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==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
[[Image:Air dodge.png|right|thumb|175px|{{SSBB|🐍 }} performing an air dodge in ''[[Brawl]]''.]]
[[Image:Air dodge.png|right|thumb|175px|{{SSBB|Snake}} performing an air dodge in ''[[Brawl]]''.]]
In ''Brawl'', the air dodge has been revamped. It no longer halts the character's momentum and no longer permits the user to nudge the character by pressing the control stick; it simply grants brief intangiblity along the character's current line of movement. Following the air dodge, characters are put in their regular aerial state rather than the helpless state, and thus may attack, jump, or air dodge again following their initial air dodge.
In ''Brawl'', the air dodge has been revamped. It no longer halts the character's momentum and no longer permits the user to nudge the character by pressing the control stick; it simply grants brief intangiblity along the character's current line of movement. Following the air dodge, characters are put in their regular aerial state rather than the helpless state, and thus may attack, jump, or air dodge again following their initial air dodge.


The air dodge can now also be used when a character is [[tumbling]] or [[reeling]], and with the introduction of hitstun canceling, characters can air dodge out of these states 13 frames after being hit, regardless of the amount of [[hitstun]] received. This is often employed by players to enable action qucker than waiting out their [[knockback]] and to limit reliance on [[tech]]ing. Using the air dodge at this time does not reduce knockback, a rumor that was started when it was noticed that higher-level CPUs were doing it constantly. However, an air dodge can be used for [[momentum canceling]], and in some cases, such as {{SSBB|Ike}} and {{SSBB|Snake}}, it is their best option, since they yield better results using an air dodge when momentum canceling than their shortest-lasting aerial (both of their air dodges end in 39 frames, while their shortest-lasting aerials last just a few frames longer, and despite the minuscule difference, air dodging is still their best option nonetheless). In addition, they also gain the most benefit when momentum canceling using the basic method.
The air dodge can now also be used when a character is [[tumbling]] or [[reeling]], and with the introduction of hitstun canceling, characters can air dodge out of these states 13 frames after being hit, regardless of the amount of [[hitstun]] received. This is often employed by players to enable action quicker than waiting out their [[knockback]] and to limit reliance on [[tech]]ing. Using the air dodge at this time does not reduce knockback, a rumor that was started when it was noticed that higher-level CPUs were doing it constantly. However, an air dodge can be used for [[momentum canceling]], and in some cases, such as {{SSBB|Ike}} and {{SSBB|Snake}}, it is their best option, since they yield better results using an air dodge when momentum canceling than their shortest-lasting aerial (both of their air dodges end in 39 frames, while their shortest-lasting aerials last just a few frames longer, and despite the minuscule difference, air dodging is still their best option nonetheless). In addition, they also gain the most benefit when momentum canceling using the basic method.


Air dodges now cause characters to automatically catch any item nearby during the first frames (unless they are holding one already), without having to press the attack button like in ''Melee''. However, this also means characters can no longer grab items at any time of the air dodge, only the beginning.
Air dodges now cause characters to automatically catch any item nearby during the first frames (unless they are holding one already), without having to press the attack button like in ''Melee''. However, this also means characters can no longer grab items at any time of the air dodge, only the beginning.