Editing Air dodge
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{{ArticleIcons|melee=y|brawl=y|ssb4=y|ultimate=y}} | {{ArticleIcons|melee=y|brawl=y|ssb4=y|ultimate=y}} | ||
[[File:SSBUWebsiteYoshi2.jpg|thumb|300px|[[Yoshi]] performing an air dodge in ''Ultimate''.]] | [[File:SSBUWebsiteYoshi2.jpg|right|thumb|300px|[[Yoshi]] performing an air dodge in ''Ultimate''.]] | ||
An '''air dodge''' (or '''EscapeAir''' by internal ''Brawl'' files) is a technique introduced in ''[[Super Smash Bros. Melee]]'' that gives temporary [[intangibility]] frames to the user in the air, preventing attacks from hitting them. It can be described as [[spot dodging]] in midair. | An '''air dodge''' (or '''EscapeAir''' by internal ''Brawl'' files) is a technique introduced in ''[[Super Smash Bros. Melee]]'' that gives temporary [[intangibility]] frames to the user in the air, preventing attacks from hitting them. It can be described as [[spot dodging]] in midair. | ||
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===Using air dodges as a [[recovery]]=== | ===Using air dodges as a [[recovery]]=== | ||
[[File:Mario Airdodge SSBM.gif|thumb|Real time animation of {{SSBM|Mario}} air dodging in ''Melee''.]] | [[File:Mario Airdodge SSBM.gif|right|thumb|Real time animation of {{SSBM|Mario}} air dodging in ''Melee''.]] | ||
An '''angled recovery''' is the opposite of wavedashing, since the player angles the [[control stick]] up. An angled recovery is useful when a player gets knocked off a stage that has multiple platforms, such as [[Temple]]. | An '''angled recovery''' is the opposite of wavedashing, since the player angles the [[control stick]] up. An angled recovery is useful when a player gets knocked off a stage that has multiple platforms, such as [[Temple]]. | ||
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==In ''[[Super Smash Bros. Brawl]]''== | ==In ''[[Super Smash Bros. Brawl]]''== | ||
[[File:Air dodge.png|thumb|175px|{{SSBB|Snake}} performing an air dodge in ''[[Brawl]]''.]] | [[File: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. | ||