Editing Air dodge
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ArticleIcons|melee=y|brawl=y|ssb4=y|ultimate=y}} | {{ArticleIcons|melee=y|brawl=y|ssb4=y|ultimate=y}} | ||
[[File:SSBUWebsiteYoshi2.jpg|thumb| | [[File:SSBUWebsiteYoshi2.jpg|right|thumb|175px|[[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. | ||
Line 12: | Line 12: | ||
{{clrl}} | {{clrl}} | ||
===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]]. | ||
Line 26: | Line 26: | ||
!Intangible Frames | !Intangible Frames | ||
!Intangible Duration | !Intangible Duration | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Dr. Mario|SSBM}} | |style="text-align:left"|{{CharHead|Dr. Mario|SSBM}} | ||
|48 | |48 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Mario|SSBM}} | |style="text-align:left"|{{CharHead|Mario|SSBM}} | ||
|48 | |48 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Luigi|SSBM}} | |style="text-align:left"|{{CharHead|Luigi|SSBM}} | ||
|48 | |48 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Bowser|SSBM}} | |style="text-align:left"|{{CharHead|Bowser|SSBM}} | ||
|49 | |49 | ||
|3-29 | |3-29 | ||
|27 frames | |27 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Peach|SSBM}} | |style="text-align:left"|{{CharHead|Peach|SSBM}} | ||
|49 | |49 | ||
|4-19 | |4-19 | ||
|16 frames | |16 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Yoshi|SSBM}} | |style="text-align:left"|{{CharHead|Yoshi|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Donkey Kong|SSBM}} | |style="text-align:left"|{{CharHead|Donkey Kong|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Captain Falcon|SSBM}} | |style="text-align:left"|{{CharHead|Captain Falcon|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Ganondorf|SSBM}} | |style="text-align:left"|{{CharHead|Ganondorf|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Falco|SSBM}} | |style="text-align:left"|{{CharHead|Falco|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Fox|SSBM}} | |style="text-align:left"|{{CharHead|Fox|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Ice Climbers|SSBM}} | |style="text-align:left"|{{CharHead|Ice Climbers|SSBM}} | ||
|48 | |48 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Ness|SSBM}} | |style="text-align:left"|{{CharHead|Ness|SSBM}} | ||
|48 | |48 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Kirby|SSBM}} | |style="text-align:left"|{{CharHead|Kirby|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Samus|SSBM}} | |style="text-align:left"|{{CharHead|Samus|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Zelda|SSBM}} | |style="text-align:left"|{{CharHead|Zelda|SSBM}} | ||
|49 | |49 | ||
|4-19 | |4-19 | ||
|16 frames | |16 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Sheik|SSBM}} | |style="text-align:left"|{{CharHead|Sheik|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Link|SSBM}} | |style="text-align:left"|{{CharHead|Link|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Young Link|SSBM}} | |style="text-align:left"|{{CharHead|Young Link|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Pichu|SSBM}} | |style="text-align:left"|{{CharHead|Pichu|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Pikachu|SSBM}} | |style="text-align:left"|{{CharHead|Pikachu|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Jigglypuff|SSBM}} | |style="text-align:left"|{{CharHead|Jigglypuff|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Mewtwo|SSBM}} | |style="text-align:left"|{{CharHead|Mewtwo|SSBM}} | ||
|39 | |39 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Mr. Game & Watch|SSBM}} | |style="text-align:left"|{{CharHead|Mr. Game & Watch|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Roy|SSBM}} | |style="text-align:left"|{{CharHead|Roy|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Marth|SSBM}} | |style="text-align:left"|{{CharHead|Marth|SSBM}} | ||
|49 | |49 | ||
|4-29 | |4-29 | ||
|26 frames | |26 frames | ||
|} | |} | ||
==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. | ||
Line 675: | Line 675: | ||
==In ''[[Super Smash Bros. Ultimate]]''== | ==In ''[[Super Smash Bros. Ultimate]]''== | ||
[[File:SSBUWebsite19.jpg|thumb|220px|Pac-Man's air dodge in ''Ultimate''.]] | [[File:SSBUWebsite19.jpg|thumb|220px|Pac-Man's air dodge in ''Ultimate''.|right]] | ||
In ''Ultimate'', air dodges have received a major overhaul, containing elements from all previous games. Depending on the player's control stick input, characters can use two types of air dodges: | In ''Ultimate'', air dodges have received a major overhaul, containing elements from all previous games. Depending on the player's control stick input, characters can use two types of air dodges: | ||
*If no direction is held, they perform a '''neutral air dodge''' (known as simply '''Air Dodge''' officially, and '''EscapeAir''' internally), which behaves like air dodges in ''Brawl'' and ''Smash 4'', preserving their momentum. Compared to ''Smash 4'', these air dodges have much more ending lag (with an average duration of 49-50 frames, up from 32-33 frames), but their landing lag is effectively halved (10 frames, down from 21), and they grant slightly more intangibility (two additional frames for most characters). This causes them to be much more punishable if used high above the ground or offstage, but safer to land with. | *If no direction is held, they perform a '''neutral air dodge''' (known as simply '''Air Dodge''' officially, and '''EscapeAir''' internally), which behaves like air dodges in ''Brawl'' and ''Smash 4'', preserving their momentum. Compared to ''Smash 4'', these air dodges have much more ending lag (with an average duration of 49-50 frames, up from 32-33 frames), but their landing lag is effectively halved (10 frames, down from 21), and they grant slightly more intangibility (two additional frames for most characters). This causes them to be much more punishable if used high above the ground or offstage, but safer to land with. | ||
Line 748: | Line 748: | ||
|3-30||6-27||44||3-21||6-20||74||97||61||86||69 | |3-30||6-27||44||3-21||6-20||74||97||61||86||69 | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Mythra|SSBU}}<ref>[[Foresight]] activates on frames | |style="text-align:left"|{{CharHead|Mythra|SSBU}}<ref>[[Foresight]] activates on frames 2-5</ref> | ||
|6-33||9-30||44||6-21||9-23||73||95||59||85||66 | |6-33||9-30||44||6-21||9-23||73||95||59||85||66 | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Bayonetta|SSBU}}<ref>[[Bat Within]] activates on frames | |style="text-align:left"|{{CharHead|Bayonetta|SSBU}}<ref>[[Bat Within]] activates on frames 1-4</ref> | ||
|5-31||8-29||45||5-21||8-21||74||93||63||85||69 | |5-31||8-29||45||5-21||8-21||74||93||63||85||69 | ||
|- | |- | ||
Line 1,025: | Line 1,025: | ||
*Any character breaking {{SSBU|Pac-Man}}'s [[trampoline]], including another Pac-Man. | *Any character breaking {{SSBU|Pac-Man}}'s [[trampoline]], including another Pac-Man. | ||
Notably, none of the special moves listed above are coded to have FAF frames in the designated character's moveset files. Instead all of them have the default landing lag, which is 29 frames for all characters except for Mythra, whose landing lag is instead 18 frames. | Notably, none of the special moves listed above are coded to have FAF frames in the designated character's moveset files. Instead all of them have the default landing lag, which is 29 frames for all characters except for Mythra, whose landing lag is instead 18 frames, and Duck Hunt, whose landing lag is instead 30 frames. | ||
===List of Assist Trophies with directional air dodges=== | ===List of Assist Trophies with directional air dodges=== |