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|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.


==In ''[[Super Smash Bros. Melee]]''==
==In ''[[Super Smash Bros. Melee]]''==
[[File:AirDodgeMelee.jpg|thumb|left|{{SSBM|Fox}} air dodges to avoid {{SSBM|Samus}}'s [[Charge Shot]] in ''[[Melee]]''.]]
[[File:AirDodgeMelee.jpg|thumb|left|{{SSBM|Fox}} air dodges to avoid {{SSBM|Samus}}'s [[Charge Shot]] in ''[[Melee]]''.]]
In ''Melee'', an air dodge is performed by fully pressing the [[L button|L]] or [[R button]] while in the air. Air dodges cannot be done if the character is [[tumbling]] or [[reeling]]. The air dodge halts the character's momentum; if the [[control stick]] is not tilted, it leaves the character hovering in place for most of its duration, and if the control stick is tilted, it gives the character a small boost in the chosen direction. This boost can aid one's [[recovery]], though characters cannot grab [[ledge]]s until the air dodge's animation ends. Furthermore, most [[up special]]s outreach the air dodge, making it more beneficial for getting back to the stage quickly from a short distance.
In ''Melee'', an air dodge is performed by fully pressing the [[L]] or [[R button]] while in the air. Air dodges cannot be done if the character is [[tumbling]] or [[reeling]]. The air dodge halts the character's momentum; if the [[control stick]] is not tilted, it leaves the character hovering in place for most of its duration, and if the control stick is tilted, it gives the character a small boost in the chosen direction. This boost can aid one's [[recovery]], though characters cannot grab [[ledge]]s until the air dodge's animation ends. Furthermore, most [[up special]]s outreach the air dodge, making it more beneficial for getting back to the stage quickly from a short distance.


After air dodging, characters enter a [[helpless]] state and fall to the ground. While air dodging, pressing the attack button while holding the shield button also allows the player to grab any nearby items, as well as use [[grab aerial]]s with characters that have one: this is known as [[air dodge grab]]bing.
After air dodging, characters enter a [[helpless]] state and fall to the ground. While air dodging, pressing the attack button while holding the shield button also allows the player to grab any nearby items, as well as use [[grab aerial]]s with characters that have one: this is known as [[air dodge grab]]bing.
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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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!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.


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|-
|-
|style="text-align:left"|{{CharHead|Meta Knight|SSBB}}
|style="text-align:left"|{{CharHead|Meta Knight|SSBB}}
|4-29
|3-29
|39
|39
|26 frames
|27 frames
|-
|-
|style="text-align:left"|{{CharHead|Zero Suit Samus|SSBB}}
|style="text-align:left"|{{CharHead|Zero Suit Samus|SSBB}}
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|25 frames
|25 frames
|-
|-
|style="text-align:left"|{{CharHead|Rosalina & Luma|SSB4}}
|style="text-align:left"|{{CharHead|Rosalina|SSB4}}
|3-27
|3-27
|32
|32
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==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.
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===Air dodge intangibility and lag in ''Ultimate''===
===Air dodge intangibility and lag in ''Ultimate''===
{{incomplete|Need diagonal total frames for Hero & Terry}}
Unlike in previous games, where the duration of each character's air dodge was arbitrary, air dodges in ''Ultimate'' have their durations sorted across the cast so that every character falls approximately the same distance when air dodging. As a result, characters have shorter air dodges the higher their [[falling speed]] and [[gravity]]; following this correlation, {{SSBU|Fox}} has the shortest ones in the game, whereas {{SSBU|Jigglypuff}} has the longest ones. Likewise, directional air dodges have a longer duration if angled upward, and a shorter duration if angled downward.
Unlike in previous games, where the duration of each character's air dodge was arbitrary, air dodges in ''Ultimate'' have their durations sorted across the cast so that every character falls approximately the same distance when air dodging. As a result, characters have shorter air dodges the higher their [[falling speed]] and [[gravity]]; following this correlation, {{SSBU|Fox}} has the shortest ones in the game, whereas {{SSBU|Jigglypuff}} has the longest ones. Likewise, directional air dodges have a longer duration if angled upward, and a shorter duration if angled downward.


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|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 2–5, assuming unstaled air dodges</ref>
|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||6-24||9-23||73||95||59||85||66
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|style="text-align:left"|{{CharHead|Bayonetta|SSBU}}<ref>[[Bat Within]] activates on frames 1–4, assuming unstaled air dodges</ref>
|style="text-align:left"|{{CharHead|Bayonetta|SSBU}}<ref>[[Bat Within]] activates on frames 1-4</ref>
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|style="text-align:left"|{{CharHead|Donkey Kong|SSBU}}
|style="text-align:left"|{{CharHead|Donkey Kong|SSBU}}
|4-32||7-29||48||4-22||7-21||82||109||66||88||73
|4-32||7-29||48||4-22||7-21||82||109||66||88||73
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|style="text-align:left"|{{CharHead|Kazuya|SSBU}}
|3-31||6-28||48||3-22||5-20||79||101||65||93||75
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|style="text-align:left"|{{CharHead|Ken|SSBU}}
|style="text-align:left"|{{CharHead|Ken|SSBU}}
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|-
|style="text-align:left"|{{CharHead|Hero|SSBU}}
|style="text-align:left"|{{CharHead|Hero|SSBU}}
|3-30||6-27||50||3-21||6-20||83||109||69||92||78
|3-30||6-27||50||3-21||6-20||83||109||69||?||?
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|style="text-align:left"|{{CharHead|Pikachu|SSBU}}
|style="text-align:left"|{{CharHead|Pikachu|SSBU}}
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|-
|-
|style="text-align:left"|{{CharHead|Terry|SSBU}}
|style="text-align:left"|{{CharHead|Terry|SSBU}}
|3-30||6-27||51||3-21||6-20||88||115||72||89||81
|3-30||6-27||51||3-21||6-20||88||115||72||?||?
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|style="text-align:left"|{{CharHead|Robin|SSBU}}
|style="text-align:left"|{{CharHead|Robin|SSBU}}
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|style="text-align:left"|{{CharHead|Pac-Man|SSBU}}
|style="text-align:left"|{{CharHead|Pac-Man|SSBU}}
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|3-29||6-27||55||3-21||6-20||96||130||78||111||87
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|style="text-align:left"|{{CharHead|Sora|SSBU}}
|3-31||5-28||55||3-22||5-20||93||130||75||108||84
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|style="text-align:left"|{{CharHead|Toon Link|SSBU}}
|style="text-align:left"|{{CharHead|Toon Link|SSBU}}
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|3-29||6-27||62||3-21||6-20||102||141||82||134||91
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|style="text-align:left"|{{CharHead|Rosalina & Luma|SSBU}}
|style="text-align:left"|{{CharHead|Rosalina|SSBU}}
|3-29||6-27||62||3-21||6-20||105||144||86||124||94
|3-29||6-27||62||3-21||6-20||105||144||86||124||94
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====={{SSBU|11.0.0}}=====
====={{SSBU|11.0.0}}=====
*{{nerf|Min Min's neutral air dodge has more ending lag (FAF 40 → 51), matching the rest of the cast.}}
*{{nerf|Min Min's neutral air dodge has more ending lag (FAF 40 → 51), matching the rest of the cast.}}
====={{SSBU|12.0.0}}=====
*{{nerf|Mythra's directional air dodge intangibility frames|6-24|6-21}}


===Directional air dodge distance===
===Directional air dodge distance===
All characters receive the same amount of momentum from their directional air dodges, with the exception of {{SSBU|Lucas}}, {{SSBU|Ness}} and {{SSBU|Mythra}}, who receive more, and {{SSBU|Bayonetta}}, {{SSBU|Steve}}, {{SSBU|Pyra}} and {{SSBU|Little Mac}}, who receive less, the latter receiving the least momentum out of the entire cast. As a result, the former have better opportunities to escape juggles and, when close to an edge, can use their air dodges for recovery as a more reliable alternative to [[PK Thunder|their up special]], which can be easily interrupted by opponents. Conversely, the latter are more vulnerable to juggling and cannot avoid [[edgeguard]]s as effectively by air dodging to the ledge; while Bayonetta benefits from directional air dodging regardless due to her recovery special moves not causing helplessness, Little Mac is noticeably hindered in comparison to the rest of the cast, especially given his infamously poor air game.
All characters receive the same amount of momentum from their directional air dodges, with the exception of {{SSBU|Lucas}}, {{SSBU|Ness}} and {{SSBU|Mythra}}, who receive more, and {{SSBU|Bayonetta}}, {{SSBU|Steve}}, {{SSBU|Pyra}} and {{SSBU|Little Mac}}, who receive less, the latter receiving the least momentum out of the cast. As a result, the former have better opportunities to escape juggles, and when close to an edge, can use their air dodges for recovery as a more reliable alternative to [[PK Thunder|their up special]], which can be easily interrupted by opponents. Conversely, the latter are more vulnerable to juggling and cannot avoid [[edgeguard]]s as effectively by air dodging to the ledge; while Bayonetta benefits from directional air dodging regardless due to her recovery special moves not causing helplessness, Little Mac is noticeably hindered in comparison to the rest of the cast, especially given his infamously poor air game.


All directional air dodges have their distance reduced by roughly 33.3% when fully stale.
All directional air dodges have their distance reduced by roughly 33.3% when fully stale.
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===Air dodge landing lag glitch===
===Air dodge landing lag glitch===
The air dodge landing lag glitch is a glitch in ''Ultimate'' that causes special moves that place the user into a helpless state to have their landing lag reduced to approximately 1/3 of the original landing lag. This glitch is executed by first performing an uninterrupted air dodge and then using the specified special move and landing on the ground after turning helpless. The only exception is {{SSBU|Duck Hunt}}, who must cancel [[Duck Jump]] using an air dodge. They will turn helpless directly after air dodging, and the glitch will be triggered on landing. The affected special moves are listed below.
The air dodge landing lag glitch is a glitch in ''Ultimate'' that causes special moves that place the user into a helpless state to have their landing lag reduced by approximately 1/3 of the original landing lag. This glitch is executed by first performing an uninterrupted air dodge and then using the specified special move and landing on the ground after turning helpless. The affected special moves are listed below.


*{{SSBU|Duck Hunt}} (10 frames with [[Duck Jump]])
*{{SSBU|Ice Climber}}'s (10 frames with [[Squall Hammer]])
*{{SSBU|Ice Climber}} (10 frames with [[Squall Hammer]])
*{{SSBU|Ike}}'s (10 frames with [[Quick Draw]])
*{{SSBU|Ike}} (10 frames with [[Quick Draw]])
*{{SSBU|King K. Rool}}'s (10 frames with [[Propellerpack]] - King K. Rool needs to be helpless and not floating down)
*{{SSBU|King K. Rool}} (10 frames with [[Propellerpack]] - King K. Rool needs to be helpless and not floating down)
*{{SSBU|Meta Knight}}'s (10 frames with [[Mach Tornado]] - this also applies to {{SSBU|Kirby}} via Copy Ability)
*{{SSBU|Meta Knight}} (10 frames with [[Mach Tornado]] - this also applies to {{SSBU|Kirby}} via Copy Ability)
*{{SSBU|Mii Swordfighter}}'s (10 frames with [[Airborne Assault]] and [[Gale Stab]])
*{{SSBU|Mii Swordfighter}} (10 frames with [[Airborne Assault]] and [[Gale Stab]])
*{{SSBU|Mythra}} (6 frames with [[Photon Edge]])
*{{SSBU|Mythra}} (6 frames with [[Photon Edge]])
*{{SSBU|Robin}} (10 frames with [[Nosferatu]])
*{{SSBU|Robin}}'s (10 frames with [[Nosferatu]])
*{{SSBU|Wolf}} (10 frames with [[Wolf Flash]])
*{{SSBU|Wolf}}'s (10 frames with [[Wolf Flash]])
*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 to the special moves listed above are coded to have FAF frames in the designated character's moveset files. Instead all of them have a landing lag of 29 frames except for Mythra, who's landing lag is instead 18 frames.


===List of Assist Trophies with directional air dodges===
===List of Assist Trophies with directional air dodges===

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