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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==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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|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 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||6-21||9-23||73||95||59||85||66
|-
|-
|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>
|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
|-
|-
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===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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*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 to 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===

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