Editing Air dodge

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==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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The drastic changes to air dodges significantly weaken them as a defensive option, as characters can no longer air dodge attacks multiple times in midair, nor quickly strike back at opponents with their own attacks after an air dodge. This also makes them much harder to use offstage, with directional air dodges in particular often guaranteeing a [[self-destruct]] if the player uses them at any height below the stage. As a result, aerial pressure (such as [[juggling]]) and offstage [[edgeguarding]] are more commonplace than in ''Smash 4'', with options to negate them being more limited. However, due to their lower landing lag and the directional version's ability to grab ledges, air dodges are more effective as a recovery mixup and for getting out of disadvantageous positions if used during the right circumstances. Moreover, characters with recovery special moves that do not cause helplessness, such as {{SSBU|R.O.B.}}, {{SSBU|Snake}}, and {{SSBU|Sonic}}, or grant little distance, such as {{SSBU|Jigglypuff}} and {{SSBU|Yoshi}}, benefit from directional air dodges, as they can achieve longer distances at their fullest recovery potential. Overall, air dodges remain useful, but their reckless or repeated use is much more discouraged, instead rewarding players that can use them at opportune moments.
The drastic changes to air dodges significantly weaken them as a defensive option, as characters can no longer air dodge attacks multiple times in midair, nor quickly strike back at opponents with their own attacks after an air dodge. This also makes them much harder to use offstage, with directional air dodges in particular often guaranteeing a [[self-destruct]] if the player uses them at any height below the stage. As a result, aerial pressure (such as [[juggling]]) and offstage [[edgeguarding]] are more commonplace than in ''Smash 4'', with options to negate them being more limited. However, due to their lower landing lag and the directional version's ability to grab ledges, air dodges are more effective as a recovery mixup and for getting out of disadvantageous positions if used during the right circumstances. Moreover, characters with recovery special moves that do not cause helplessness, such as {{SSBU|R.O.B.}}, {{SSBU|Snake}}, and {{SSBU|Sonic}}, or grant little distance, such as {{SSBU|Jigglypuff}} and {{SSBU|Yoshi}}, benefit from directional air dodges, as they can achieve longer distances at their fullest recovery potential. Overall, air dodges remain useful, but their reckless or repeated use is much more discouraged, instead rewarding players that can use them at opportune moments.


With the reintroduction of directional air dodges, [[wavedash]]ing can once again be performed, alongside wavelanding. However, due to their new slingshot properties, which prevent characters from landing with them immediately after leaving the ground, as well as their higher landing lag and the increased [[traction]] across the cast, wavedashing has essentially lost most of its utility for approaching and spacing. Air dodges can also no longer be ledge canceled, hindering wavelanding mixups.
With the reintroduction of directional air dodges, [[wavedash]]ing can once again be performed, alongside wavelanding. However, due to their new slingshot properties, which prevent characters from landing with them immediately after leaving the ground, as well as their higher landing lag and the increased [[traction]] across the cast, wavedashing has essentially lost all of its utility for approaching and spacing. Air dodges can also no longer be ledge canceled, hindering wavelanding mixups.


In addition to playable characters, several [[Assist Trophies]] have gained the ability to perform directional air dodges, making it more difficult for players to KO them.
In addition to playable characters, several [[Assist Trophies]] have gained the ability to perform directional air dodges, making it more difficult for players to KO them.

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