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 684: | Line 684: | ||
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 | 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. |