Editing Roll

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==Rolling frames in ''Ultimate''==
==Rolling frames in ''Ultimate''==
In ''Ultimate'', the effectiveness of rolls has been reduced overall. While forward rolls keep the same overall speed as in ''SSB4'', back rolls have received more ending lag by five frames on average, and grant intangibility one frame later for most characters. As a result, back rolls are now different from forward rolls for every character, unlike in previous installments, and due to their higher lag, rolling away from opponents is generally more punishable. Both types of rolls also grant slightly less intangibility across the cast, though this is compensated for some characters with slightly reduced ending lag on their forward rolls. Most notably, the rolls of {{SSBU|Bayonetta}}, {{SSBU|Samus}} and {{SSBU|Yoshi}}, which were the slowest in ''Smash 4'', have been sped up relative to other characters.
In ''Ultimate'', the effectiveness of rolls has been reduced overall. While forward rolls keep the same overall speed as in ''Smash 4'', back rolls have received more ending lag by five frames on average, and grant intangibility one frame later for most characters. As a result, back rolls are now different from forward rolls for every character, unlike in previous installments, and due to their higher lag, rolling away from opponents is generally more punishable. Both types of rolls also grant slightly less intangibility across the cast, though this is compensated for some characters with slightly reduced ending lag on their forward rolls. Most notably, the rolls of {{SSBU|Bayonetta}}, {{SSBU|Samus}} and {{SSBU|Yoshi}}, which were the slowest in ''Smash 4'', have been sped up relative to other characters.


In addition to the direct changes to characters' rolls, a staleness mechanic has been introduced, which reduces their intangibility frames and lengthens their duration if they are [[Spam|performed repeatedly]], gradually leaving the user more vulnerable. This mechanic is shared with [[spot dodge]]s and [[air dodge]]s.
In addition to the direct changes to characters' rolls, a staleness mechanic has been introduced, which reduces their intangibility frames and lengthens their duration if they are [[Spam|performed repeatedly]], gradually leaving the user more vulnerable. This mechanic is shared with [[spot dodge]]s and [[air dodge]]s.
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|style="text-align:left"|{{CharHead|Bayonetta|SSBU}}<ref>[[Bat Within]] activates on frames 2–5 during forward roll, and frames 3–6 during back roll, assuming unstaled dodges</ref>
|style="text-align:left"|{{CharHead|Bayonetta|SSBU}}<ref>[[Bat Within]] activates on frames 2-5 during forward roll, and frames 3-6 during back roll</ref>
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|style="text-align:left"|{{CharHead|Mythra|SSBU}}<ref>[[Foresight]] activates on frames 2–6 during forward roll, and frames 2–7 during back roll, assuming unstaled dodges</ref>
|style="text-align:left"|{{CharHead|Mythra|SSBU}}<ref>[[Foresight]] activates on frames 2-6 during forward roll, and frames 2-7 during back roll</ref>
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