Editing Roll

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A '''rolling dodge''', or simply '''roll''' (called '''EscapeF''' and '''EscapeB''' internally in ''[[Melee]]''{{'}}s {{SSBM|debug menu}} and ''[[Brawl]]''{{'}}s files, depending on which direction the character is rolling) is a maneuver that moves the character left or right on the ground and allows them to dodge attacks for a brief window of time. It is performed by pressing the [[control stick]] left or right while holding a [[shield]] button.
A '''rolling dodge''', or simply '''roll''' (called '''EscapeF''' and '''EscapeB''' internally in ''[[Melee]]''{{'}}s {{SSBM|debug menu}} and ''[[Brawl]]''{{'}}s files, depending on which direction the character is rolling) is a maneuver that moves the character left or right on the ground and allows them to dodge attacks for a brief window of time. It is performed by pressing the [[control stick]] left or right while holding a [[shield]] button.


Characters experience [[intangibility]] frames while rolling, though the duration and timing of these frames varies from character to character. It is advantageous for a character to have quick and long-distanced rolls because slow rolls are easier to react to and short rolls are easier to punish. Most characters use a rolling, somersaulting or spinning animation for this technique, hence the name, though others without an acrobatic physique (such as [[Zelda]] or [[Mewtwo]]) will instead simply step back, slide or even teleport (the latter being the case for [[Palutena]] and [[Rosalina]]) into the direction the control stick is flicked, and some such as [[Kirby]] and [[Mr. Game & Watch]] use a cartwheeling animation. [[Yoshi]] and [[Samus]] have particularly unique rolling animations: Yoshi rolls while in his Egg, and Samus rolls while in Morph Ball mode, though both rolls are considerably slow.
Characters experience [[intangibility]] frames while rolling, though the duration and timing of these frames varies from character to character. It is advantageous for a character to have quick and long-distanced rolls because slow rolls are easier to react to and short rolls are easier to punish. Most characters use a rolling, somersaulting or spinning animation for this technique, hence the name, though others without an acrobatic physique (such as [[Zelda]] or [[Mewtwo]]) will instead simply step back, slide or even teleport (the latter being the case for [[Palutena]] and [[Rosalina]]) into the direction the Control Stick is flicked, and some such as [[Kirby]] and [[Mr. Game & Watch]] use a cartwheeling animation. [[Yoshi]] and [[Samus]] have particularly unique rolling animations: Yoshi rolls while in his Egg, and Samus rolls while in Morph Ball mode, though both rolls are considerably slow.


After rolling, characters will always end up facing the direction they came from. That is, characters that roll backwards will remain facing the same way, while characters that roll forwards will turn around. This lets characters close enough to an opponent roll to the opposite side of the foe and always end up facing them, which allows for easier punishment of laggy attacks or grabs. However, this property reduces their utility as an [[approach]] option. Additionally, characters cannot roll off edges; should they roll towards an edge, the character's movement will instantly halt at the edge while the remainder of the animation continues.
After rolling, characters will always end up facing the direction they came from. That is, characters that roll backwards will remain facing the same way, while characters that roll forwards will turn around. This lets characters close enough to an opponent roll to the opposite side of the foe and always end up facing them, which allows for easier punishment of laggy attacks or grabs. However, this property reduces their utility as an [[approach]] option. Additionally, characters cannot roll off edges; should they roll towards an edge, the character's movement will instantly stop at the edge while the remainder of the animation continues.


[[Computer player]]s, especially high-leveled ones, often use rolls to evade attacks. Due to rolls' trait of moving the character while dodging attacks, most casual players tend to over-rely on them by using them preemptively even when not in range of any of their opponents' attacks, sometimes even preferring them over [[walk]]ing and [[dash]]ing to simply move across the stage. However, due to their short duration and vulnerability frames at the end, excessive rolling can leave the user vulnerable against attacks by a more competent player, as the opponent can [[read]] their reaction and throw an attack into the direction they are going to roll into to [[punish]] them, or use attacks that hit at both sides and/or have long-lasting hitboxes, such as [[down smash]]es and [[neutral aerial]]s. Additionally, simply faking a rush can threaten and condition such a player into rolling, allowing the rusher to punish them.
[[Computer player]]s, especially high-leveled ones, often use rolls to evade attacks. Due to rolls' trait of moving the character while dodging attacks, most casual players tend to over-rely on them by using them preemptively even when not in range of any of their opponents' attacks, sometimes even preferring them over [[walk]]ing and [[dash]]ing to simply move across the stage. However, due to their short duration and vulnerability frames at the end, excessive rolling can leave the user vulnerable against attacks by a more competent player, as the opponent can [[read]] their reaction and throw an attack into the direction they are going to roll into to [[punish]] them, or use attacks that hit at both sides and/or have long-lasting hitboxes, such as [[down smash]]es and [[neutral aerial]]s. Additionally, simply faking a rush can threaten and condition such a player into rolling, allowing the rusher to punish them.

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