Editing Roll
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{{technical data|Rolling distances for ''Brawl'' and ''Ultimate''. Rolling frames and distances for ''SSB'' may also be added.}} | {{technical data|Rolling distances for ''Brawl'' and ''Ultimate''. Rolling frames and distances for ''SSB'' may also be added.}} | ||
{{disambig2|the defensive maneuver|other uses|Roll (disambiguation)}} | {{disambig2|the defensive maneuver|other uses|Roll (disambiguation)}} | ||
[[File:WFT-RollDodge.gif|thumb| | [[File:WFT-RollDodge.gif|thumb|[[Wii Fit Trainer]] does a rolling dodge backwards.]] | ||
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 | 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 and allows them to dodge attacks for a short period 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 | Characters experience [[intangibility]] frames while rolling, though the amount, duration and timing of these frames varies from character to character. It's an advantage to have quick and long rolls because if it's slow and short, the roll is more predictable and the character is generally more vulnerable to attacks. Most characters use a rolling, somersaulting or spinning animation for this technique, hence the name, though others without a very acrobatic physique (such as [[Zelda]] or [[Mewtwo]]) will instead step back, slide or even teleport (the latter being the case for [[Palutena]] and [[Rosalina]]) into the direction the Control Stick is flicked, while others such as [[Kirby]] and [[Mr. Game & Watch]] use a cartwheeling animation. [[Yoshi]] and [[Samus]] use unique special animations for it: Yoshi rolls while in his Egg, and Samus goes into 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 | 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 allows rolling through a character to then execute attacks with more ease, but can disrupt them when trying to dodge and approach the opponent at the same time. Additionally, characters cannot roll off edges; they will instead perform the remainder of their rolling animation while staying in place at the edge. | ||
[[Computer player]]s | [[Computer player]]s often use rolls to evade attacks, especially at high levels. Due to the rolls' unique trait of moving the character while dodging attacks, most casual players tend to overrely on them attempting to keep themselves safe from attacks, even using them over their regular shields. In reality, due to its noticeable duration and vulnerability frames near the end, excessive rolling can leave the user more vulnerable against attacks, 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. | ||
In ''[[Super Smash Bros. Ultimate]]'', rolling | In ''[[Super Smash Bros. Ultimate]]'', rolling repeatedly causes each subsequent roll to be executed slower (thus increasing its lag) and grant less intangibility frames, leaving the player far more open to punishment should they fail to use the technique sparingly. This trait also applies to [[spot dodge]]s, in a way so overusing either dodge also affects the others. | ||
==Rolling vs. wavedashing (''[[Super Smash Bros. Melee]]'')== | ==Rolling vs. wavedashing (''[[Super Smash Bros. Melee]]'')== | ||
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==Rolling frames in ''Smash 64''== | ==Rolling frames in ''Smash 64''== | ||
All | All rolls have 3 vulnerable frames as soon as they start, then they're invulnerable until frame 19 (except for Samus, who is invulnerable until frame 23). | ||
{|class="wikitable sortable" style="text-align:center;" | {|class="wikitable sortable" style="text-align:center;" | ||
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|4-23 | |4-23 | ||
|35 | |35 | ||
| | |13 | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Roy|SSBM}} (forward) | |style="text-align:left"|{{CharHead|Roy|SSBM}} (forward) | ||
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|4-23 | |4-23 | ||
|35 | |35 | ||
| | |13 | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Mewtwo|SSBM}} (forward) | |style="text-align:left"|{{CharHead|Mewtwo|SSBM}} (forward) | ||
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|4-19 | |4-19 | ||
|29 | |29 | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Captain Falcon|SSBB}} | |style="text-align:left"|{{CharHead|Captain Falcon|SSBB}} | ||
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|style="text-align:left"|{{CharHead|Zelda|SSBB}} | |style="text-align:left"|{{CharHead|Zelda|SSBB}} | ||
|4-19 | |4-19 | ||
|31 | |||
|- | |||
|style="text-align:left"|{{CharHead|Kirby|SSBB}} | |||
|4-20 | |||
|31 | |31 | ||
|- | |- | ||
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|style="text-align:left"|{{CharHead|Jigglypuff|SSBB}} (forward) | |style="text-align:left"|{{CharHead|Jigglypuff|SSBB}} (forward) | ||
|3-19 | |3-19 | ||
|32 | |||
|- | |||
|style="text-align:left"|{{CharHead|Pit|SSBB}} (back) | |||
|4-17 | |||
|32 | |32 | ||
|- | |- | ||
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|32 | |32 | ||
|- | |- | ||
|style="text-align:left"|{{CharHead| | |style="text-align:left"|{{CharHead|Meta Knight|SSBB}} (back) | ||
|4- | |4-12 | ||
| | |33 | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Ike|SSBB}} (forward) | |style="text-align:left"|{{CharHead|Ike|SSBB}} (forward) | ||
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|style="text-align:left"|{{CharHead|Snake|SSBB}} (back) | |style="text-align:left"|{{CharHead|Snake|SSBB}} (back) | ||
|4-19 | |4-19 | ||
|33 | |33 | ||
|- | |- | ||
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|4-15 | |4-15 | ||
|34 | |34 | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Charizard|SSBB}} (forward) | |style="text-align:left"|{{CharHead|Charizard|SSBB}} (forward) | ||
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|style="text-align:left"|{{CharHead|Snake|SSBB}} (forward) | |style="text-align:left"|{{CharHead|Snake|SSBB}} (forward) | ||
|4-17 | |4-17 | ||
|35 | |||
|- | |||
|style="text-align:left"|{{CharHead|Marth|SSBB}} (back) | |||
|4-23 | |||
|35 | |35 | ||
|- | |- | ||
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|4-19 | |4-19 | ||
|36 | |36 | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Ike|SSBB}} (back) | |style="text-align:left"|{{CharHead|Ike|SSBB}} (back) | ||
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|style="text-align:left"|{{CharHead|Zero Suit Samus|SSBB}} (back) | |style="text-align:left"|{{CharHead|Zero Suit Samus|SSBB}} (back) | ||
|4-19 | |4-19 | ||
|37 | |||
|- | |||
|style="text-align:left"|{{CharHead|Wario|SSBB}} | |||
|4-21 | |||
|37 | |37 | ||
|- | |- | ||
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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 '' | {{incomplete|Needs remaining DLC 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 speed 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|Roy|SSBU}} | |style="text-align:left"|{{CharHead|Roy|SSBU}} | ||
|4-15||8-14||29||38||5-16||9-14||34||51 | |4-15||8-14||29||38||5-16||9-14||34||51 | ||
|- | |- | ||
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|style="text-align:left"|{{CharHead|Pyra|SSBU}} | |style="text-align:left"|{{CharHead|Pyra|SSBU}} | ||
|4-15||8-14||29||38||5-16||9-14||34||51 | |4-15||8-14||29||38||5-16||9-14||34||51 | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Captain Falcon|SSBU}} | |style="text-align:left"|{{CharHead|Captain Falcon|SSBU}} | ||
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|4-18||8-16||31||41||5-20||9-16||36||54 | |4-18||8-16||31||41||5-20||9-16||36||54 | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Bayonetta|SSBU}}<ref>[[Bat Within]] activates on frames | |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> | ||
|6-15||10-15||31||41||7-16||11-15||36||54 | |6-15||10-15||31||41||7-16||11-15||36||54 | ||
|- | |- | ||
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|4-18||8-16||34||45||5-20||9-16||39||59 | |4-18||8-16||34||45||5-20||9-16||39||59 | ||
|- | |- | ||
|style="text-align:left"|{{CharHead|Mythra|SSBU}}<ref>[[Foresight]] activates on frames | |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> | ||
|7-18||11-17||35||46||8-19||12-17||38||57 | |7-18||11-17||35||46||8-19||12-17||38||57 | ||
|} | |} |