Short hop air dodge: Difference between revisions

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A '''short hop air dodge''' is a [[technique]] in all ''{{b|Super Smash Bros.|series}}'' games except for the original due to the inability to [[air dodge]]. As the name implies, it consists of performing a [[short hop]], followed by an air dodge. This is not to be confused with [[wavedash]]ing, as while the premise is similar, no [[invincibility frame]]s ever occur when using that technique. It is most useful in ''[[Super Smash Bros. 4]]'' due to air dodges having less [[ending lag]] than in previous games, and not causing [[helplessness]] as in ''[[Melee]]''. However, in ''Smash 4'' air dodging into the ground will cause 21 frames of [[landing lag]], meaning that it must be done almost immediately after jumping with the aid of [[buffer]]ing to avoid being [[punish]]ed.  
A '''short hop air dodge''' is a [[technique]] in all ''{{b|Super Smash Bros.|series}}'' games except for the original due to the inability to [[air dodge]]. As the name implies, it consists of performing a [[short hop]], followed by an air dodge. This is not to be confused with [[wavedash]]ing, as while the premise is similar, no [[invincibility frame]]s ever occur when using that technique. It is most useful in ''[[Super Smash Bros. 4]]'' due to air dodges having less [[ending lag]] than in previous games, and not causing [[helplessness]] as in ''[[Melee]]''. However, in ''Smash 4'' air dodging into the ground will cause 21 frames of [[landing lag]], meaning that it must be done almost immediately after jumping with the aid of [[buffer]]ing to avoid being [[punish]]ed.  
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