Roll: Difference between revisions

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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|[[Wii Fit Trainer]] does a rolling dodge backwards.]]
[[File:WFT-RollDodge.gif|thumb|{{SSB4|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 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.
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 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.
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 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.
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.


[[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.
[[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.


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.
In ''[[Super Smash Bros. Ultimate]]'', rolling multiple times within a short timeframe 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. This trait, known as [[dodge staling]], also applies to [[spot dodge]]s and [[air dodge]]s, such that overusing any type of 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 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).
All fighters are vulnerable for 3 frames at the start of a roll, then are invulnerable until frame 19 (except for Samus, who is invulnerable until frame 23).


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