Super Smash Bros. Ultimate
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Dodge staling: Difference between revisions

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'''Dodge staling''' is a mechanic in ''[[Super Smash Bros. Ultimate]]'' that penalizes players for overusing dodges. In general, the mechanic causes dodges to become slower and more vulnerable if [[spam]]med in a short amount of time.
'''Dodge staling''' is a mechanic in ''[[Super Smash Bros. Ultimate]]'' that penalizes players for overusing dodges. In general, the mechanic causes dodges to become slower and more vulnerable if [[spam]]med in a short amount of time, [[nerf]]ing the strategy of abusing dodge [[intangibility]] to run away or stall for time.


The mechanic is named after [[stale-move negation]], though it is otherwise unrelated.
The mechanic is named after [[stale-move negation]], though it is otherwise unrelated. {{SSBU|Kazuya}}'s [[Crouch Dash]] has similar effects to dodge staling if used in succession.
 
Interestingly, {{SSBU|Bayonetta}}'s [[Bat Within]] is not affected by dodge staling, whereas {{SSBU|Mythra}}'s [[Foresight]] actually is; however, Foresight by itself does not contribute to the dodge staling queue.


==Details==
==Details==
When a player uses a [[sidestep]], [[roll]], or [[airdodge]], their dodges become one level more stale, with a maximum staleness of 5 levels. Staled dodges grant less [[intangibility]], while ground dodges animate slower (therefore taking longer to finish) and directional airdodges grant less distance. Intangibility maneuvers not mentioned (e.g. edge roll) do not affect, and are not affected by, this system.
When a player uses a [[sidestep]], [[roll]], or [[airdodge]], their dodges become one level more stale, with a maximum staleness of 5 levels. This system reverts to level 0 after not dodging for a full second. Staled dodges grant less intangibility, while ground dodges animate slower (therefore taking longer to finish) and directional airdodges grant less distance. Intangibility maneuvers not mentioned (e.g. edge roll) do not affect, and are not affected by, this system.


{|class="wikitable"
{|class="wikitable"
|+Staled dodge animation speed
|+Staled dodge data
!Staleness!!Sidestep!!Forward roll!!Back roll
!rowspan="2"|Staleness!!colspan="3"|Animation speed!!Movement
|-
!Sidestep!!Forward roll!!Back roll!!{{rollover|Directional airdodge|This is a pattern throughout character-specific values, rather than a set of values itself.|y}}
|-
|-
!0
!0
|1.0||1.0||1.0
|1.0||1.0||1.0||1.0
|-
|-
!1
!1
|1.06||1.06||1.1
|1.06||1.06||1.1||0.933
|-
|-
!2
!2
|1.12||1.12||1.2
|1.12||1.12||1.2||0.867
|-
|-
!3
!3
|1.18||1.18||1.3
|1.18||1.18||1.3||0.8
|-
|-
!4
!4
|1.24||1.24||1.4
|1.24||1.24||1.4||0.733
|-
|-
!5
!5
|1.3||1.3||1.5
|1.3||1.3||1.5||0.667
|}
|}



Latest revision as of 13:21, March 29, 2024

Dodge staling is a mechanic in Super Smash Bros. Ultimate that penalizes players for overusing dodges. In general, the mechanic causes dodges to become slower and more vulnerable if spammed in a short amount of time, nerfing the strategy of abusing dodge intangibility to run away or stall for time.

The mechanic is named after stale-move negation, though it is otherwise unrelated. Kazuya's Crouch Dash has similar effects to dodge staling if used in succession.

Interestingly, Bayonetta's Bat Within is not affected by dodge staling, whereas Mythra's Foresight actually is; however, Foresight by itself does not contribute to the dodge staling queue.

Details[edit]

When a player uses a sidestep, roll, or airdodge, their dodges become one level more stale, with a maximum staleness of 5 levels. This system reverts to level 0 after not dodging for a full second. Staled dodges grant less intangibility, while ground dodges animate slower (therefore taking longer to finish) and directional airdodges grant less distance. Intangibility maneuvers not mentioned (e.g. edge roll) do not affect, and are not affected by, this system.

Staled dodge data
Staleness Animation speed Movement
Sidestep Forward roll Back roll Directional airdodge
0 1.0 1.0 1.0 1.0
1 1.06 1.06 1.1 0.933
2 1.12 1.12 1.2 0.867
3 1.18 1.18 1.3 0.8
4 1.24 1.24 1.4 0.733
5 1.3 1.3 1.5 0.667

The exact timings of intangibility and interruptiblity, as well as directional airdodge distance and speed, are character-specific and scale uniformly. For example, Mario's sidestep has intangibility starting on 3 for 15 frames when fresh, starting on 6 for 12 frames when fully staled, and various values in between for intermediate staleness levels.

Staleness diminishes at a rate of one level per 2 seconds, counting from the start of the last dodge used. However, an additional timer of 1 second counts from the interruptible point of the last dodge used, and dodges also unstale by one level when it expires. Therefore, dodges will always be fresh if used no more than once a second, whereas allowing them to stack up to full staleness will take about 8 seconds to fully refresh.

Update history[edit]

3.0.0[edit]

  • Nerf The value for "dodges refresh one level after X time of the last-used dodge's interruptibility" is now 1 second (from 0.5 seconds), so dodging can only be done once a second without penalty rather than twice.