Super Smash Bros. series

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).


{|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
|12
|-
|-
|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
|12
|-
|-
|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|Kirby|SSBB}}
|4-20
|31
|-
|-
|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|Meta Knight|SSBB}} (back)
|style="text-align:left"|{{CharHead|Pit|SSBB}} (back)
|4-12
|4-17
|33
|32
|-
|-
|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
|-
|style="text-align:left"|{{CharHead|Meta Knight|SSBB}} (back)
|4-12
|33
|33
|-
|-
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|4-15
|4-15
|34
|34
|-
|style="text-align:left"|{{CharHead|Marth|SSBB}} (back)
|4-23
|35
|-
|-
|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|Wario|SSBB}}
|4-21
|37
|-
|-
|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''==
{{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 ''SSB4'', 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 sped up relative to other 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
|-
|style="text-align:left"|{{CharHead|Sephiroth|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|Kazuya|SSBU}}
|4-15||8-14||30||39||5-16||9-14||35||52
|-
|style="text-align:left"|{{CharHead|Min Min|SSBU}}
|4-15||8-14||30||39||5-16||9-14||35||52
|-
|-
|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 2-5 during forward roll, and frames 3-6 during back roll</ref>
|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, assuming unstaled dodges</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 2-6 during forward roll, and frames 2-7 during back roll</ref>
|style="text-align:left"|{{CharHead|Mythra|SSBU}}<ref>[[Foresight]] activates on frames 2–6 during forward roll, and frames 2–7 during back roll, assuming unstaled dodges</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
|}
|}
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|35||{{CharHead|Luigi|SSBU}}||32.41
|35||{{CharHead|Luigi|SSBU}}||32.41
|-
|-
|36||{{CharHead|Pichu|SSBU}}||32.22
|36||{{CharHead|Sora|SSBU}}||32.33
|-
|-
|37-40||{{CharHead|Mario|SSBU}}||32.17
|37||{{CharHead|Pichu|SSBU}}||32.22
|-
|-
|37-40||{{CharHead|Dr. Mario|SSBU}}||32.17
|38-41||{{CharHead|Mario|SSBU}}||32.17
|-
|-
|37-40||{{CharHead|Diddy Kong|SSBU}}||32.17
|38-41||{{CharHead|Dr. Mario|SSBU}}||32.17
|-
|-
|37-40||{{CharHead|Kazuya|SSBU}}||32.17
|38-41||{{CharHead|Diddy Kong|SSBU}}||32.17
|-
|-
|41||{{CharHead|Hero|SSBU}}||31.94
|38-41||{{CharHead|Kazuya|SSBU}}||32.17
|-
|-
|42||{{CharHead|Sheik|SSBU}}||31.85
|42||{{CharHead|Hero|SSBU}}||31.94
|-
|-
|43-44||{{CharHead|Fox|SSBU}}||31.8
|43||{{CharHead|Sheik|SSBU}}||31.85
|-
|-
|43-44||{{CharHead|Lucario|SSBU}}||31.8
|44-45||{{CharHead|Fox|SSBU}}||31.8
|-
|-
|45||{{CharHead|Ivysaur|SSBU}}||31.71
|44-45||{{CharHead|Lucario|SSBU}}||31.8
|-
|-
|46-48||{{CharHead|Pac-Man|SSBU}}||31.52
|46||{{CharHead|Ivysaur|SSBU}}||31.71
|-
|-
|46-48||{{CharHead|Incineroar|SSBU}}||31.52
|47-49||{{CharHead|Pac-Man|SSBU}}||31.52
|-
|-
|46-48||{{CharHead|Steve|SSBU}}||31.52
|47-49||{{CharHead|Incineroar|SSBU}}||31.52
|-
|-
|49||{{CharHead|Duck Hunt|SSBU}}||31.29
|47-49||{{CharHead|Steve|SSBU}}||31.52
|-
|-
|50||{{CharHead|Mii Brawler|SSBU}}||31.24
|50||{{CharHead|Duck Hunt|SSBU}}||31.29
|-
|-
|51-54||{{CharHead|Meta Knight|SSBU}}||31.19
|51||{{CharHead|Mii Brawler|SSBU}}||31.24
|-
|-
|51-54||{{CharHead|King K. Rool|SSBU}}||31.19
|52-55||{{CharHead|Meta Knight|SSBU}}||31.19
|-
|-
|51-54||{{CharHead|Mii Swordfighter|SSBU}}||31.19
|52-55||{{CharHead|King K. Rool|SSBU}}||31.19
|-
|-
|51-54||{{CharHead|Mii Gunner|SSBU}}||31.19
|52-55||{{CharHead|Mii Swordfighter|SSBU}}||31.19
|-
|-
|55||{{CharHead|Kirby|SSBU}}||31.15
|52-55||{{CharHead|Mii Gunner|SSBU}}||31.19
|-
|-
|56||{{CharHead|Snake|SSBU}}||31.01
|56||{{CharHead|Kirby|SSBU}}||31.15
|-
|-
|57||{{CharHead|Rosalina & Luma|SSBU}}||30.73
|57||{{CharHead|Snake|SSBU}}||31.01
|-
|-
|58-62||{{CharHead|Captain Falcon|SSBU}}||30.68
|58||{{CharHead|Rosalina & Luma|SSBU}}||30.73
|-
|-
|58-62||{{CharHead|Mr. Game & Watch|SSBU}}||30.68
|59-63||{{CharHead|Captain Falcon|SSBU}}||30.68
|-
|-
|58-62||{{CharHead|Zero Suit Samus|SSBU}}||30.68
|59-63||{{CharHead|Mr. Game & Watch|SSBU}}||30.68
|-
|-
|58-62||{{CharHead|Wario|SSBU}}||30.68
|59-63||{{CharHead|Zero Suit Samus|SSBU}}||30.68
|-
|-
|58-62||{{CharHead|Bowser Jr.|SSBU}}||30.68
|59-63||{{CharHead|Wario|SSBU}}||30.68
|-
|-
|63||{{CharHead|Robin|SSBU}}||30.59
|59-63||{{CharHead|Bowser Jr.|SSBU}}||30.68
|-
|-
|64-65||{{CharHead|Yoshi|SSBU}}||30.45
|64||{{CharHead|Robin|SSBU}}||30.59
|-
|-
|64-65||{{CharHead|Mega Man|SSBU}}||30.45
|65-66||{{CharHead|Yoshi|SSBU}}||30.45
|-
|-
|66||{{CharHead|Olimar|SSBU}}||30.31
|65-66||{{CharHead|Mega Man|SSBU}}||30.45
|-
|-
|67-68||{{CharHead|Shulk|SSBU}}||30.03
|67||{{CharHead|Olimar|SSBU}}||30.31
|-
|-
|67-68||{{CharHead|Cloud|SSBU}}||30.03
|68-69||{{CharHead|Shulk|SSBU}}||30.03
|-
|-
|69||{{CharHead|Young Link|SSBU}}||29.89
|68-69||{{CharHead|Cloud|SSBU}}||30.03
|-
|-
|70||{{CharHead|Bayonetta|SSBU}}||29.79
|70||{{CharHead|Young Link|SSBU}}||29.89
|-
|-
|71||{{CharHead|Palutena|SSBU}}||29.7
|71||{{CharHead|Bayonetta|SSBU}}||29.79
|-
|-
|72-73||{{CharHead|Ness|SSBU}}||29.65
|72||{{CharHead|Palutena|SSBU}}||29.7
|-
|-
|72-73||{{CharHead|Lucas|SSBU}}||29.65
|73-74||{{CharHead|Ness|SSBU}}||29.65
|-
|-
|74-75||{{CharHead|Peach|SSBU}}||29.52
|73-74||{{CharHead|Lucas|SSBU}}||29.65
|-
|-
|74-75||{{CharHead|Daisy|SSBU}}||29.52
|75-76||{{CharHead|Peach|SSBU}}||29.52
|-
|-
|76||{{CharHead|Toon Link|SSBU}}||29.24
|75-76||{{CharHead|Daisy|SSBU}}||29.52
|-
|-
|77-78||{{CharHead|Pit|SSBU}}||29.14
|77||{{CharHead|Toon Link|SSBU}}||29.24
|-
|-
|77-78||{{CharHead|Dark Pit|SSBU}}||29.14
|78-79||{{CharHead|Pit|SSBU}}||29.14
|-
|-
|79||{{CharHead|Wii Fit Trainer|SSBU}}||29.0
|78-79||{{CharHead|Dark Pit|SSBU}}||29.14
|-
|-
|80||{{CharHead|Squirtle|SSBU}}||28.82
|80||{{CharHead|Wii Fit Trainer|SSBU}}||29.0
|-
|-
|81||{{CharHead|Ice Climbers|SSBU}}||27.98
|81||{{CharHead|Squirtle|SSBU}}||28.82
|-
|-
|82||{{CharHead|Zelda|SSBU}}||27.42
|82||{{CharHead|Ice Climbers|SSBU}}||27.98
|-
|-
|83||{{CharHead|Bowser|SSBU}}||27.28
|83||{{CharHead|Zelda|SSBU}}||27.42
|-
|-
|84||{{CharHead|Isabelle|SSBU}}||27.04
|84||{{CharHead|Bowser|SSBU}}||27.28
|-
|-
|85||{{CharHead|Villager|SSBU}}||26.86
|85||{{CharHead|Isabelle|SSBU}}||27.04
|-
|-
|86||{{CharHead|Piranha Plant|SSBU}}||26.62
|86||{{CharHead|Villager|SSBU}}||26.86
|-
|-
|87-88||{{CharHead|Ryu|SSBU}}||26.53
|87||{{CharHead|Piranha Plant|SSBU}}||26.62
|-
|-
|87-88||{{CharHead|Ken|SSBU}}||26.53
|88-89||{{CharHead|Ryu|SSBU}}||26.53
|-
|88-89||{{CharHead|Ken|SSBU}}||26.53
|}
|}
===Back rolls===
===Back rolls===
{|class="wikitable"
{|class="wikitable"
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|34||{{CharHead|Luigi|SSBU}}||32.36
|34||{{CharHead|Luigi|SSBU}}||32.36
|-
|-
|35||{{CharHead|Ridley|SSBU}}||32.31
|35||{{CharHead|Sora|SSBU}}||32.33
|-
|36||{{CharHead|Ridley|SSBU}}||32.31
|-
|-
|36||{{CharHead|Banjo & Kazooie|SSBU}}||32.13
|37||{{CharHead|Banjo & Kazooie|SSBU}}||32.13
|-
|-
|37||{{CharHead|Hero|SSBU}}||31.89
|38||{{CharHead|Hero|SSBU}}||31.89
|-
|-
|38||{{CharHead|Sheik|SSBU}}||31.8
|39||{{CharHead|Sheik|SSBU}}||31.8
|-
|-
|39||{{CharHead|Fox|SSBU}}||31.75
|40||{{CharHead|Fox|SSBU}}||31.75
|-
|-
|40-41||{{CharHead|Ivysaur|SSBU}}||31.66
|41-42||{{CharHead|Ivysaur|SSBU}}||31.66
|-
|-
|40-41||{{CharHead|Lucario|SSBU}}||31.66
|41-42||{{CharHead|Lucario|SSBU}}||31.66
|-
|-
|42-45||{{CharHead|Pac-Man|SSBU}}||31.47
|43-46||{{CharHead|Pac-Man|SSBU}}||31.47
|-
|-
|42-45||{{CharHead|Duck Hunt|SSBU}}||31.47
|43-46||{{CharHead|Duck Hunt|SSBU}}||31.47
|-
|-
|42-45||{{CharHead|Incineroar|SSBU}}||31.47
|43-46||{{CharHead|Incineroar|SSBU}}||31.47
|-
|-
|42-45||{{CharHead|Steve|SSBU}}||31.47
|43-46||{{CharHead|Steve|SSBU}}||31.47
|-
|-
|46-48||{{CharHead|King K. Rool|SSBU}}||31.15
|47-49||{{CharHead|King K. Rool|SSBU}}||31.15
|-
|-
|46-48||{{CharHead|Mii Swordfighter|SSBU}}||31.15
|47-49||{{CharHead|Mii Swordfighter|SSBU}}||31.15
|-
|-
|46-48||{{CharHead|Mii Gunner|SSBU}}||31.15
|47-49||{{CharHead|Mii Gunner|SSBU}}||31.15
|-
|-
|49||{{CharHead|Min Min|SSBU}}||31.01
|50||{{CharHead|Min Min|SSBU}}||31.01
|-
|-
|50||{{CharHead|Meta Knight|SSBU}}||30.82
|51||{{CharHead|Meta Knight|SSBU}}||30.82
|-
|-
|51-52||{{CharHead|Rosalina & Luma|SSBU}}||30.68
|52-53||{{CharHead|Rosalina & Luma|SSBU}}||30.68
|-
|-
|51-52||{{CharHead|Mii Brawler|SSBU}}||30.68
|52-53||{{CharHead|Mii Brawler|SSBU}}||30.68
|-
|-
|53-57||{{CharHead|Mario|SSBU}}||30.63
|54-58||{{CharHead|Mario|SSBU}}||30.63
|-
|-
|53-57||{{CharHead|Captain Falcon|SSBU}}||30.63
|54-58||{{CharHead|Captain Falcon|SSBU}}||30.63
|-
|-
|53-57||{{CharHead|Wario|SSBU}}||30.63
|54-58||{{CharHead|Wario|SSBU}}||30.63
|-
|-
|53-57||{{CharHead|Robin|SSBU}}||30.63
|54-58||{{CharHead|Robin|SSBU}}||30.63
|-
|-
|53-57||{{CharHead|Bowser Jr.|SSBU}}||30.63
|54-58||{{CharHead|Bowser Jr.|SSBU}}||30.63
|-
|-
|58||{{CharHead|Dr. Mario|SSBU}}||30.59
|59||{{CharHead|Dr. Mario|SSBU}}||30.59
|-
|-
|58||{{CharHead|Mr. Game & Watch|SSBU}}||30.59
|60||{{CharHead|Mr. Game & Watch|SSBU}}||30.59
|-
|-
|60||{{CharHead|Pichu|SSBU}}||30.54
|61||{{CharHead|Pichu|SSBU}}||30.54
|-
|-
|61||{{CharHead|Zero Suit Samus|SSBU}}||30.31
|62||{{CharHead|Zero Suit Samus|SSBU}}||30.31
|-
|-
|62||{{CharHead|Mega Man|SSBU}}||30.07
|63||{{CharHead|Mega Man|SSBU}}||30.07
|-
|-
|63-64||{{CharHead|Shulk|SSBU}}||29.98
|64-65||{{CharHead|Shulk|SSBU}}||29.98
|-
|-
|63-64||{{CharHead|Cloud|SSBU}}||29.98
|64-65||{{CharHead|Cloud|SSBU}}||29.98
|-
|-
|65||{{CharHead|Olimar|SSBU}}||29.89
|66||{{CharHead|Olimar|SSBU}}||29.89
|-
|-
|66-69||{{CharHead|Kirby|SSBU}}||29.75
|67-70||{{CharHead|Kirby|SSBU}}||29.75
|-
|-
|66-69||{{CharHead|Pit|SSBU}}||29.75
|67-70||{{CharHead|Pit|SSBU}}||29.75
|-
|-
|66-69||{{CharHead|Dark Pit|SSBU}}||29.75
|67-70||{{CharHead|Dark Pit|SSBU}}||29.75
|-
|-
|66-69||{{CharHead|Bayonetta|SSBU}}||29.75
|67-70||{{CharHead|Bayonetta|SSBU}}||29.75
|-
|-
|70||{{CharHead|Yoshi|SSBU}}||29.61
|71||{{CharHead|Yoshi|SSBU}}||29.61
|-
|-
|71-72||{{CharHead|Ness|SSBU}}||29.38
|72-73||{{CharHead|Ness|SSBU}}||29.38
|-
|-
|71-72||{{CharHead|Lucas|SSBU}}||29.38
|72-73||{{CharHead|Lucas|SSBU}}||29.38
|-
|-
|73-74||{{CharHead|Peach|SSBU}}||29.28
|74-75||{{CharHead|Peach|SSBU}}||29.28
|-
|-
|73-74||{{CharHead|Daisy|SSBU}}||29.28
|74-75||{{CharHead|Daisy|SSBU}}||29.28
|-
|-
|75-76||{{CharHead|Young Link|SSBU}}||29.19
|76-77||{{CharHead|Young Link|SSBU}}||29.19
|-
|-
|75-76||{{CharHead|Toon Link|SSBU}}||29.19
|76-77||{{CharHead|Toon Link|SSBU}}||29.19
|-
|-
|77||{{CharHead|Little Mac|SSBU}}||29.14
|78||{{CharHead|Little Mac|SSBU}}||29.14
|-
|-
|78-79||{{CharHead|Wii Fit Trainer|SSBU}}||28.96
|79-80||{{CharHead|Wii Fit Trainer|SSBU}}||28.96
|-
|-
|78-79||{{CharHead|Kazuya|SSBU}}||28.96
|79-80||{{CharHead|Kazuya|SSBU}}||28.96
|-
|-
|80||{{CharHead|Ice Climbers|SSBU}}||28.86
|81||{{CharHead|Ice Climbers|SSBU}}||28.86
|-
|-
|81||{{CharHead|Squirtle|SSBU}}||28.77
|82||{{CharHead|Squirtle|SSBU}}||28.77
|-
|-
|82||{{CharHead|Bowser|SSBU}}||27.88
|83||{{CharHead|Bowser|SSBU}}||27.88
|-
|-
|83||{{CharHead|Zelda|SSBU}}||27.37
|84||{{CharHead|Zelda|SSBU}}||27.37
|-
|-
|84||{{CharHead|Isabelle|SSBU}}||26.81
|85||{{CharHead|Isabelle|SSBU}}||26.81
|-
|-
|85||{{CharHead|Villager|SSBU}}||26.67
|86||{{CharHead|Villager|SSBU}}||26.67
|-
|-
|86||{{CharHead|Piranha Plant|SSBU}}||26.58
|87||{{CharHead|Piranha Plant|SSBU}}||26.58
|-
|-
|87-88||{{CharHead|Ryu|SSBU}}||26.44
|88-89||{{CharHead|Ryu|SSBU}}||26.44
|-
|-
|87-88||{{CharHead|Ken|SSBU}}||26.44
|88-89||{{CharHead|Ken|SSBU}}||26.44
|}
|}



Latest revision as of 11:59, January 28, 2024

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Rolling distances for Brawl and Ultimate. Rolling frames and distances for SSB may also be added.
You can discuss this issue on the talk page or edit this page to improve it.
This article is about the defensive maneuver. For other uses, see Roll (disambiguation).
Wii Fit Trainer does a rolling dodge backwards.

A rolling dodge, or simply roll (called EscapeF and EscapeB internally in Melee's 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.

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 players, 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 walking and dashing 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 smashes and neutral aerials. 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 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 dodges and air dodges, such that overusing any type of dodge also affects the others.

Rolling vs. wavedashing (Super Smash Bros. Melee)Edit

Many casual players believe that rolling and wavedashing play the same role and that the wavedash is just a superior version of the roll. This misconception exists because professional players wavedash in most situations in which casual players would roll. In fact, rolling and wavedashing play very different roles: rolling provides intangibility and generally more distance than a wavedash, but has a determined length and is more easily punished; it is generally used to get behind an attacking opponent or avoid attacks that cannot be wavedashed away from. On the other hand, wavedashing allows a character to act faster and attack while moving sideways at the expense of intangibility; it is generally used to quickly alter spacing or move towards an opponent while standing without turning around (like a forward roll would cause). If the wavedash did not exist, upper-level smashers would replace the wavedash with a dash dance in most situations, not a roll.

Rolling frames in Smash 64Edit

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).

Characters Intangibility Frames Total Frames Vulnerable End Frames
  Fox 4-19 31 12
  Jigglypuff 4-19 31 12
  Kirby 4-19 31 12
  Luigi 4-19 31 12
  Mario 4-19 31 12
  Ness 4-19 31 12
  Pikachu (back) 4-19 31 12
  Link (forward) 4-19 34 15
  Yoshi (forward) 4-19 34 15
  Pikachu (forward) 4-19 35 16
  Donkey Kong 4-19 37 18
  Link (back) 4-19 37 18
  Yoshi (back) 4-19 37 18
  Captain Falcon 4-19 41 22
  Samus 4-23 45 22

Rolling frames in MeleeEdit

These lists show the intangibility and the total lag frames of the rolls, but not the distance travelled or the size of the character while rolling.

Characters Intangibility Frames Total Frames Vulnerable End Frames
  Captain Falcon 4-19 31 12
  Donkey Kong 4-19 31 12
  Dr. Mario 4-19 31 12
  Falco 4-19 31 12
  Fox 4-19 31 12
  Ganondorf 4-19 31 12
  Ice Climbers 4-19 31 12
  Kirby 4-19 31 12
  Luigi 4-19 31 12
  Mario 4-19 31 12
  Ness 4-19 31 12
  Peach 4-19 31 12
  Pichu 4-19 31 12
  Pikachu 4-19 31 12
  Sheik 4-19 31 12
  Zelda 4-19 31 12
  Yoshi (forward) 4-19 34 15
  Jigglypuff (forward) 2-18 34 16
  Jigglypuff (back) 4-19 34 15
  Mr. Game & Watch 4-19 35 16
  Marth (forward) 4-19 35 16
  Marth (back) 4-23 35 12
  Roy (forward) 4-19 35 16
  Roy (back) 4-23 35 12
  Mewtwo (forward) 4-21 37 16
  Link 4-19 37 18
  Mewtwo (back) 4-19 37 18
  Yoshi (back) 4-19 37 18
  Young Link 4-19 37 18
  Bowser 4-19 39 20
  Samus* 4-23 44 21

* Samus' morph ball shrinks her body until frame 30.

Rolling distances in MeleeEdit

This list shows the overall rankings for how far the characters roll in Melee, taken from Mew2King's Melee information dump.

Average of forward and back rollsEdit

Ranking Character
1   Mewtwo
2   Marth
3   Samus
4   Pichu
5   Sheik
6   Falco
7   Roy
8   Ganondorf
9   Luigi
10   Donkey Kong
11   Link
12   Pikachu
13   Ice Climbers
14   Captain Falcon
15   Fox
16   Zelda
17-18   Dr. Mario
17-18   Mario
19   Jigglypuff
20   Ness
21   Kirby
22   Yoshi
23   Peach
24   Young Link
25   Mr. Game & Watch
26   Bowser

Forward rollsEdit

Ranking Character
1   Mewtwo
2   Marth
3   Sheik
4   Pichu
5   Samus
6   Falco
7   Donkey Kong
8   Ganondorf
9   Roy
10   Luigi
11   Pikachu
12   Link
13   Ice Climbers
14   Captain Falcon
15   Fox
16   Zelda
17-18   Dr. Mario
17-18   Mario
19   Jigglypuff
20   Kirby
21   Yoshi
22   Peach
23   Ness
24   Bowser
25   Young Link
26   Mr. Game & Watch

Back rollsEdit

Ranking Character
1   Mewtwo
2   Marth
3   Samus
4   Falco
5   Pichu
6   Roy
7   Sheik
8   Ganondorf
9   Luigi
10   Link
11   Ness
12   Donkey Kong
13   Ice Climbers
14   Captain Falcon
15   Fox
16   Pikachu
17-18   Dr. Mario
17-18   Mario
19   Jigglypuff
20   Zelda
21   Kirby
22   Yoshi
23   Peach
24   Young Link
25   Mr. Game & Watch
26   Bowser

Rolling frames in BrawlEdit

Characters Intangibility Frames Total Frames
  Meta Knight (forward) 5-12 23
  Lucario 4-19 27
  Pit (forward) 4-17 27
  Zero Suit Samus (forward) 4-15 27
  Diddy Kong 4-19 29
  Squirtle 4-19 29
  Kirby 4-20 31
  Captain Falcon 4-19 31
  Donkey Kong 4-19 31
  Falco 4-19 31
  Fox 4-19 31
  Ganondorf 4-19 31
  Ice Climbers 4-19 31
  Luigi 4-19 31
  Lucas 4-19 31
  Ness 4-19 31
  Peach (forward) 4-19 31
  Pikachu 4-19 31
  Sheik 4-19 31
  Sonic 4-19 31
  Wolf 4-19 31
  Zelda 4-19 31
  Peach (back) 5-20 31
  Jigglypuff (forward) 3-19 32
  Ivysaur 4-19 32
  Jigglypuff (back) 4-19 32
  King Dedede 4-19 32
  Mario 4-19 32
  Olimar 4-19 32
  Pit (back) 4-17 32
  Ike (forward) 4-19 33
  Snake (back) 4-19 33
  Meta Knight (back) 4-12 33
  Yoshi (forward) 4-19 34
  R.O.B. 4-15 34
  Marth (back) 4-23 35
  Charizard (forward) 4-19 35
  Marth (forward) 4-19 35
  Mr. Game & Watch 4-19 35
  Snake (forward) 4-17 35
  Charizard (back) 4-19 36
  Wario 4-21 37
  Ike (back) 4-19 37
  Link 4-19 37
  Toon Link 4-19 37
  Yoshi (back) 4-19 37
  Zero Suit Samus (back) 4-19 37
  Bowser 5-20 39
  Samus 4-23 44

Rolling frames in Smash 4Edit

In Smash 4, rolls have been sped up slightly for the majority of the cast, making them safer for repositioning and getting away from attacks. Additionally, with the exception of Greninja, all characters have identical frame data between their forward and back roll.

Rolls have been slightly nerfed in updates, with both version 1.1.0 and 1.1.1 reducing their intangibility by one frame at the end. The following list shows the frame data of rolls as of the latest version of the game.

Characters Intangibility Frames Total Frames
  Duck Hunt 4-15 26
  Fox 4-14 26
  Pikachu 4-14 26
  Toon Link 4-14 26
  Little Mac 4-12 26
  Captain Falcon 4-15 27
  Dark Pit 4-15 27
  Diddy Kong 4-15 27
  Meta Knight 4-15 27
  Pit 4-15 27
  Sheik 4-15 27
  Sonic 4-15 27
  Zero Suit Samus 4-15 27
  Roy 4-17 29
  Donkey Kong 4-16 29
  Dr. Mario 4-16 29
  Falco 4-16 29
  Mario 4-16 29
  Mii Brawler 4-16 29
  Mr. Game & Watch 4-16 29
  Olimar 4-16 29
  Pac-Man 4-16 29
  R.O.B. 4-16 29
  Wario 4-16 29
  Wii Fit Trainer 4-16 29
  Lucario 4-14 29
  Greninja (forward) 4-14 29
  Mewtwo 4-13 29
  Bowser Jr. 4-17 30
  Jigglypuff 4-17 30
  Kirby 4-17 30
  Link 4-17 30
  Lucas 4-17 30
  Lucina 4-17 30
  Luigi 4-17 30
  Marth 4-17 30
  Mega Man 4-17 30
  Mii Gunner 4-17 30
  Mii Swordfighter 4-17 30
  Ness 4-17 30
  Palutena 4-17 30
  Peach 4-17 30
  Rosalina 4-17 30
  Ryu 4-17 30
  Shulk 4-17 30
  Villager 4-17 30
  Zelda 4-17 30
  Corrin 4-14 30
  Cloud 4-15 31
  Charizard 4-18 32
  Ike 4-18 32
  Robin 4-18 32
  Greninja (back) 4-14 32
  Bowser 4-19 33
  Ganondorf 4-19 33
  King Dedede 4-19 33
  Yoshi 4-21 35
  Bayonetta[1] 6-19 36
  Samus 4-23 39

Rolling distances in Smash 4Edit

 

Average of forward and back rollsEdit

Ranking Character
1   Samus
2   R.O.B.
3-4   Charizard
3-4   Greninja
5   Little Mac
6   Falco
7-8   King Dedede
7-8   Marth
9   Sheik
10-11   Link
10-11   Sonic
12   Diddy Kong
13   Lucina
14   Ganondorf
15   Meta Knight
16-17   Ike
16-17   Luigi
18   Donkey Kong
19   Pac-Man
20-21   Captain Falcon
20-21   Duck Hunt
22   Fox
23   Lucario
24-25   Jigglypuff
24-25   Kirby
26-27   Rosalina
26-27   Wario
28-30   Dr. Mario
28-30   Mario
28-30   Shulk (Speed)
31-32   Bowser Jr.
31-32   Mega Man
33-34   Pikachu
33-34   Shulk
35-36   Palutena
35-36   Robin
37-39   Pit
37-39   Yoshi
37-39   Dark Pit
40   Bowser
41-43   Olimar
41-43   Peach
41-43   Zero Suit Samus
44   Ness
45-46   Mr. Game & Watch
45-46   Zelda
47   Wii Fit Trainer
48-49   Toon Link
48-49   Villager

Forward rollsEdit

Ranking Character
1   Samus
2   Little Mac
3   R.O.B.
4   Falco
5   Charizard
6   Greninja
7   Marth
8   King Dedede
9   Link
10   Sonic
11   Meta Knight
12   Lucina
13   Diddy Kong
14   Sheik
15   Ike
16   Ganondorf
17   Luigi
18   Kirby
19   Donkey Kong
20   Fox
21   Captain Falcon
22   Pac-Man
23   Lucario
24   Wario
25   Jigglypuff
26   Duck Hunt
27-28   Dr. Mario
27-28   Mario
29   Rosalina
30   Robin
31   Shulk (Speed)
32   Pikachu
33   Shulk
34-35   Dark Pit
34-35   Pit
36   Mega Man
37   Bowser Jr.
38   Yoshi
39   Peach
40   Olimar
41   Mr. Game & Watch
42   Zelda
43   Ness
44   Zero Suit Samus
45   Bowser
46   Palutena
47   Toon Link
48   Wii Fit Trainer
49   Villager

Back rollsEdit

Ranking Character
1   Samus
2   Greninja
3   Charizard
4   R.O.B.
5   Sheik
6   King Dedede
7   Marth
8   Little Mac
9   Falco
10   Sonic
11   Link
12   Diddy Kong
13   Ganondorf
14   Lucina
15   Luigi
16   Donkey Kong
17   Duck Hunt
18   Ike
19   Pac-Man
20   Meta Knight
21   Palutena
22   Captain Falcon
23   Lucario
24   Fox
25   Shulk (Speed)
26   Jigglypuff
27   Rosalina
28   Bowser Jr.
29-30   Dr. Mario
29-30   Mario
31   Mega Man
32   Wario
33   Shulk
34   Kirby
35   Pikachu
36   Bowser
37   Yoshi
38   Robin
39   Zero Suit Samus
40-41   Dark Pit
40-41   Pit
42   Ness
43   Olimar
44   Peach
45   Wii Fit Trainer
46   Zelda
47   Villager
48   Mr. Game & Watch
49   Toon Link

Rolling frames in UltimateEdit

In Ultimate, the effectiveness of rolls has been reduced overall. While forward rolls keep the same overall speed as in SSB4, 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 Bayonetta, Samus and Yoshi, which were the slowest in Smash 4, have been sped 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 performed repeatedly, gradually leaving the user more vulnerable. This mechanic is shared with spot dodges and air dodges.

The formula to determine a roll's duration before it can be interrupted is D * (1 + P), where D is the total duration of the roll when fresh, and P is a penalty value that increases by 0.06 for every forward roll, and 0.1 for every back roll. The penalty value caps at 0.3 for forward rolls, and 0.5 for back rolls; as a result, five consecutive uses of either roll will fully stale them, and back rolls have their duration increased more than forward rolls. The penalty is reset per each roll used every time the player spends roughly one second without using any kind of dodge. When fully stale, all rolls grant intangibility four frames later, making them worse for escaping pressure.

Characters Forward rolls Back rolls
Intangibility frames Total frames Intangibility frames Total frames
Fresh Fully stale Fresh Fully stale Fresh Fully stale Fresh Fully stale
  Fox 4-12 8-12 26 34 4-14 8-13 32 49
  Little Mac 4-12 8-12 26 34 4-14 8-13 32 49
  Sheik 4-12 8-12 26 34 4-14 8-13 32 49
  Zero Suit Samus 4-12 8-12 26 34 4-14 8-13 32 49
  Diddy Kong 4-14 8-14 28 37 4-15 8-13 33 50
  Greninja 4-14 8-14 28 37 4-15 8-13 33 50
  Meta Knight 4-14 8-14 28 37 4-15 8-13 33 50
  Pichu 4-14 8-14 28 37 4-15 8-13 33 50
  Pikachu 4-14 8-14 28 37 4-15 8-13 33 50
  Sonic 4-14 8-14 28 37 4-15 8-13 33 50
  Squirtle 4-14 8-14 28 37 4-15 8-13 33 50
  Toon Link 4-14 8-14 28 37 4-15 8-13 33 50
  Young Link 4-14 8-14 28 37 4-15 8-13 33 50
  Banjo & Kazooie 4-15 8-14 29 38 5-16 9-14 34 51
  Bowser Jr. 4-15 8-14 29 38 5-16 9-14 34 51
  Byleth 4-15 8-14 29 38 5-16 9-14 34 51
  Chrom 4-15 8-14 29 38 5-16 9-14 34 51
  Cloud 4-15 8-14 29 38 5-16 9-14 34 51
  Corrin 4-15 8-14 29 38 5-16 9-14 34 51
  Dark Pit 4-15 8-14 29 38 5-16 9-14 34 51
  Dr. Mario 4-15 8-14 29 38 5-16 9-14 34 51
  Duck Hunt 4-15 8-14 29 38 5-16 9-14 34 51
  Falco 4-15 8-14 29 38 5-16 9-14 34 51
  Hero 4-15 8-14 29 38 5-16 9-14 34 51
  Inkling 4-15 8-14 29 38 5-16 9-14 34 51
  Isabelle 4-15 8-14 29 38 5-16 9-14 34 51
  Joker 4-15 8-14 29 38 5-16 9-14 34 51
  Lucario 4-15 8-14 29 38 5-16 9-14 34 51
  Lucas 4-15 8-14 29 38 5-16 9-14 34 51
  Lucina 4-15 8-14 29 38 5-16 9-14 34 51
  Luigi 4-15 8-14 29 38 5-16 9-14 34 51
  Mario 4-15 8-14 29 38 5-16 9-14 34 51
  Marth 4-15 8-14 29 38 5-16 9-14 34 51
  Mega Man 4-15 8-14 29 38 5-16 9-14 34 51
  Mewtwo 4-15 8-14 29 38 5-16 9-14 34 51
  Mii Brawler 4-15 8-14 29 38 5-16 9-14 34 51
  Mii Gunner 4-15 8-14 29 38 5-16 9-14 34 51
  Mii Swordfighter 4-15 8-14 29 38 5-16 9-14 34 51
  Ness 4-15 8-14 29 38 5-16 9-14 34 51
  Olimar 4-15 8-14 29 38 5-16 9-14 34 51
  Pac-Man 4-15 8-14 29 38 5-16 9-14 34 51
  Palutena 4-15 8-14 29 38 5-16 9-14 34 51
  Piranha Plant 4-15 8-14 29 38 5-16 9-14 34 51
  Pit 4-15 8-14 29 38 5-16 9-14 34 51
  R.O.B. 4-15 8-14 29 38 5-16 9-14 34 51
  Roy 4-15 8-14 29 38 5-16 9-14 34 51
  Sephiroth 4-15 8-14 29 38 5-16 9-14 34 51
  Shulk 4-15 8-14 29 38 5-16 9-14 34 51
  Sora 4-15 8-14 29 38 5-16 9-14 34 51
  Steve 4-15 8-14 29 38 5-16 9-14 34 51
  Terry 4-15 8-14 29 38 5-16 9-14 34 51
  Villager 4-15 8-14 29 38 5-16 9-14 34 51
  Wii Fit Trainer 4-15 8-14 29 38 5-16 9-14 34 51
  Wolf 4-15 8-14 29 38 5-16 9-14 34 51
  Pyra 4-15 8-14 29 38 5-16 9-14 34 51
  Kazuya 4-15 8-14 30 39 5-16 9-14 35 52
  Min Min 4-15 8-14 30 39 5-16 9-14 35 52
  Captain Falcon 4-15 8-14 30 40 5-16 9-14 35 53
  Daisy 4-15 8-14 30 40 5-16 9-14 35 53
  Donkey Kong 4-15 8-14 30 40 5-16 9-14 35 53
  Ice Climbers 4-15 8-14 30 40 5-16 9-14 35 53
  Ike 4-15 8-14 30 40 5-16 9-14 35 53
  Incineroar 4-15 8-14 30 40 5-16 9-14 35 53
  Ivysaur 4-15 8-14 30 40 5-16 9-14 35 53
  Jigglypuff 4-15 8-14 30 40 5-16 9-14 35 53
  Ken 4-15 8-14 30 40 5-16 9-14 35 53
  Kirby 4-15 8-14 30 40 5-16 9-14 35 53
  Link 4-15 8-14 30 40 5-16 9-14 35 53
  Mr. Game & Watch 4-15 8-14 30 40 5-16 9-14 35 53
  Peach 4-15 8-14 30 40 5-16 9-14 35 53
  Richter 4-15 8-14 30 40 5-16 9-14 35 53
  Robin 4-15 8-14 30 40 5-16 9-14 35 53
  Rosalina 4-15 8-14 30 40 5-16 9-14 35 53
  Ryu 4-15 8-14 30 40 5-16 9-14 35 53
  Simon 4-15 8-14 30 40 5-16 9-14 35 53
  Snake 4-15 8-14 30 40 5-16 9-14 35 53
  Wario 4-15 8-14 30 40 5-16 9-14 35 53
  Yoshi 4-15 8-14 30 40 5-16 9-14 35 53
  Zelda 4-15 8-14 30 40 5-16 9-14 35 53
  Dark Samus 4-18 8-16 31 41 5-20 9-16 36 54
  Bayonetta[2] 6-15 10-15 31 41 7-16 11-15 36 54
  Bowser 4-16 8-15 32 42 5-17 9-15 37 56
  Charizard 4-16 8-15 32 42 5-17 9-15 37 56
  Ganondorf 4-16 8-15 32 42 5-17 9-15 37 56
  King Dedede 4-16 8-15 32 42 5-17 9-15 37 56
  King K. Rool 4-16 8-15 32 42 5-17 9-15 37 56
  Ridley 4-16 8-15 32 42 5-17 9-15 37 56
  Samus 4-18 8-16 34 45 5-20 9-16 39 59
  Mythra[3] 7-18 11-17 35 46 8-19 12-17 38 57

Rolling distances in UltimateEdit

This list shows the overall rankings for how far the characters roll in Ultimate. Values are approximated from the markings in Training and adjusted to account for the marking's incorrect scale (a 1 unit mark is around 1.067 units).

Forward rollsEdit

Ranking Character Approx. Units
1-2   Samus 39.73
1-2   Dark Samus 39.73
3   Little Mac 37.4
4   Charizard 36.79
5   Wolf 36.18
6   Mewtwo 36.09
7   Joker 36.04
8   Falco 35.95
9   Simon 35.48
9   Richter 35.48
11-14   Jigglypuff 35.02
11-14   R.O.B. 35.02
11-14   Greninja 35.02
11-14   Sephiroth 35.02
15   Link 34.92
16-18   Roy 34.74
16-18   Chrom 34.74
16-18   Banjo & Kazooie 34.74
19-20   Inkling 34.64
19-20   Ridley 34.64
21-22   Marth 34.36
21-22   Lucina 34.36
23   Min Min 34.08
24   Pikachu 33.99
25   Byleth 33.57
26   King Dedede 33.29
27   Terry 33.2
28   Ike 33.11
29   Corrin 32.97
30   Donkey Kong 32.92
31   Sonic 32.83
32   Ganondorf 32.69
33   Pyra 32.64
33   Mythra 32.64
35   Luigi 32.41
36   Sora 32.33
37   Pichu 32.22
38-41   Mario 32.17
38-41   Dr. Mario 32.17
38-41   Diddy Kong 32.17
38-41   Kazuya 32.17
42   Hero 31.94
43   Sheik 31.85
44-45   Fox 31.8
44-45   Lucario 31.8
46   Ivysaur 31.71
47-49   Pac-Man 31.52
47-49   Incineroar 31.52
47-49   Steve 31.52
50   Duck Hunt 31.29
51   Mii Brawler 31.24
52-55   Meta Knight 31.19
52-55   King K. Rool 31.19
52-55   Mii Swordfighter 31.19
52-55   Mii Gunner 31.19
56   Kirby 31.15
57   Snake 31.01
58   Rosalina & Luma 30.73
59-63   Captain Falcon 30.68
59-63   Mr. Game & Watch 30.68
59-63   Zero Suit Samus 30.68
59-63   Wario 30.68
59-63   Bowser Jr. 30.68
64   Robin 30.59
65-66   Yoshi 30.45
65-66   Mega Man 30.45
67   Olimar 30.31
68-69   Shulk 30.03
68-69   Cloud 30.03
70   Young Link 29.89
71   Bayonetta 29.79
72   Palutena 29.7
73-74   Ness 29.65
73-74   Lucas 29.65
75-76   Peach 29.52
75-76   Daisy 29.52
77   Toon Link 29.24
78-79   Pit 29.14
78-79   Dark Pit 29.14
80   Wii Fit Trainer 29.0
81   Squirtle 28.82
82   Ice Climbers 27.98
83   Zelda 27.42
84   Bowser 27.28
85   Isabelle 27.04
86   Villager 26.86
87   Piranha Plant 26.62
88-89   Ryu 26.53
88-89   Ken 26.53

Back rollsEdit

Ranking Character Approx. Units
1-2   Samus 36.56
1-2   Dark Samus 36.56
3   Falco 36.09
4   Mewtwo 36.04
5   Joker 36.0
6-7   Simon 35.44
6-7   Richter 35.44
8-12   Jigglypuff 34.97
8-12   Charizard 34.97
8-12   R.O.B. 34.97
8-12   Greninja 34.97
8-12   Sephiroth 34.97
13-15   Roy 34.69
13-15   Chrom 34.69
13-15   Wolf 34.69
16   Inkling 34.6
17   Link 34.41
18   Marth 34.32
18   Lucina 34.32
20   Snake 34.13
21-22   Pyra 33.43
21-22   Mythra 33.43
23   Byleth 33.39
24-25   Diddy Kong 33.25
24-25   King Dedede 33.25
26   Terry 33.15
27   Sonic 33.01
28-29   Ganondorf 32.92
28-29   Corrin 32.92
30   Donkey Kong 32.87
31   Pikachu 32.78
31   Ike 32.78
33   Palutena 32.45
34   Luigi 32.36
35   Sora 32.33
36   Ridley 32.31
37   Banjo & Kazooie 32.13
38   Hero 31.89
39   Sheik 31.8
40   Fox 31.75
41-42   Ivysaur 31.66
41-42   Lucario 31.66
43-46   Pac-Man 31.47
43-46   Duck Hunt 31.47
43-46   Incineroar 31.47
43-46   Steve 31.47
47-49   King K. Rool 31.15
47-49   Mii Swordfighter 31.15
47-49   Mii Gunner 31.15
50   Min Min 31.01
51   Meta Knight 30.82
52-53   Rosalina & Luma 30.68
52-53   Mii Brawler 30.68
54-58   Mario 30.63
54-58   Captain Falcon 30.63
54-58   Wario 30.63
54-58   Robin 30.63
54-58   Bowser Jr. 30.63
59   Dr. Mario 30.59
60   Mr. Game & Watch 30.59
61   Pichu 30.54
62   Zero Suit Samus 30.31
63   Mega Man 30.07
64-65   Shulk 29.98
64-65   Cloud 29.98
66   Olimar 29.89
67-70   Kirby 29.75
67-70   Pit 29.75
67-70   Dark Pit 29.75
67-70   Bayonetta 29.75
71   Yoshi 29.61
72-73   Ness 29.38
72-73   Lucas 29.38
74-75   Peach 29.28
74-75   Daisy 29.28
76-77   Young Link 29.19
76-77   Toon Link 29.19
78   Little Mac 29.14
79-80   Wii Fit Trainer 28.96
79-80   Kazuya 28.96
81   Ice Climbers 28.86
82   Squirtle 28.77
83   Bowser 27.88
84   Zelda 27.37
85   Isabelle 26.81
86   Villager 26.67
87   Piranha Plant 26.58
88-89   Ryu 26.44
88-89   Ken 26.44

GalleryEdit

TriviaEdit

  • In Super Smash Bros., a glitch occurs if Mario or Luigi repeatedly rolls backwards against a wall, which makes the character slowly move sideways out of the plane of gameplay. This causes them to dramatically increase in size, and they will eventually either appear to move randomly across the stage, or disappear entirely. If another action is inputted, the character returns to normal. [1]

ReferencesEdit

  1. ^ Bat Within activates on frames 3-5
  2. ^ Bat Within activates on frames 2–5 during forward roll, and frames 3–6 during back roll, assuming unstaled dodges
  3. ^ Foresight activates on frames 2–6 during forward roll, and frames 2–7 during back roll, assuming unstaled dodges