Short hop air dodge: Difference between revisions

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(SSBU airdodge)
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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.  


Uses of this tech include an alternative to using a [[spot dodge]]. It takes slightly longer to perform than a spot dodge due to the jump squat animation, but it can put one in a less vunerable position and also alleviates the potential of being [[grab]]bed. It can be used in tandem with a [[tomahawk]]. This technique is slightly less viable in [[Smash Ultimate]] due to its mechanics that stale airdodge a if they are repeatedly.
Uses of this tech include an alternative to using a [[spot dodge]]. It takes slightly longer to perform than a spot dodge due to the jump squat animation, but it can put one in a less vunerable position and also alleviates the potential of being [[grab]]bed. It can be used in tandem with a [[tomahawk]]. This technique is slightly less viable in [[Smash Ultimate]] due to its mechanics that stale airdodge if they are repeatedly used.


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