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Air dodge

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Yoshi performing an air dodge in Ultimate.

An air dodge (or EscapeAir by internal Brawl files) is a technique introduced in Super Smash Bros. Melee that gives temporary intangibility frames to the user in the air, preventing attacks from hitting them. It can be described as spot dodging in midair.

In Super Smash Bros. Melee

Fox air dodges to avoid Samus's Charge Shot in Melee.

In Melee, an air dodge is performed by fully pressing the L or R button while in the air. Air dodges cannot be done if the character is tumbling or reeling. The air dodge halts the character's momentum; if the control stick is not tilted, it leaves the character hovering in place for most of its duration, and if the control stick is tilted, it gives the character a small boost in the chosen direction. This boost can aid one's recovery, though characters cannot grab ledges until the air dodge's animation ends. Furthermore, most up specials outreach the air dodge, making it more beneficial for getting back to the stage quickly from a short distance.

After air dodging, characters enter a helpless state and fall to the ground. While air dodging, pressing the attack button while holding the shield button also allows the player to grab any nearby items, as well as use grab aerials with characters that have one: this is known as air dodge grabbing.

Air dodging into the ground is known as wavelanding, which is the primary component of the wavedash.

Using air dodges as a recovery

Real time animation of Mario air dodging in Melee.

An angled recovery is the opposite of wavedashing, since the player angles the control stick up. An angled recovery is useful when a player gets knocked off a stage that has multiple platforms, such as Temple.

In order to perform an angled recovery, the player must hold the control stick up diagonally and air dodge. The angled recovery has less lag time compared to a character's normal recovery, and it can't be negated as easily due to the intangibility it grants, but it generally doesn't go as far as a character's usual recovery move. The angled recovery is effective when the character's second jump isn't enough to make it back to the stage, but is close enough for where an air dodge will cover the remaining recovery distance. This can also be pulled off at far distances only if they're at a very high altitude. If the character is too far away, however, they will fall and self-destruct.

While angled recoveries do not provide more height or distance than standard recovery options, they still see use by multiple characters in the cast. Jigglypuff, Yoshi, and a solo Ice Climber benefit from the tactic since their up special moves do not give any recovery distance, and in the cases of Jigglypuff and the solo Ice Climber, the air dodge gives more vertical distance than their side specials. Ness also benefits from this tactic in cases where he's near the ledge but his mid-air jump was not enough to get him back, air dodging is a much safer recovery option, or on stages with narrow pits (such as Fourside) as he needs room to use PK Thunder to recover. In addition, while Samus, Link and Young Link boast relatively long and flexible recovery options, the angled recovery can allow for the trio to use their wall grapple during the ascent of the dodge; as players can air dodge in any direction, it can also be used to get the character closer to the stage in order to decrease their distance from a wall. Outside of this, most of the cast may elect to use angle recoveries in order to combat some edgeguard techniques that do not include edgehogging; air dodging into a ledge, for instance, can counter a player who is charging an attack on the edge of a stage.

Air dodge intangibility and animation length in Melee

Grabbing the ledge is possible as soon the animation length is over.

Character Animation Length Intangible Frames Intangible Duration
Dr. Mario (SSBM) Dr. Mario 48 4-29 26 frames
Mario (SSBM) Mario 48 4-29 26 frames
Luigi (SSBM) Luigi 48 4-29 26 frames
Bowser (SSBM) Bowser 49 3-29 27 frames
Peach (SSBM) Peach 49 4-19 16 frames
Yoshi (SSBM) Yoshi 49 4-29 26 frames
Donkey Kong (SSBM) Donkey Kong 49 4-29 26 frames
Captain Falcon (SSBM) Captain Falcon 49 4-29 26 frames
Ganondorf (SSBM) Ganondorf 49 4-29 26 frames
Falco (SSBM) Falco 49 4-29 26 frames
Fox (SSBM) Fox 49 4-29 26 frames
Ice Climbers (SSBM) Ice Climbers 48 4-29 26 frames
Ness (SSBM) Ness 48 4-29 26 frames
Kirby (SSBM) Kirby 49 4-29 26 frames
Samus (SSBM) Samus 49 4-29 26 frames
Zelda (SSBM) Zelda 49 4-19 16 frames
Sheik (SSBM) Sheik 49 4-29 26 frames
Link (SSBM) Link 49 4-29 26 frames
Young Link (SSBM) Young Link 49 4-29 26 frames
Pichu (SSBM) Pichu 49 4-29 26 frames
Pikachu (SSBM) Pikachu 49 4-29 26 frames
Jigglypuff (SSBM) Jigglypuff 49 4-29 26 frames
Mewtwo (SSBM) Mewtwo 39 4-29 26 frames
Mr. Game & Watch (SSBM) Mr. Game & Watch 49 4-29 26 frames
Roy (SSBM) Roy 49 4-29 26 frames
Marth (SSBM) Marth 49 4-29 26 frames

In Super Smash Bros. Brawl

Snake performing an air dodge in Brawl.

In Brawl, the air dodge has been revamped. It no longer halts the character's momentum and no longer permits the user to nudge the character by pressing the control stick; it simply grants brief intangiblity along the character's current line of movement. Following the air dodge, characters are put in their regular aerial state rather than the helpless state, and thus may attack, jump, or air dodge again following their initial air dodge.

The air dodge can now also be used when a character is tumbling or reeling, and with the introduction of hitstun canceling, characters can air dodge out of these states 13 frames after being hit, regardless of the amount of hitstun received. This is often employed by players to enable action quicker than waiting out their knockback and to limit reliance on teching. Using the air dodge at this time does not reduce knockback, a rumor that was started when it was noticed that higher-level CPUs were doing it constantly. However, an air dodge can be used for momentum canceling, and in some cases, such as Ike and Snake, it is their best option, since they yield better results using an air dodge when momentum canceling than their shortest-lasting aerial (both of their air dodges end in 39 frames, while their shortest-lasting aerials last just a few frames longer, and despite the minuscule difference, air dodging is still their best option nonetheless). In addition, they also gain the most benefit when momentum canceling using the basic method.

Air dodges now cause characters to automatically catch any item nearby during the first frames (unless they are holding one already), without having to press the attack button like in Melee. However, this also means characters can no longer grab items at any time of the air dodge, only the beginning.

Air dodge intangibility and lag in Brawl

The table here displays the frame data for the air dodge of every Brawl character. Every character has a certain amount of frames taken to perform an air dodge, and the intangibility frames starts and ends in between the total frames taken. Most characters' intangibility usually starts on frame 4 and end about 10 or 20 frames before the end of the entire air dodge; however, there are a few exceptions.

Characters Intangibility Frames Total Frames Intangible Duration
Meta Knight (SSBB) Meta Knight 4-29 39 26 frames
Zero Suit Samus (SSBB) Zero Suit Samus 4-29 39 26 frames
Diddy Kong (SSBB) Diddy Kong 4-29 39 26 frames
Pit (SSBB) Pit 4-29 39 26 frames
Squirtle (SSBB) Squirtle 4-29 39 26 frames
Ivysaur (SSBB) Ivysaur 4-29 39 26 frames
Charizard (SSBB) Charizard 4-29 39 26 frames
Ike (SSBB) Ike 4-29 39 26 frames
Snake (SSBB) Snake 4-29 39 26 frames
King Dedede (SSBB) King Dedede 4-29 39 26 frames
Lucario (SSBB) Lucario 4-29 39 26 frames
Wario (SSBB) Wario 4-29 39 26 frames
R.O.B. (SSBB) R.O.B. 4-29 39 26 frames
Olimar (SSBB) Olimar 4-29 39 26 frames
Ice Climbers (SSBB) Ice Climbers 4-29 48 26 frames
Ness (SSBB) Ness 4-29 48 26 frames
Sonic (SSBB) Sonic 4-29 48 26 frames
Lucas (SSBB) Lucas 4-29 48 26 frames
Bowser (SSBB) Bowser 4-30 49 27 frames
Mario (SSBB) Mario 4-29 49 26 frames
Donkey Kong (SSBB) Donkey Kong 4-29 49 26 frames
Link (SSBB) Link 4-29 49 26 frames
Samus (SSBB) Samus 4-29 49 26 frames
Kirby (SSBB) Kirby 4-29 49 26 frames
Fox (SSBB) Fox 4-29 49 26 frames
Pikachu (SSBB) Pikachu 4-29 49 26 frames
Mr. Game & Watch (SSBB) Mr. Game & Watch 4-29 49 26 frames
Luigi (SSBB) Luigi 4-29 49 26 frames
Zelda (SSBB) Zelda 4-29 49 26 frames
Sheik (SSBB) Sheik 4-29 49 26 frames
Falco (SSBB) Falco 4-29 49 26 frames
Yoshi (SSBB) Yoshi 4-29 49 26 frames
Ganondorf (SSBB) Ganondorf 4-29 49 26 frames
Wolf (SSBB) Wolf 4-29 49 26 frames
Toon Link (SSBB) Toon Link 4-29 49 26 frames
Captain Falcon (SSBB) Captain Falcon 4-29 49 26 frames
Jigglypuff (SSBB) Jigglypuff 4-29 49 26 frames
Marth (SSBB) Marth 5-30 49 26 frames
Peach (SSBB) Peach 4-19 49 16 frames

In Super Smash Bros. 4

In Smash 4, air dodges have significantly less ending lag, now lasting from 28 to 34 frames (depending on the character, with only Bayonetta's air dodge lasting a longer time of 36 frames), compared to the previous games' 39 to 49 frames. This allows characters to execute many air dodges in quick succession to avoid attacks, as well as safely use attacks out of them; players can now jump, go through an opponent's attack with an air dodge, then retaliate with an attack or their own. This is especially beneficial for characters with quick aerial attacks, as they can do them along with an air dodge in a short hop. Jigglypuff also finds easier opportunities landing its Rest in this way. However, air dodges now produce a significant landing lag of 21 frames as the character lands with an air dodge active, even during vulnerability frames, making air dodges easier to punish on land, and thus riskier to use close to the ground. To prevent this, some characters can use an aerial attack in order to replace the air dodge's landing lag with the aerial's autocancel, a technique known as "dodge cancelling", though this requires precise timing. Some characters can also ledge cancel their air dodge to avoid significant landing lag. Unlike in Brawl, however, it isn't possible to cancel hitstun with an air dodge until the receiver takes 41 or more frames of hitstun (often between 80 and 90%) - resulting in combos being easier, but safe juggles being more difficult to pull off.

Both the shield button and the grab button (when used in midair by a character without a grab aerial) allow players to air dodge. In past installments, the grab button would cause the fighter to use a neutral aerial.

Air dodge intangibility and lag in Smash 4

The table here displays the frame data for the air dodge of every character in the current version of both Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U. Before version 1.0.4 of Smash 3DS, Wii Fit Trainer had only 12 landing lag frames from an air dodge, while Zero Suit Samus had 15; these were later changed to the standard 21 frames used for all other characters.

Characters Intangibility Frames Total Frames Intangible Duration
Mewtwo (SSB4) Mewtwo 2-24 28 23 frames
Fox (SSB4) Fox 2-25 30 24 frames
Little Mac (SSB4) Little Mac 2-25 30 24 frames
Meta Knight (SSB4) Meta Knight 2-25 30 24 frames
Pikachu (SSB4) Pikachu 2-25 30 24 frames
Sheik (SSB4) Sheik 2-25 30 24 frames
Sonic (SSB4) Sonic 2-25 30 24 frames
Toon Link (SSB4) Toon Link 2-25 30 24 frames
Zero Suit Samus (SSB4) Zero Suit Samus 2-25 30 24 frames
Dark Pit (SSB4) Dark Pit 2-26 31 25 frames
Diddy Kong (SSB4) Diddy Kong 2-26 31 25 frames
Duck Hunt (SSB4) Duck Hunt 2-26 31 25 frames
Falco (SSB4) Falco 2-26 31 25 frames
Greninja (SSB4) Greninja 2-26 31 25 frames
Mr. Game & Watch (SSB4) Mr. Game & Watch 2-26 31 25 frames
Pit (SSB4) Pit 2-26 31 25 frames
Wii Fit Trainer (SSB4) Wii Fit Trainer 2-26 31 25 frames
Lucario (SSB4) Lucario 2-25 31 24 frames
Corrin (SSB4) Corrin 3-27 32 25 frames
Dr. Mario (SSB4) Dr. Mario 3-27 32 25 frames
Kirby (SSB4) Kirby 3-27 32 25 frames
Lucina (SSB4) Lucina 3-27 32 25 frames
Luigi (SSB4) Luigi 3-27 32 25 frames
Mario (SSB4) Mario 3-27 32 25 frames
Marth (SSB4) Marth 3-27 32 25 frames
Mii Brawler (SSB4) Mii Brawler 3-27 32 25 frames
Mii Gunner (SSB4) Mii Gunner 3-27 32 25 frames
Olimar (SSB4) Olimar 3-27 32 25 frames
Pac-Man (SSB4) Pac-Man 3-27 32 25 frames
R.O.B. (SSB4) R.O.B. 3-27 32 25 frames
Rosalina & Luma (SSB4) Rosalina & Luma 3-27 32 25 frames
Roy (SSB4) Roy 3-27 32 25 frames
Samus (SSB4) Samus 3-27 32 25 frames
Wario (SSB4) Wario 3-27 32 25 frames
Bowser Jr. (SSB4) Bowser Jr. 3-28 33 26 frames
Captain Falcon (SSB4) Captain Falcon 3-28 33 26 frames
Charizard (SSB4) Charizard 3-28 33 26 frames
Cloud (SSB4) Cloud 3-28 33 26 frames
Ike (SSB4) Ike 3-28 33 26 frames
Link (SSB4) Link 3-28 33 26 frames
Lucas (SSB4) Lucas 3-28 33 26 frames
Mega Man (SSB4) Mega Man 3-28 33 26 frames
Mii Swordfighter (SSB4) Mii Swordfighter 3-28 33 26 frames
Ness (SSB4) Ness 3-28 33 26 frames
Palutena (SSB4) Palutena 3-28 33 26 frames
Peach (SSB4) Peach 3-28 33 26 frames
Robin (SSB4) Robin 3-28 33 26 frames
Shulk (SSB4) Shulk 3-28 33 26 frames
Villager (SSB4) Villager 3-28 33 26 frames
Yoshi (SSB4) Yoshi 3-28 33 26 frames
Zelda (SSB4) Zelda 3-28 33 26 frames
Ryu (SSB4) Ryu 4-25 33 22 frames
Bowser (SSB4) Bowser 4-29 34 26 frames
Donkey Kong (SSB4) Donkey Kong 4-29 34 26 frames
Ganondorf (SSB4) Ganondorf 4-29 34 26 frames
Jigglypuff (SSB4) Jigglypuff 4-29 34 26 frames
King Dedede (SSB4) King Dedede 4-29 34 26 frames
Bayonetta (SSB4) Bayonetta[1] 5-27 36 23 frames

In Super Smash Bros. Ultimate

Pac-Man's air dodge in Ultimate.

In Ultimate, air dodges have received a major overhaul, containing elements from all previous games. Depending on the player's control stick input, characters can use two types of air dodges:

  • If no direction is held, they perform a neutral air dodge (known as simply Air Dodge officially, and EscapeAir internally), which behaves like air dodges in Brawl and Smash 4, preserving their momentum. Compared to Smash 4, these air dodges have much more ending lag (with an average duration of 49-50 frames, up from 32-33 frames), but their landing lag is effectively halved (10 frames, down from 21), and they grant slightly more intangibility (two additional frames for most characters). This causes them to be much more punishable if used high above the ground or offstage, but safer to land with.
  • If a direction is held, they perform a directional air dodge (known as a Moving Air Dodge officially, and EscapeAirSlide internally) that propels them in that direction, much like air dodges in Melee, except without causing helplessness. However, instead of immediately moving in that direction and stalling in the air for most of the air dodge, characters first shift a small distance towards the opposite direction in a slingshot fashion (such as left and upward if the air dodge was aimed right and downward), then receive the full momentum in the chosen direction and begin to fall shortly afterwards. Compared to neutral air dodges, directional air dodges are more consistently useful for escaping aerial pressure due to their moving property, and can grab ledges shortly after their intangibility ends, giving them utility in recovery. However, they grant less intangibility and have much more ending lag (with a total duration of over a full second for all characters), as well as landing lag, which increases the earlier the character lands (ranging from 11 to 19 frames). As a result, they are more punishable than neutral air dodges if used improperly, while their high ending lag prevents them from being used before characters' jumps or special moves to aid recovery.

Air dodging has now received two major limitations. Characters can only air dodge once until they land, get hit, or grab a ledge; this includes the inability to use a directional air dodge after a neutral air dodge, and vice versa. Additionally, like rolls and spot dodges, they are affected by a staleness mechanic that decreases the intangibility frames of both air dodge types if any kind of dodge is used repeatedly, as well as the distance granted by directional ones. However, unlike rolls and spot dodges, their ending lag is not increased by the mechanic.

The drastic changes to air dodges significantly weaken them as a defensive option, as characters can no longer air dodge attacks multiple times in midair, nor quickly strike back at opponents with their own attacks after an air dodge. This also makes them much harder to use offstage, with directional air dodges in particular often guaranteeing a self-destruct if the player uses them at any height below the stage. As a result, aerial pressure (such as juggling) and offstage edgeguarding are more commonplace than in Smash 4, with options to negate them being more limited. However, due to their lower landing lag and the directional version's ability to grab ledges, air dodges are more effective as a recovery mixup and for getting out of disadvantageous positions if used during the right circumstances. Moreover, characters with recovery special moves that do not cause helplessness, such as R.O.B., Snake, and Sonic, or grant little distance, such as Jigglypuff and Yoshi, benefit from directional air dodges, as they can achieve longer distances at their fullest recovery potential. Overall, air dodges remain useful, but their reckless or repeated use is much more discouraged, instead rewarding players that can use them at opportune moments.

With the reintroduction of directional air dodges, wavedashing can once again be performed, alongside wavelanding. However, due to their new slingshot properties, which prevent characters from landing with them immediately after leaving the ground, as well as their higher landing lag and the increased traction across the cast, wavedashing has essentially lost all of its utility for approaching and spacing. Air dodges can also no longer be ledge canceled, hindering wavelanding mixups.

In addition to playable characters, several Assist Trophies have gained the ability to perform directional air dodges, making it more difficult for players to KO them.

Air dodge intangibility and lag in Ultimate

Unlike in previous games, where the duration of each character's air dodge was arbitrary, air dodges in Ultimate have their durations sorted across the cast so that every character falls approximately the same distance when air dodging. As a result, characters have shorter air dodges the higher their falling speed and gravity; following this correlation, Fox has the shortest ones in the game, whereas Jigglypuff has the longest ones. Likewise, directional air dodges have a longer duration if angled upward, and a shorter duration if angled downward.

Directional air dodges grant less intangibility than neutral air dodges, and both types grant intangibility three frames later if fully stale. Regardless of staleness, all characters can grab edges after the first 24 frames of their directional air dodge, resulting in most of them being vulnerable for only 3 frames if they grab an edge as soon as possible, discounting the 2-frame vulnerability period.

Characters Neutral air dodges Directional air dodges
Intangibility frames Total frames Intangibility frames Total frames
Fresh Fully stale Fresh Fully stale Side Up Down Diagonally Up Diagonally Down
Bowser Jr. (SSBU) Bowser Jr. (Abandon Ship!)[2] 3-30 3-30 33 N/A N/A N/A N/A N/A N/A N/A
Fox (SSBU) Fox 2-26 5-24 38 2-19 5-18 64 75 54 70 59
Mii Brawler (SSBU) Mii Brawler 3-29 6-27 40 3-21 6-20 70 86 58 80 65
Greninja (SSBU) Greninja 2-27 5-25 41 2-19 5-18 71 85 60 78 67
Piranha Plant (SSBU) Piranha Plant 3-30 6-27 42 3-21 6-20 69 88 58 81 66
Pichu (SSBU) Pichu 2-26 5-24 42 2-19 5-18 70 88 60 80 65
Captain Falcon (SSBU) Captain Falcon 3-30 6-27 42 3-21 6-20 72 94 62 85 66
King Dedede (SSBU) King Dedede 4-32 7-29 43 4-23 7-22 72 96 58 86 66
Falco (SSBU) Falco 2-27 5-25 43 2-20 5-19 73 94 61 85 67
Wolf (SSBU) Wolf 2-26 5-24 44 2-20 5-19 73 93 61 84 68
Sheik (SSBU) Sheik 2-26 5-24 44 2-19 5-18 74 93 63 85 67
Diddy Kong (SSBU) Diddy Kong 2-27 5-25 44 2-19 5-18 74 96 62 86 68
Chrom (SSBU) Chrom 3-29 6-27 44 3-21 6-20 74 97 62 87 68
Roy (SSBU) Roy 3-29 6-27 44 3-21 6-20 74 97 62 87 68
Incineroar (SSBU) Incineroar 3-29 6-27 44 3-21 6-20 76 96 63 86 72
Sephiroth (SSBU) Sephiroth 3-30 6-27 44 3-21 6-20 74 97 61 86 69
Mythra (SSBU) Mythra[3] 6-33 9-30 44 6-21 9-23 73 95 59 85 66
Bayonetta (SSBU) Bayonetta[4] 5-31 8-29 45 5-21 8-21 74 93 63 85 69
Banjo & Kazooie (SSBU) Banjo & Kazooie 3-30 6-27 45 3-21 6-20 75 97 62 88 69
Mega Man (SSBU) Mega Man 3-30 6-27 45 3-21 6-20 76 98 63 84 70
Young Link (SSBU) Young Link 2-26 5-24 45 2-19 5-18 76 100 63 90 70
Zero Suit Samus (SSBU) Zero Suit Samus 2-26 5-24 45 2-19 5-18 80 98 65 90 73
Bowser (SSBU) Bowser 4-32 7-29 46 4-22 7-21 75 95 63 88 67
Richter (SSBU) Richter 3-29 6-27 46 3-21 6-20 76 104 62 90 69
Simon (SSBU) Simon 3-29 6-27 46 3-21 6-20 76 104 62 90 69
Ridley (SSBU) Ridley 3-31 6-28 46 3-22 6-21 78 103 64 90 73
King K. Rool (SSBU) King K. Rool 4-30 7-28 46 4-22 7-21 78 102 64 88 74
Ganondorf (SSBU) Ganondorf 4-32 7-29 46 4-22 7-21 79 103 66 91 73
Joker (SSBU) Joker 3-30 6-27 47 3-21 6-20 83 100 67 90 73
Meta Knight (SSBU) Meta Knight 2-26 5-24 47 2-19 5-18 80 101 66 94 74
Cloud (SSBU) Cloud 3-30 6-27 47 3-21 6-20 79 104 64 94 72
Snake (SSBU) Snake 4-28 7-26 47 4-22 7-21 81 108 64 99 75
Lucario (SSBU) Lucario 3-28 6-26 48 3-21 6-20 91 108 65 98 74
Bowser Jr. (SSBU) Bowser Jr. 3-30 6-27 48 3-21 6-20 82 108 67 93 77
Donkey Kong (SSBU) Donkey Kong 4-32 7-29 48 4-22 7-21 82 109 66 88 73
Kazuya (SSBU) Kazuya 3-31 6-28 48 3-22 5-20 79 101 65 93 75
Ken (SSBU) Ken 3-27 6-25 49 3-21 6-20 80 102 67 89 73
Ryu (SSBU) Ryu 3-27 6-25 49 3-21 6-20 80 102 67 89 73
Little Mac (SSBU) Little Mac 2-26 5-24 49 2-18 5-18 72 89 62 81 64
Corrin (SSBU) Corrin 3-29 6-27 49 3-21 6-20 81 107 67 97 75
Ike (SSBU) Ike 4-31 7-28 49 4-22 7-21 82 108 66 96 76
Palutena (SSBU) Palutena 3-30 6-27 49 3-21 6-20 82 105 70 93 77
Shulk (SSBU) Shulk 3-30 6-27 49 3-21 6-20 83 107 68 95 77
Link (SSBU) Link 3-30 6-27 49 3-21 6-20 82 108 69 95 74
Duck Hunt (SSBU) Duck Hunt 3-27 6-25 49 3-21 6-20 83 113 66 100 78
Charizard (SSBU) Charizard 3-30 6-27 49 3-22 6-21 85 105 70 99 78
Byleth (SSBU) Byleth 3-30 6-27 49 3-21 6-20 83 111 68 97 76
Pyra (SSBU) Pyra 3-30 6-27 49 3-21 6-20 83 109 68 97 75
Wario (SSBU) Wario 3-29 6-27 50 3-21 6-20 82 104 66 97 75
Sonic (SSBU) Sonic 2-26 5-24 50 2-19 5-18 81 107 66 99 74
R.O.B. (SSBU) R.O.B. 3-29 6-27 50 3-21 6-20 83 111 68 100 75
Inkling (SSBU) Inkling 3-29 6-27 50 3-21 6-20 84 112 70 100 76
Mii Swordfighter (SSBU) Mii Swordfighter 3-30 6-27 50 3-21 6-20 84 107 69 99 77
Hero (SSBU) Hero 3-30 6-27 50 3-21 6-20 83 109 69 92 78
Pikachu (SSBU) Pikachu 2-26 5-24 50 2-19 5-18 85 109 69 97 76
Min Min (SSBU) Min Min 3-30 6-27 50 3-21 6-20 85 107 71 97 78
Mewtwo (SSBU) Mewtwo 3-26 6-24 51 3-21 6-20 85 114 70 101 79
Terry (SSBU) Terry 3-30 6-27 51 3-21 6-20 88 115 72 89 81
Robin (SSBU) Robin 3-30 6-27 51 3-21 6-20 86 114 73 103 79
Dr. Mario (SSBU) Dr. Mario 3-29 6-27 52 3-21 6-20 87 116 71 100 81
Mario (SSBU) Mario 3-29 6-27 52 3-21 6-20 87 116 71 102 77
Lucina (SSBU) Lucina 3-29 6-27 52 3-21 6-20 85 116 69 99 79
Marth (SSBU) Marth 3-29 6-27 52 3-21 6-20 85 116 69 99 79
Mii Gunner (SSBU) Mii Gunner 3-29 6-27 52 3-21 6-20 87 114 73 103 82
Dark Pit (SSBU) Dark Pit 3-29 6-27 52 3-21 6-20 89 119 73 110 82
Pit (SSBU) Pit 3-29 6-27 52 3-21 6-20 89 119 73 110 82
Squirtle (SSBU) Squirtle 2-26 5-24 53 2-19 5-18 90 114 79 105 87
Steve (SSBU) Steve 3-30 6-27 54 3-21 6-20 92 121 75 108 82
Pac-Man (SSBU) Pac-Man 3-29 6-27 55 3-21 6-20 96 130 78 111 87
Sora (SSBU) Sora 3-31 5-28 55 3-22 5-20 93 130 75 108 84
Toon Link (SSBU) Toon Link 2-26 5-24 56 2-19 5-18 93 123 76 111 85
Ivysaur (SSBU) Ivysaur 3-29 6-27 56 3-21 6-20 93 124 76 110 84
Lucas (SSBU) Lucas 3-30 6-27 56 3-21 6-20 95 126 75 117 85
Zelda (SSBU) Zelda 3-30 6-27 56 3-21 6-20 96 129 77 114 86
Dark Samus (SSBU) Dark Samus 3-29 6-27 56 3-21 6-20 96 130 80 113 86
Samus (SSBU) Samus 3-29 6-27 56 3-21 6-20 96 130 80 113 86
Wii Fit Trainer (SSBU) Wii Fit Trainer 3-28 6-26 57 3-21 6-20 96 124 80 107 88
Luigi (SSBU) Luigi 3-29 6-27 57 3-21 6-20 96 127 81 113 88
Villager (SSBU) Villager 3-30 6-27 57 3-21 6-20 96 128 80 111 87
Olimar (SSBU) Olimar 3-29 6-27 57 3-21 6-20 96 132 78 118 87
Ice Climbers (SSBU) Ice Climbers 3-28 6-26 58 3-21 6-20 96 129 81 115 86
Yoshi (SSBU) Yoshi 3-30 6-27 58 3-21 6-20 107 130 79 116 89
Isabelle (SSBU) Isabelle 3-30 6-27 58 3-21 6-20 97 133 80 115 91
Ness (SSBU) Ness 3-30 6-27 59 3-21 6-20 99 134 77 119 86
Mr. Game & Watch (SSBU) Mr. Game & Watch 3-28 6-26 59 3-21 6-20 100 132 84 123 93
Daisy (SSBU) Daisy 3-30 6-27 61 3-21 6-20 103 141 86 124 92
Peach (SSBU) Peach 3-30 6-27 61 3-21 6-20 103 141 86 124 92
Kirby (SSBU) Kirby 3-29 6-27 62 3-21 6-20 102 141 82 134 91
Rosalina & Luma (SSBU) Rosalina & Luma 3-29 6-27 62 3-21 6-20 105 144 86 124 94
Jigglypuff (SSBU) Jigglypuff 4-32 7-29 63 4-22 7-21 106 158 85 132 96

Update history

1.1.0
  • Nerf Bowser Jr.'s Abandon Ship! air dodge can no longer be used more than once.
6.0.0
  • Buff Jigglypuff's neutral air dodge total frames: 74 → 63
  • Buff Jigglypuff's directional air dodge total frames: 122 (side)/174 (up)/102 (down) → 106/158/85
11.0.0
  • Nerf Min Min's neutral air dodge has more ending lag (FAF 40 → 51), matching the rest of the cast.
12.0.0
  • Nerf Mythra's directional air dodge intangibility frames: 6-24 → 6-21

Directional air dodge distance

All characters receive the same amount of momentum from their directional air dodges, with the exception of Lucas, Ness and Mythra, who receive more, and Bayonetta, Steve, Pyra and Little Mac, who receive less, the latter receiving the least momentum out of the cast. As a result, the former have better opportunities to escape juggles and, when close to an edge, can use their air dodges for recovery as a more reliable alternative to their up special, which can be easily interrupted by opponents. Conversely, the latter are more vulnerable to juggling and cannot avoid edgeguards as effectively by air dodging to the ledge; while Bayonetta benefits from directional air dodging regardless due to her recovery special moves not causing helplessness, Little Mac is noticeably hindered in comparison to the rest of the cast, especially given his infamously poor air game.

All directional air dodges have their distance reduced by roughly 33.3% when fully stale.

Character Distance
Fresh Fully stale
Lucas (SSBU) Lucas
Ness (SSBU) Ness
25 16.6667
Mythra (SSBU) Mythra 24 16
Everyone else 20 13.3333
Bayonetta (SSBU) Bayonetta
Steve (SSBU) Steve
17 11.3333
Pyra (SSBU) Pyra 16 10.6666
Little Mac (SSBU) Little Mac 15 10

Air dodge landing lag glitch

The air dodge landing lag glitch is a glitch in Ultimate that causes special moves that place the user into a helpless state to have their landing lag reduced to approximately 1/3 of the original landing lag. This glitch is executed by first performing an uninterrupted air dodge and then using the specified special move and landing on the ground after turning helpless. The only exception is Duck Hunt, who must cancel Duck Jump using an air dodge. They will turn helpless directly after air dodging, and the glitch will be triggered on landing. The affected special moves are listed below.

Notably, none to the special moves listed above are coded to have FAF frames in the designated character's moveset files. Instead all of them have the default landing lag, which is 29 frames for all characters except for Mythra, whose landing lag is instead 18 frames, and Duck Hunt, whose landing lag is instead 30 frames.

List of Assist Trophies with directional air dodges

Notes

  1. ^ Bat Within activates on frames 1-4
  2. ^ Bowser Jr. is unique in that after using Abandon Ship!, he possesses a different air dodge that is nearly identical to his Smash 4 one, except it grants two more intangibility frames and cannot be used more than once. This effectively gives him the fastest and overall most effective air dodge in the game, but only under a specific circumstance. Much like Smash 4 air dodges, it is not affected by the dodge staleness mechanic, and its use does not contribute to it, but it lacks a directional variant.
  3. ^ Foresight activates on frames 2-5
  4. ^ Bat Within activates on frames 1-4