Super Smash Bros. Melee
Super Smash Bros. Brawl
Super Smash Bros. 4
Super Smash Bros. Ultimate

Air dodge

Revision as of 14:09, December 23, 2024 by 184.180.221.48 (talk) (→‎In Super Smash Bros. Ultimate: Wavedashing has essentially lost most of its utility for approaching and spacing, rather than "essentially lost all of its utility for approaching and spacing." I.e. Sparg0 vs VoiD at Smash Summit 3. In this set Sparg0 wavedashes back to bait VoiD to approach his forward smash to win a game.)
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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. MeleeEdit

 
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 recoveryEdit

 
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 MeleeEdit

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

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

In Super Smash Bros. BrawlEdit

 
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 BrawlEdit

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

In Super Smash Bros. 4Edit

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 4Edit

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

In Super Smash Bros. UltimateEdit

 
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 most 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 UltimateEdit

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

Update historyEdit

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

Directional air dodge distanceEdit

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 entire 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
  Ness
25 16.6667
  Mythra 24 16
Everyone else 20 13.3333
  Bayonetta
  Steve
17 11.3333
  Pyra 16 10.6666
  Little Mac 15 10

Air dodge landing lag glitchEdit

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 of 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.

List of Assist Trophies with directional air dodgesEdit

NotesEdit

  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, assuming unstaled air dodges
  4. ^ Bat Within activates on frames 1–4, assuming unstaled air dodges