Air dodging

From SmashWiki, the Super Smash Bros. wiki
Jump to: navigation, search
SSBM Icon.png SSBB Icon.png SSB4 Icon.png
Move.png It has been suggested that this article be moved to Air dodge.
The reason given for the move is: Per our page naming policy, this should be a noun (Discuss)
Snake performing an air dodge in Brawl.

Air dodging (or EscapeAir by internal Brawl files) is a technique in Super Smash Bros. Melee, Super Smash Bros. Brawl and Super Smash Bros. 4 that gives temporary invincibility frames to the user in the air, preventing attacks from hitting them. It can be described as sidestepping in midair.


In Super Smash Bros. Melee[edit]

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

In Melee, an air dodge is performed by fully pressing L or R while in the air. Air dodging cannot be done if the character is tumbling or reeling. The air dodge halts the character's momentum; it leaves the character hovering if the Control Stick is not tilted, and when the Control Stick is tilted, the air dodge gives the character a small boost in its direction. This boost can aid one's recovery, though most air dodging characters cannot sweet spot the ledge. Furthermore, most third jumps outreach the air dodge, making it more beneficial for sweet spotting the ledge in most situations.

During the air dodge, the character cannot be hit by attacks, but then enters a helpless state and falls to the ground.

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

Using air dodging as a recovery[edit]

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 since the player is invincible, but it generally doesn't go as far as a character's usual recovery move. The angled recovery is useful when the player is at the peak of their second jump from a short vertical distance off the side of the stage and a short horizontal distance. If the player is too far away, they will fall and receive a self-destruct. The player can also perform this at far distances only if they're at a very high altitude. 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.

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 Popo benefit from the tactic due to their up B attacks not giving any recovery distance. 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[edit]

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
C. 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
GAW 49 4-29 26 frames
Roy 49 4-29 26 frames
Marth 49 4-29 26 frames

In Super Smash Bros. Brawl[edit]

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 invincibility 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 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 miniscule 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 dodging will cause the character to automatically catch any item nearby during the first frames; however, this does not work if the character already has an item.

Air dodge invincibility and lag in Brawl[edit]

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 invincibility frames starts and ends in between the total frames taken. Most characters' invincibility 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 Invincibility Frames Total Frames
Meta Knight 3-29 39
Zero Suit Samus 4-29 39
Diddy Kong 4-29 39
Pit 4-29 39
Squirtle 4-29 39
Ivysaur 4-29 39
Charizard 4-29 39
Ike 4-29 39
Snake 4-29 39
King Dedede 4-29 39
Lucario 4-29 39
Wario 4-29 39
R.O.B. 4-29 39
Olimar 4-29 39
Ice Climbers 4-29 48
Ness 4-29 48
Sonic 4-29 48
Lucas 4-29 48
Bowser 4-30 49
Mario 4-29 49
Donkey Kong 4-29 49
Link 4-29 49
Samus 4-29 49
Kirby 4-29 49
Fox 4-29 49
Pikachu 4-29 49
Mr. Game & Watch 4-29 49
Luigi 4-29 49
Zelda 4-29 49
Sheik 4-29 49
Falco 4-29 49
Yoshi 4-29 49
Ganondorf 4-29 49
Wolf 4-29 49
Toon Link 4-29 49
Captain Falcon 4-29 49
Jigglypuff 4-29 49
Marth 5-30 49
Peach 4-19 49

In Super Smash Bros. 4[edit]

In SSB4, air dodging functions identically to how it does in Brawl, but it now produces significant landing lag if initiated too close to the ground. However, air dodges also have interruptibility. As a result, one can use an aerial attack in order to replace the airdodge landing lag with the aerial attack's autocancel, a technique known as "dodge cancelling".

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