Short hop air dodge
A short hop air dodge is a technique in all Super Smash Bros. 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 wavedashing, as while the premise is similar, no invincibility frames 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 buffering to avoid being punished.
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 vulnerable position and also alleviates the potential of being grabbed. 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.
Phasing is a term used to refer to Mewtwo's unique short hop air dodge in Smash 4, which ends faster than any other air dodge in the game while also turning it invisible. These two traits, along with its general floatiness and jump height, allows it to use a short hop and buffered air dodge to mindgame the opponent.