Editing Super Smash Bros. Ultimate
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*[[Air dodge]]s now contain elements from all previous incarnations of the technique: players can either perform a neutral air dodge by keeping the control stick in a neutral position (akin to a [[neutral aerial]]), which functions like ''Brawl'' and ''Smash 4''{{'}}s air dodges, or a directional air dodge by holding in a direction, which grants characters a quick momentum boost towards much like ''Melee''{{'}}s air dodges, but without making them [[helpless]]. | *[[Air dodge]]s now contain elements from all previous incarnations of the technique: players can either perform a neutral air dodge by keeping the control stick in a neutral position (akin to a [[neutral aerial]]), which functions like ''Brawl'' and ''Smash 4''{{'}}s air dodges, or a directional air dodge by holding in a direction, which grants characters a quick momentum boost towards much like ''Melee''{{'}}s air dodges, but without making them [[helpless]]. | ||
**Characters can only air dodge once before landing, grabbing an edge or getting hit, and both types of air dodges have much more ending lag, with directional ones lasting more than a full second. However, both have less landing lag than air dodges in ''Smash 4'' (10 frames in the case of neutral air dodges, down from 21), and unlike air dodges in ''Melee'', directional air dodges allow characters to grab edges during their ending lag. This significantly weakens defensive play by making air dodges more restricted and punishable but increases their effectiveness for escaping [[juggle]]s and recovering if used opportunely. | **Characters can only air dodge once before landing, grabbing an edge or getting hit, and both types of air dodges have much more ending lag, with directional ones lasting more than a full second. However, both have less landing lag than air dodges in ''Smash 4'' (10 frames in the case of neutral air dodges, down from 21), and unlike air dodges in ''Melee'', directional air dodges allow characters to grab edges during their ending lag. This significantly weakens defensive play by making air dodges more restricted and punishable but increases their effectiveness for escaping [[juggle]]s and recovering if used opportunely. | ||
**[[Wavedashing]] has made a return from ''Melee'', alongside techniques associated with it like wave landing. However, it is significantly weaker due to the new mechanics added to directional air dodges, compounded further by their higher landing lag, as well as the cast's increased traction. Furthermore, the universal buffs to dashing in general | **[[Wavedashing]] has made a return from ''Melee'', alongside techniques associated with it like wave landing. However, it is significantly weaker due to the new mechanics added to directional air dodges, compounded further by their higher landing lag, as well as the cast's increased traction. Furthermore, the universal buffs to dashing in general eliminates the need of this technique. | ||
*Initial dashes have been lengthened, allowing some aspects of [[dash-dancing]] to return. They have also been significantly increased across the cast and have much less range invariance, with the slowest being slightly above {{SSB4|Mario}}'s in ''SSB4'' and the highest being slightly above {{SSB4|Fox}}'s. | *Initial dashes have been lengthened, allowing some aspects of [[dash-dancing]] to return. They have also been significantly increased across the cast and have much less range invariance, with the slowest being slightly above {{SSB4|Mario}}'s in ''SSB4'' and the highest being slightly above {{SSB4|Fox}}'s. | ||
**As a result, some characters now have initial dash speeds that outpace their running speeds, allowing [[fox-trotting]] to alleviate their low mobility; examples include {{SSBU|Ganondorf}} and {{SSBU|Incineroar}}. | **As a result, some characters now have initial dash speeds that outpace their running speeds, allowing [[fox-trotting]] to alleviate their low mobility; examples include {{SSBU|Ganondorf}} and {{SSBU|Incineroar}}. |