Air dodge: Difference between revisions

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(→‎In Ultimate: Making this feel more like how people would say this usually, an feel free to undo the edit)
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==In ''[[Super Smash Bros. 4]]''==
==In ''[[Smash 4]]''==
In ''Smash 4'', air dodges have significantly less ending lag, now lasting from 28 to 34 frames (depending on the character, with only {{SSB4|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. {{SSB4|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.
In ''Smash 4'', air dodges have significantly less ending lag, now lasting from 28 to 34 frames (depending on the character, with only {{SSB4|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. {{SSB4|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.


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