Dodge staling: Difference between revisions

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{{ArticleIcons|ssbu=y|unofficial=y}}
{{ArticleIcons|ssbu=y|unofficial=y}}


'''Dodge staling''' is a mechanic in ''[[Super Smash Bros. Ultimate]]'' that penalizes players for overusing dodges. In general, the mechanic causes dodges to become slower and more vulnerable if [[spam]]med in a short amount of time.
'''Dodge staling''' is a mechanic in ''[[Super Smash Bros. Ultimate]]'' that penalizes players for overusing dodges. In general, the mechanic causes dodges to become slower and more vulnerable if [[spam]]med in a short amount of time, [[nerf]]ing the strategy of abusing dodge [[intangibility]] to run away or stall for time.


The mechanic is named after [[stale-move negation]], though it is otherwise unrelated.
The mechanic is named after [[stale-move negation]], though it is otherwise unrelated. {{SSBU|Kazuya}}'s [[Crouch Dash]] has similar effects to dodge staling if used in succession.
 
Interestingly, {{SSBU|Bayonetta}}'s [[Bat Within]] is not affected by dodge staling, whereas {{SSBU|Mythra}}'s [[Foresight]] actually is.


==Details==
==Details==
When a player uses a [[sidestep]], [[roll]], or [[airdodge]], their dodges become one level more stale, with a maximum staleness of 5 levels. Staled dodges grant less [[intangibility]], while ground dodges animate slower (therefore taking longer to finish) and directional airdodges grant less distance. Intangibility maneuvers not mentioned (e.g. edge roll) do not affect, and are not affected by, this system.
When a player uses a [[sidestep]], [[roll]], or [[airdodge]], their dodges become one level more stale, with a maximum staleness of 5 levels. This system reverts to level 0 after not dodging for a full second. Staled dodges grant less intangibility, while ground dodges animate slower (therefore taking longer to finish) and directional airdodges grant less distance. Intangibility maneuvers not mentioned (e.g. edge roll) do not affect, and are not affected by, this system.


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==Update history==
==Update history==
===3.0.0===
===3.0.0===
*{{nerf|The value for "dodges refresh one level after X time of the last-used dodge's interruptibility" is now reduced 1 second (from 0.5 seconds), so dodging can only be done once a second without penalty rather than twice.}}
*{{nerf|The value for "dodges refresh one level after X time of the last-used dodge's interruptibility" is now 1 second (from 0.5 seconds), so dodging can only be done once a second without penalty rather than twice.}}


[[Category:Game mechanics]]
[[Category:Game mechanics]]
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