Air dodge: Difference between revisions

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Air dodging into the ground is known as [[wavelanding]], which is the primary component of the [[wavedash]].
Air dodging into the ground is known as [[wavelanding]], which is the primary component of the [[wavedash]].
====Using air dodging as a [[recovery]]====
====Using air dodging as a [[recovery]]====
[[File:Mario Airdodge.gif|right|thumb|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]].
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]].


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Characters with effective recoveries (including [[side special move]]s) such as [[Falco]] ([[Fire Bird]] and [[Falco Phantasm]]), [[Fox]] ([[Fire Fox]] and [[Fox Illusion]]), [[Link]] ([[Spin Attack]]), [[Marth]] ([[Dolphin Slash]] and [[Dancing Blade]]), and [[Roy]] ([[Blazer]] and [[Double-Edge Dance]]), rarely need to use the angled recovery or elevated recovery since their recoveries are tougher to block if done with proper timing.
Characters with effective recoveries (including [[side special move]]s) such as [[Falco]] ([[Fire Bird]] and [[Falco Phantasm]]), [[Fox]] ([[Fire Fox]] and [[Fox Illusion]]), [[Link]] ([[Spin Attack]]), [[Marth]] ([[Dolphin Slash]] and [[Dancing Blade]]), and [[Roy]] ([[Blazer]] and [[Double-Edge Dance]]), rarely need to use the angled recovery or elevated recovery since their recoveries are tougher to block if done with proper timing.
===In ''Super Smash Bros. Brawl''===
===In ''Super Smash Bros. Brawl''===
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.
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.
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