Roll: Difference between revisions

17 bytes added ,  8 years ago
m
In-line with the other evade types, the erroneous references to "invincibility" were replaced with the correct intangibility.
(Is this REALLY worth mentioning? Seems like petty griping to me...)
m (In-line with the other evade types, the erroneous references to "invincibility" were replaced with the correct intangibility.)
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A '''rolling dodge''', or simply '''roll''' (called '''EscapeF''' and '''EscapeB''' internally in ''[[Melee]]''{{'}}s {{SSBM|debug menu}} and ''[[Brawl]]''{{'}}s files, depending on which direction the character is rolling) is a maneuver that moves the character left or right and renders them intangible for a short period of time.  It is performed by pressing the control stick left or right while holding a [[shield]] button.
A '''rolling dodge''', or simply '''roll''' (called '''EscapeF''' and '''EscapeB''' internally in ''[[Melee]]''{{'}}s {{SSBM|debug menu}} and ''[[Brawl]]''{{'}}s files, depending on which direction the character is rolling) is a maneuver that moves the character left or right and renders them intangible for a short period of time.  It is performed by pressing the control stick left or right while holding a [[shield]] button.


Characters experience [[invincibility frame]]s while rolling, though the amount, duration and timing of these frames varies from character to character. It's an advantage to have quick and long rolls because if it's slow and short, the roll is more predictable and the character is more vulnerable when in a falled animation to attacks and some KO moves. Most characters use a rolling, somersaulting or spinning animation for this technique, hence the name, though characters without a very acrobatic physique (such as [[Zelda]] or [[Mewtwo]]) will instead side-step or slide into the direction the Control Stick is flicked, while others such as [[Kirby]] and [[Mr. Game & Watch]] use a cart-wheeling animation. [[Yoshi]] and [[Samus]] use unique special animations for it: Yoshi rolls while in his Egg, and Samus goes into Morph Ball mode, though both rolls are considerably slow.
Characters experience [[invincibility frame|intangibility frames]] while rolling, though the amount, duration and timing of these frames varies from character to character. It's an advantage to have quick and long rolls because if it's slow and short, the roll is more predictable and the character is more vulnerable when in a falled animation to attacks and some KO moves. Most characters use a rolling, somersaulting or spinning animation for this technique, hence the name, though characters without a very acrobatic physique (such as [[Zelda]] or [[Mewtwo]]) will instead side-step or slide into the direction the Control Stick is flicked, while others such as [[Kirby]] and [[Mr. Game & Watch]] use a cart-wheeling animation. [[Yoshi]] and [[Samus]] use unique special animations for it: Yoshi rolls while in his Egg, and Samus goes into Morph Ball mode, though both rolls are considerably slow.


Characters when rolling will always end up facing the opposite direction they rolled into. That is, characters that roll backwards will remain facing the same way, while characters that roll forwards will turn around. This allows rolling through a character to then execute attacks with more ease, but can disrupt them when trying to dodge projectiles and approach the opponent at the same time. Interestingly, a character cannot roll off the stage if a player performs this move near an edge; the character will instead perform the remainder of the rolling animation in a stationary location right next to the ledge.
Characters when rolling will always end up facing the opposite direction they rolled into. That is, characters that roll backwards will remain facing the same way, while characters that roll forwards will turn around. This allows rolling through a character to then execute attacks with more ease, but can disrupt them when trying to dodge projectiles and approach the opponent at the same time. Interestingly, a character cannot roll off the stage if a player performs this move near an edge; the character will instead perform the remainder of the rolling animation in a stationary location right next to the ledge.
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==Rolling frames (''Melee'')==
==Rolling frames (''Melee'')==
These lists show the invincibility and the total lag frames of the rolls, but not the distance travelled or the size of the character while rolling.
These lists show the intangibility and the total lag frames of the rolls, but not the distance travelled or the size of the character while rolling.


The numbers before the slash (/) are the invincibility frames of the roll, and the number after the slash is the total number of frames taken to perform the roll. For example, Mario's forward roll takes 31 frames to perform, but he is only invincible between frames 4 and 19. This counts both forward and backward rolls, unless otherwise noted.
The numbers before the slash (/) are the intangible frames of the roll, and the number after the slash is the total number of frames taken to perform the roll. For example, Mario's forward roll takes 31 frames to perform, but he is only intangible between frames 4 and 19. This counts both forward and backward rolls, unless otherwise noted.


4-19 / 31
4-19 / 31
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==Rolling frames (''[[Smash 4]]'')==
==Rolling frames (''[[Smash 4]]'')==
In ''Smash 4'', rolls have been sped up slightly for the majority of the cast, making them safer for repositioning and getting away from attacks. However, the invincibility on all forward and back rolls has since been decreased by 1 frame in [[version]] [[1.1.0]] of the game, and once again by the same amount in version [[1.1.1]]. The following list shows the frame data of rolls as of 1.1.2.
In ''Smash 4'', rolls have been sped up slightly for the majority of the cast, making them safer for repositioning and getting away from attacks. However, the intangibility on all forward and back rolls has since been decreased by 1 frame in [[version]] [[1.1.0]] of the game, and once again by the same amount in version [[1.1.1]]. The following list shows the frame data of rolls as of 1.1.2.


4-12 / 26
4-12 / 26
53

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