Air dodge: Difference between revisions

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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 intangiblity 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. It is also possible for characters to air dodge 13 frames after being hit, regardless of total received hitstun.
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 intangiblity 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. It is also possible for characters to air dodge 13 frames after being hit, regardless of total received hitstun.


The air dodge can now also be used when a character is [[tumbling]] or [[reeling]], and is often employed by players to enable action quicker than [[Hitstun|waiting out]] their [[knockback]] and to limit reliance on [[tech]]ing. Using the air dodge at this time does not reduce knockback, a rumor that was started when it was noticed that higher-level CPUs were doing it constantly. However, an air dodge can be used for [[momentum canceling]], and in some cases, such as {{SSBB|Ike}} and {{SSBB|Snake}}, it is their best option, since they yield better results using an air dodge when momentum canceling than their shortest-lasting aerial (both of their air dodges end in 39 frames, while their shortest-lasting aerials last just a few frames longer, and despite the miniscule difference, air dodging is still their best option nonetheless). In addition, they also gain the most benefit when momentum canceling using the basic method.
The air dodge can now also be used when a character is [[tumbling]] or [[reeling]], and is often employed by players to enable action quicker than [[Hitstun|waiting out]] their [[knockback]] and to limit reliance on [[tech]]ing. Using the air dodge at this time does not reduce knockback, a rumor that was started when it was noticed that higher-level CPUs were doing it constantly. However, an air dodge can be used for [[momentum canceling]], and in some cases, such as {{SSBB|Ike}} and {{SSBB|Snake}}, it is their best option, since they yield better results using an air dodge when momentum canceling than their shortest-lasting aerial (both of their air dodges end in 39 frames, while their shortest-lasting aerials last just a few frames longer, and despite the minuscule difference, air dodging is still their best option nonetheless). In addition, they also gain the most benefit when momentum canceling using the basic method.


Air dodges now cause characters to automatically catch any item nearby during the first frames (unless they are holding one already), without having to press the attack button like in ''Melee''. However, this also means characters can no longer grab items at any time of the air dodge, only the beggining.
Air dodges now cause characters to automatically catch any item nearby during the first frames (unless they are holding one already), without having to press the attack button like in ''Melee''. However, this also means characters can no longer grab items at any time of the air dodge, only the beginning.


===Air dodge intangiblity and lag in ''Brawl''===
===Air dodge intangibility and lag in ''Brawl''===
The table here displays the frame data for the air dodge of every ''Brawl'' character. Every character has a certain amount of frames taken to perform an air dodge, and the intangibility frames starts and ends in between the total frames taken. Most characters' intangibility usually starts on frame 4 and end about 10 or 20 frames before the end of the entire air dodge; however, there are a few exceptions.
The table here displays the frame data for the air dodge of every ''Brawl'' character. Every character has a certain amount of frames taken to perform an air dodge, and the intangibility frames starts and ends in between the total frames taken. Most characters' intangibility usually starts on frame 4 and end about 10 or 20 frames before the end of the entire air dodge; however, there are a few exceptions.
{| class="wikitable sortable" style="text-align:center;"
{| class="wikitable sortable" style="text-align:center;"
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