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]].
Melee's air dodge was exactly re-implemented in [[Project M]].
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===Using air dodges as a [[recovery]]===
===Using air dodges as a [[recovery]]===
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While angled recoveries do not provide more height or distance than standard recovery options, they still see use by multiple characters in the cast. {{SSBM|Jigglypuff}}, {{SSBM|Yoshi}}, and a solo [[Ice Climbers (SSBM)|Ice Climber]] benefit from the tactic since their up special moves do not give any recovery distance, and in the cases of Jigglypuff and the solo Ice Climber, the air dodge gives more vertical distance than their [[Pound|side]] [[Squall Hammer|specials]]. In addition, while {{SSBM|Samus}}, {{SSBM|Link}} and {{SSBM|Young Link}} boast relatively long and flexible recovery options, the angled recovery can allow for the trio to use their [[wall-grapple]] during the ascent of the dodge; as players can air dodge in any direction, it can also be used to get the character closer to the stage in order to decrease their distance from a wall. Outside of this, most of the cast may elect to use angle recoveries in order to combat some edgeguard techniques that do not include [[edgehogging]]; air dodging into a ledge, for instance, can counter a player who is charging an attack on the edge of a stage.
While angled recoveries do not provide more height or distance than standard recovery options, they still see use by multiple characters in the cast. {{SSBM|Jigglypuff}}, {{SSBM|Yoshi}}, and a solo [[Ice Climbers (SSBM)|Ice Climber]] benefit from the tactic since their up special moves do not give any recovery distance, and in the cases of Jigglypuff and the solo Ice Climber, the air dodge gives more vertical distance than their [[Pound|side]] [[Squall Hammer|specials]]. In addition, while {{SSBM|Samus}}, {{SSBM|Link}} and {{SSBM|Young Link}} boast relatively long and flexible recovery options, the angled recovery can allow for the trio to use their [[wall-grapple]] during the ascent of the dodge; as players can air dodge in any direction, it can also be used to get the character closer to the stage in order to decrease their distance from a wall. Outside of this, most of the cast may elect to use angle recoveries in order to combat some edgeguard techniques that do not include [[edgehogging]]; air dodging into a ledge, for instance, can counter a player who is charging an attack on the edge of a stage.
When combined with Brawl's [[Glide toss]] in Project M, characters can use and item to interrupt the air dodge animation and gain even more height, while not being left helpless afterwards. This is especially important for characters who can generate items, such as {{PM|Diddy Kong}}, {{PM|Link}}, {{PM|Toon Link}}, and {{PM|Peach}}.


===Air dodge intangibility and animation length in ''Melee''===
===Air dodge intangibility and animation length in ''Melee''===
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