Air dodge grab: Difference between revisions

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The air dodge grab can be pulled out at any time before the character falls helpless, as long as L/R is held. It can potentially aid characters with [[grab aerial]]s for [[recovery]], in case they can't use their [[up special]]s, since they can boost and aim better for the wall. It can also be used to air dodge close to the ground (though not against it) and then pull out the z-air to damage opponents, which can also be employed defensively. Though it should be noted that, when pulling out the attack, intangibility from the dodge will be canceled as well.
The air dodge grab can be pulled out at any time before the character falls helpless, as long as L/R is held. It can potentially aid characters with [[grab aerial]]s for [[recovery]], in case they can't use their [[up special]]s, since they can boost and aim better for the wall. It can also be used to air dodge close to the ground (though not against it) and then pull out the z-air to damage opponents, which can also be employed defensively. Though it should be noted that, when pulling out the attack, intangibility from the dodge will be canceled as well.


Air dodge grabbing is removed in ''[[Super Smash Bros. Brawl]]'': instead, [[air dodge]]s here automatically grab items in the first [[frame]]s, without having to press an attack button afterwards. Characters can no longer use a grab air out of an air dodge, though they can still be decent recovery options without it, since they no longer enforce helplessness and now act as [[tether recovery|tether recoveries]].
Air dodge grabbing is removed in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'': instead, [[air dodge]]s here automatically grab items in the first [[frame]]s, without having to press an attack button afterwards. Characters can no longer use a grab air out of an air dodge, though they can still be decent recovery options without it, since they no longer enforce helplessness and now act as [[tether recovery|tether recoveries]].


{{SSBM|Samus}} can also use a recovery trick with air dodge grabbing. When very close to a wall, is she air dodges on a direction not away from the wall, and then quickly wall-grapples on it when she gets the most momentum of the air dodge, she will get a great boost on that direction while becoming [[helpless]]. If timed perfectly, it allows amazing recovery techniques on stages like {{SSBM|Final Destination}}. [http://www.youtube.com/watch?v=6bhGv6BQ6Gc]
{{SSBM|Samus}} can also use a recovery trick with air dodge grabbing. When very close to a wall, is she air dodges on a direction not away from the wall, and then quickly wall-grapples on it when she gets the most momentum of the air dodge, she will get a great boost on that direction while becoming [[helpless]]. If timed perfectly, it allows amazing recovery techniques on stages like {{SSBM|Final Destination}}. [http://www.youtube.com/watch?v=6bhGv6BQ6Gc]