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Dodge staling: Difference between revisions

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(on second thought not really a stub, not sure what else can be added without duplicating all the frame data form the dodge pages)
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==Details==
==Details==
When a player uses a [[sidestep]], [[roll]], or [[airdodge]], their dodges become one level more stale, with a maximum staleness of 5 levels. Staled dodges grant less [[intangibility]], while ground dodges animate slower (therefore taking longer to finish) and directional airdodges grant less distance. Intangibility maneuvers not mentioned (e.g. edge roll) do not affect, and are not affected by, this system.
When a player uses a [[sidestep]], [[roll]], or [[airdodge]], their dodges become one level more stale, with a maximum staleness of 5 levels. Staled dodges grant less [[intangibility]], while ground dodges animate slower (therefore taking longer to finish) and directional airdodges grant less distance. Intangibility maneuvers not mentioned (e.g. edge roll) do not affect, and are not affected by, this system.
 
{{technical data|Directional airdodge distance multiplier}}
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{|class="wikitable"
|+Staled dodge animation speed
|+Staled dodge animation speed

Revision as of 16:52, June 22, 2019

Dodge staling is a mechanic in Super Smash Bros. Ultimate that penalizes players for overusing dodges. In general, the mechanic causes dodges to become slower and more vulnerable if spammed in a short amount of time.

The mechanic is named after stale-move negation, though it is otherwise unrelated.

Details

When a player uses a sidestep, roll, or airdodge, their dodges become one level more stale, with a maximum staleness of 5 levels. Staled dodges grant less intangibility, while ground dodges animate slower (therefore taking longer to finish) and directional airdodges grant less distance. Intangibility maneuvers not mentioned (e.g. edge roll) do not affect, and are not affected by, this system.

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Directional airdodge distance multiplier
You can discuss this issue on the talk page or edit this page to improve it.
Staled dodge animation speed
Staleness Sidestep Forward roll Back roll
0 1.0 1.0 1.0
1 1.06 1.06 1.1
2 1.12 1.12 1.2
3 1.18 1.18 1.3
4 1.24 1.24 1.4
5 1.3 1.3 1.5

The exact timings of intangibility and interruptiblity, as well as directional airdodge distance and speed, are character-specific and scale uniformly. For example, Mario's sidestep has intangibility starting on 3 for 15 frames when fresh, starting on 6 for 12 frames when fully staled, and various values in between for intermediate staleness levels.

Staleness diminishes at a rate of one level per 2 seconds, counting from the start of the last dodge used. However, an additional timer of 1 second counts from the interruptible point of the last dodge used, and dodges also unstale by one level when it expires. Therefore, dodges will always be fresh if used no more than once a second, whereas allowing them to stack up to full staleness will take about 8 seconds to fully refresh.

Update history

3.0.0

  • Nerf The value for "dodges refresh one level after X time of the last-used dodge's interruptibility" is now 1 second (from 0.5 seconds), so dodging can only be done once a second without penalty rather than twice.