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This article is about the defensive maneuver. For other uses, see Roll (disambiguation).
A Gif of the Wii Fit Trainer doing a roll dodge.
Wii Fit Trainer does a rolling dodge backwards.

A rolling dodge, or simply roll (called EscapeF and EscapeB internally in Melee's 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 allows them to dodge attacks for a short period of time. It is performed by pressing the Control Stick left or right while holding a shield button.

Characters experience 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 generally more vulnerable to attacks. Most characters use a rolling, somersaulting or spinning animation for this technique, hence the name, though others without a very acrobatic physique (such as Zelda or Mewtwo) will instead step back, slide or even teleport (the latter being the case for Palutena and Rosalina) into the direction the Control Stick is flicked, while others such as Kirby and Mr. Game & Watch use a cartwheeling 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.

After rolling, characters 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 and approach the opponent at the same time. Additionally, characters cannot roll off edges; they will instead perform the remainder of their rolling animation while staying in place at the edge.

Computer players often use rolls to evade attacks, especially at high levels. Due to the rolls' unique trait of moving the character while dodging attacks, most casual players tend to overrely on them attempting to keep themselves safe from attacks, even using them over their regular shields. In reality, due to its noticeable duration and vulnerability frames near the end, excessive rolling can leave the user more vulnerable against attacks, as the opponent can read their reaction and throw an attack into the direction they are going to roll into to punish them, or use attacks that hit at both sides and/or have long-lasting hitboxes, such as down smashes and neutral aerials. Additionally, simply faking a rush can threaten and condition such a player into rolling, allowing the rusher to punish them.

In Super Smash Bros. Ultimate, rolling repeatedly causes each subsequent roll to be executed slower (thus increasing its lag) and grant less intangibility frames, leaving the player far more open to punishment should they fail to use the technique sparingly. This trait also applies to spot dodges, in a way so overusing either dodge also affects the others.

Rolling vs. wavedashing (Super Smash Bros. Melee)

Many casual players believe that rolling and wavedashing play the same role and that the wavedash is just a superior version of the roll. This misconception exists because professional players wavedash in most situations in which casual players would roll. In fact, rolling and wavedashing play very different roles: rolling provides intangibility and generally more distance than a wavedash, but has a determined length and is more easily punished; it is generally used to get behind an attacking opponent or avoid attacks that cannot be wavedashed away from. On the other hand, wavedashing allows a character to act faster and attack while moving sideways at the expense of intangibility; it is generally used to quickly alter spacing or move towards an opponent while standing without turning around (like a forward roll would cause). If the wavedash did not exist, upper-level smashers would replace the wavedash with a dash dance in most situations, not a roll.

Rolling frames in Smash 64

All rolls have 3 vulnerable frames as soon as they start, then they're invulnerable until frame 19 (except for Samus, who is invulnerable until frame 23).

Characters Intangibility Frames Total Frames Vulnerable End Frames
  Fox 4-19 31 12
  Jigglypuff 4-19 31 12
  Kirby 4-19 31 12
  Luigi 4-19 31 12
  Mario 4-19 31 12
  Ness 4-19 31 12
  Pikachu (back) 4-19 31 12
  Link (forward) 4-19 34 15
  Yoshi (forward) 4-19 34 15
  Pikachu (forward) 4-19 35 16
  Donkey Kong 4-19 37 18
  Link (back) 4-19 37 18
  Yoshi (back) 4-19 37 18
  Captain Falcon 4-19 41 22
  Samus 4-23 45 22

Rolling frames in Melee

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.

Characters Intangibility Frames Total Frames Vulnerable End Frames
  Captain Falcon 4-19 31 12
  Donkey Kong 4-19 31 12
  Dr. Mario 4-19 31 12
  Falco 4-19 31 12
  Fox 4-19 31 12
  Ganondorf 4-19 31 12
  Ice Climbers 4-19 31 12
  Kirby 4-19 31 12
  Luigi 4-19 31 12
  Mario 4-19 31 12
  Ness 4-19 31 12
  Peach 4-19 31 12
  Pichu 4-19 31 12
  Pikachu 4-19 31 12
  Sheik 4-19 31 12
  Zelda 4-19 31 12
  Yoshi (forward) 4-19 34 15
  Jigglypuff (forward) 2-18 34 16
  Jigglypuff (back) 4-19 34 15
  Mr. Game & Watch 4-19 35 16
  Marth (forward) 4-19 35 16
  Marth (back) 4-23 35 13
  Roy (forward) 4-19 35 16
  Roy (back) 4-23 35 13
  Mewtwo (forward) 4-21 37 16
  Link 4-19 37 18
  Mewtwo (back) 4-19 37 18
  Yoshi (back) 4-19 37 18
  Young Link 4-19 37 18
  Bowser 4-19 39 20
  Samus 4-30 44 14

Rolling distances in Melee

This list shows the overall rankings for how far the characters roll in Melee, taken from Mew2King's Melee information dump.

Average of forward and back rolls

Ranking Character
1   Mewtwo
2   Marth
3   Samus
4   Pichu
5   Sheik
6   Falco
7   Roy
8   Ganondorf
9   Luigi
10   Donkey Kong
11   Link
12   Pikachu
13   Ice Climbers
14   Captain Falcon
15   Fox
16   Zelda
17-18   Dr. Mario
17-18   Mario
19   Jigglypuff
20   Ness
21   Kirby
22   Yoshi
23   Peach
24   Young Link
25   Mr. Game & Watch
26   Bowser

Forward rolls

Ranking Character
1   Mewtwo
2   Marth
3   Sheik
4   Pichu
5   Samus
6   Falco
7   Donkey Kong
8   Ganondorf
9   Roy
10   Luigi
11   Pikachu
12   Link
13   Ice Climbers
14   Captain Falcon
15   Fox
16   Zelda
17-18   Dr. Mario
17-18   Mario
19   Jigglypuff
20   Kirby
21   Yoshi
22   Peach
23   Ness
24   Bowser
25   Young Link
26   Mr. Game & Watch

Back rolls

Ranking Character
1   Mewtwo
2   Marth
3   Samus
4   Falco
5   Pichu
6   Roy
7   Sheik
8   Ganondorf
9   Luigi
10   Link
11   Ness
12   Donkey Kong
13   Ice Climbers
14   Captain Falcon
15   Fox
16   Pikachu
17-18   Dr. Mario
17-18   Mario
19   Jigglypuff
20   Zelda
21   Kirby
22   Yoshi
23   Peach
24   Young Link
25   Mr. Game & Watch
26   Bowser

Rolling frames in Brawl

Characters Intangibility Frames Total Frames
  Meta Knight (forward) 5-12 23
  Lucario 4-19 27
  Pit (forward) 4-17 27
  Zero Suit Samus (forward) 4-15 27
  Diddy Kong 4-19 29
  Squirtle 4-19 29
  Captain Falcon 4-19 31
  Donkey Kong 4-19 31
  Falco 4-19 31
  Fox 4-19 31
  Ganondorf 4-19 31
  Ice Climbers 4-19 31
  Luigi 4-19 31
  Lucas 4-19 31
  Ness 4-19 31
  Peach (forward) 4-19 31
  Pikachu 4-19 31
  Sheik 4-19 31
  Sonic 4-19 31
  Wolf 4-19 31
  Zelda 4-19 31
  Kirby 4-20 31
  Peach (back) 5-20 31
  Jigglypuff (forward) 3-19 32
  Pit (back) 4-17 32
  Ivysaur 4-19 32
  Jigglypuff (back) 4-19 32
  King Dedede 4-19 32
  Mario 4-19 32
  Olimar 4-19 32
  Meta Knight (back) 4-12 33
  Ike (forward) 4-19 33
  Snake (back) 4-19 33
  Yoshi (forward) 4-19 34
  R.O.B. 4-15 34
  Charizard (forward) 4-19 35
  Marth (forward) 4-19 35
  Mr. Game & Watch 4-19 35
  Snake (forward) 4-17 35
  Marth (back) 4-23 35
  Charizard (back) 4-19 36
  Ike (back) 4-19 37
  Link 4-19 37
  Toon Link 4-19 37
  Yoshi (back) 4-19 37
  Zero Suit Samus (back) 4-19 37
  Wario 4-21 37
  Bowser 5-20 39
  Samus 4-23 44

Rolling frames in 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. Additionally, with the exception of Greninja, all characters have identical frame data between their forward and back roll.

Rolls have been slightly nerfed in updates, with both version 1.1.0 and 1.1.1 reducing their intangibility by one frame at the end. The following list shows the frame data of rolls as of the latest version of the game.

Characters Intangibility Frames Total Frames
  Duck Hunt 4-15 26
  Fox 4-14 26
  Pikachu 4-14 26
  Toon Link 4-14 26
  Little Mac 4-12 26
  Captain Falcon 4-15 27
  Dark Pit 4-15 27
  Diddy Kong 4-15 27
  Meta Knight 4-15 27
  Pit 4-15 27
  Sheik 4-15 27
  Sonic 4-15 27
  Zero Suit Samus 4-15 27
  Roy 4-17 29
  Donkey Kong 4-16 29
  Dr. Mario 4-16 29
  Falco 4-16 29
  Mario 4-16 29
  Mii Brawler 4-16 29
  Mr. Game & Watch 4-16 29
  Olimar 4-16 29
  Pac-Man 4-16 29
  R.O.B. 4-16 29
  Wario 4-16 29
  Wii Fit Trainer 4-16 29
  Lucario 4-14 29
  Greninja (forward) 4-14 29
  Mewtwo 4-13 29
  Bowser Jr. 4-17 30
  Jigglypuff 4-17 30
  Kirby 4-17 30
  Link 4-17 30
  Lucas 4-17 30
  Lucina 4-17 30
  Luigi 4-17 30
  Marth 4-17 30
  Mega Man 4-17 30
  Mii Gunner 4-17 30
  Mii Swordfighter 4-17 30
  Ness 4-17 30
  Palutena 4-17 30
  Peach 4-17 30
  Rosalina 4-17 30
  Ryu 4-17 30
  Shulk 4-17 30
  Villager 4-17 30
  Zelda 4-17 30
  Corrin 4-14 30
  Cloud 4-15 31
  Charizard 4-18 32
  Ike 4-18 32
  Robin 4-18 32
  Greninja (back) 4-14 32
  Bowser 4-19 33
  Ganondorf 4-19 33
  King Dedede 4-19 33
  Yoshi 4-21 35
  Bayonetta[1] 6-19 36
  Samus 4-23 39

Rolling distances in Smash 4

 

Average of forward and back rolls

Ranking Character
1   Samus
2   R.O.B.
3-4   Charizard
3-4   Greninja
5   Little Mac
6   Falco
7-8   King Dedede
7-8   Marth
9   Sheik
10-11   Link
10-11   Sonic
12   Diddy Kong
13   Lucina
14   Ganondorf
15   Meta Knight
16-17   Ike
16-17   Luigi
18   Donkey Kong
19   Pac-Man
20-21   Captain Falcon
20-21   Duck Hunt
22   Fox
23   Lucario
24-25   Jigglypuff
24-25   Kirby
26-27   Rosalina
26-27   Wario
28-30   Dr. Mario
28-30   Mario
28-30   Shulk (Speed)
31-32   Bowser Jr.
31-32   Mega Man
33-34   Pikachu
33-34   Shulk
35-36   Palutena
35-36   Robin
37-39   Pit
37-39   Yoshi
37-39   Dark Pit
40   Bowser
41-43   Olimar
41-43   Peach
41-43   Zero Suit Samus
44   Ness
45-46   Mr. Game & Watch
45-46   Zelda
47   Wii Fit Trainer
48-49   Toon Link
48-49   Villager

Forward rolls

Ranking Character
1   Samus
2   Little Mac
3   R.O.B.
4   Falco
5   Charizard
6   Greninja
7   Marth
8   King Dedede
9   Link
10   Sonic
11   Meta Knight
12   Lucina
13   Diddy Kong
14   Sheik
15   Ike
16   Ganondorf
17   Luigi
18   Kirby
19   Donkey Kong
20   Fox
21   Captain Falcon
22   Pac-Man
23   Lucario
24   Wario
25   Jigglypuff
26   Duck Hunt
27-28   Dr. Mario
27-28   Mario
29   Rosalina
30   Robin
31   Shulk (Speed)
32   Pikachu
33   Shulk
34-35   Dark Pit
34-35   Pit
36   Mega Man
37   Bowser Jr.
38   Yoshi
39   Peach
40   Olimar
41   Mr. Game & Watch
42   Zelda
43   Ness
44   Zero Suit Samus
45   Bowser
46   Palutena
47   Toon Link
48   Wii Fit Trainer
49   Villager

Back rolls

Ranking Character
1   Samus
2   Greninja
3   Charizard
4   R.O.B.
5   Sheik
6   King Dedede
7   Marth
8   Little Mac
9   Falco
10   Sonic
11   Link
12   Diddy Kong
13   Ganondorf
14   Lucina
15   Luigi
16   Donkey Kong
17   Duck Hunt
18   Ike
19   Pac-Man
20   Meta Knight
21   Palutena
22   Captain Falcon
23   Lucario
24   Fox
25   Shulk (Speed)
26   Jigglypuff
27   Rosalina
28   Bowser Jr.
29-30   Dr. Mario
29-30   Mario
31   Mega Man
32   Wario
33   Shulk
34   Kirby
35   Pikachu
36   Bowser
37   Yoshi
38   Robin
39   Zero Suit Samus
40-41   Dark Pit
40-41   Pit
42   Ness
43   Olimar
44   Peach
45   Wii Fit Trainer
46   Zelda
47   Villager
48   Mr. Game & Watch
49   Toon Link

Rolling frames in Ultimate

In Ultimate, the effectiveness of rolls has been reduced overall. While forward rolls keep the same overall speed as in Smash 4, back rolls have received more ending lag by five frames on average, and grant intangibility one frame later for most characters. As a result, back rolls are now different from forward rolls for every character, unlike in previous installments, and due to their higher lag, rolling away from opponents is generally more punishable. Both types of rolls also grant slightly less intangibility across the cast, though this is compensated for some characters with slightly reduced ending lag on their forward rolls. Most notably, the rolls of Bayonetta, Samus and Yoshi, which were the slowest in Smash 4, have been sped up relative to other characters.

In addition to the direct changes to characters' rolls, a staleness mechanic has been introduced, which reduces their intangibility frames and lengthens their duration if they are performed repeatedly, gradually leaving the user more vulnerable. This mechanic is shared with spot dodges and air dodges.

The formula to determine a roll's duration before it can be interrupted is D * (1 + P), where D is the total duration of the roll when fresh, and P is a penalty value that increases by 0.06 for every forward roll, and 0.1 for every back roll. The penalty value caps at 0.3 for forward rolls, and 0.5 for back rolls; as a result, five consecutive uses of either roll will fully stale them, and back rolls have their duration increased more than forward rolls. The penalty is reset per each roll used every time the player spends roughly one second without using any kind of dodge. When fully stale, all rolls grant intangibility four frames later, making them worse for escaping pressure.

Characters Forward rolls Back rolls
Intangibility frames Total frames Intangibility frames Total frames
Fresh Fully stale Fresh Fully stale Fresh Fully stale Fresh Fully stale
  Fox 4-12 8-12 26 34 4-14 8-13 32 49
  Little Mac 4-12 8-12 26 34 4-14 8-13 32 49
  Sheik 4-12 8-12 26 34 4-14 8-13 32 49
  Zero Suit Samus 4-12 8-12 26 34 4-14 8-13 32 49
  Diddy Kong 4-14 8-14 28 37 4-15 8-13 33 50
  Greninja 4-14 8-14 28 37 4-15 8-13 33 50
  Meta Knight 4-14 8-14 28 37 4-15 8-13 33 50
  Pichu 4-14 8-14 28 37 4-15 8-13 33 50
  Pikachu 4-14 8-14 28 37 4-15 8-13 33 50
  Sonic 4-14 8-14 28 37 4-15 8-13 33 50
  Squirtle 4-14 8-14 28 37 4-15 8-13 33 50
  Toon Link 4-14 8-14 28 37 4-15 8-13 33 50
  Young Link 4-14 8-14 28 37 4-15 8-13 33 50
  Banjo & Kazooie 4-15 8-14 29 38 5-16 9-14 34 51
  Bowser Jr. 4-15 8-14 29 38 5-16 9-14 34 51
  Byleth 4-15 8-14 29 38 5-16 9-14 34 51
  Chrom 4-15 8-14 29 38 5-16 9-14 34 51
  Cloud 4-15 8-14 29 38 5-16 9-14 34 51
  Corrin 4-15 8-14 29 38 5-16 9-14 34 51
  Dark Pit 4-15 8-14 29 38 5-16 9-14 34 51
  Dr. Mario 4-15 8-14 29 38 5-16 9-14 34 51
  Duck Hunt 4-15 8-14 29 38 5-16 9-14 34 51
  Falco 4-15 8-14 29 38 5-16 9-14 34 51
  Hero 4-15 8-14 29 38 5-16 9-14 34 51
  Inkling 4-15 8-14 29 38 5-16 9-14 34 51
  Isabelle 4-15 8-14 29 38 5-16 9-14 34 51
  Joker 4-15 8-14 29 38 5-16 9-14 34 51
  Lucario 4-15 8-14 29 38 5-16 9-14 34 51
  Lucas 4-15 8-14 29 38 5-16 9-14 34 51
  Lucina 4-15 8-14 29 38 5-16 9-14 34 51
  Luigi 4-15 8-14 29 38 5-16 9-14 34 51
  Mario 4-15 8-14 29 38 5-16 9-14 34 51
  Marth 4-15 8-14 29 38 5-16 9-14 34 51
  Mega Man 4-15 8-14 29 38 5-16 9-14 34 51
  Mewtwo 4-15 8-14 29 38 5-16 9-14 34 51
  Mii Brawler 4-15 8-14 29 38 5-16 9-14 34 51
  Mii Gunner 4-15 8-14 29 38 5-16 9-14 34 51
  Mii Swordfighter 4-15 8-14 29 38 5-16 9-14 34 51
  Ness 4-15 8-14 29 38 5-16 9-14 34 51
  Olimar 4-15 8-14 29 38 5-16 9-14 34 51
  Pac-Man 4-15 8-14 29 38 5-16 9-14 34 51
  Palutena 4-15 8-14 29 38 5-16 9-14 34 51
  Piranha Plant 4-15 8-14 29 38 5-16 9-14 34 51
  Pit 4-15 8-14 29 38 5-16 9-14 34 51
  R.O.B. 4-15 8-14 29 38 5-16 9-14 34 51
  Roy 4-15 8-14 29 38 5-16 9-14 34 51
  Shulk 4-15 8-14 29 38 5-16 9-14 34 51
  Terry 4-15 8-14 29 38 5-16 9-14 34 51
  Villager 4-15 8-14 29 38 5-16 9-14 34 51
  Wii Fit Trainer 4-15 8-14 29 38 5-16 9-14 34 51
  Wolf 4-15 8-14 29 38 5-16 9-14 34 51
  Captain Falcon 4-15 8-14 30 40 5-16 9-14 35 53
  Daisy 4-15 8-14 30 40 5-16 9-14 35 53
  Donkey Kong 4-15 8-14 30 40 5-16 9-14 35 53
  Ice Climbers 4-15 8-14 30 40 5-16 9-14 35 53
  Ike 4-15 8-14 30 40 5-16 9-14 35 53
  Incineroar 4-15 8-14 30 40 5-16 9-14 35 53
  Ivysaur 4-15 8-14 30 40 5-16 9-14 35 53
  Jigglypuff 4-15 8-14 30 40 5-16 9-14 35 53
  Ken 4-15 8-14 30 40 5-16 9-14 35 53
  Kirby 4-15 8-14 30 40 5-16 9-14 35 53
  Link 4-15 8-14 30 40 5-16 9-14 35 53
  Mr. Game & Watch 4-15 8-14 30 40 5-16 9-14 35 53
  Peach 4-15 8-14 30 40 5-16 9-14 35 53
  Richter 4-15 8-14 30 40 5-16 9-14 35 53
  Robin 4-15 8-14 30 40 5-16 9-14 35 53
  Rosalina 4-15 8-14 30 40 5-16 9-14 35 53
  Ryu 4-15 8-14 30 40 5-16 9-14 35 53
  Simon 4-15 8-14 30 40 5-16 9-14 35 53
  Snake 4-15 8-14 30 40 5-16 9-14 35 53
  Wario 4-15 8-14 30 40 5-16 9-14 35 53
  Yoshi 4-15 8-14 30 40 5-16 9-14 35 53
  Zelda 4-15 8-14 30 40 5-16 9-14 35 53
  Dark Samus 4-18 8-16 31 41 5-20 9-16 36 54
  Bayonetta[2] 6-15 10-15 31 41 7-16 11-15 36 54
  Bowser 4-16 8-15 32 42 5-17 9-15 37 56
  Charizard 4-16 8-15 32 42 5-17 9-15 37 56
  Ganondorf 4-16 8-15 32 42 5-17 9-15 37 56
  King Dedede 4-16 8-15 32 42 5-17 9-15 37 56
  King K. Rool 4-16 8-15 32 42 5-17 9-15 37 56
  Ridley 4-16 8-15 32 42 5-17 9-15 37 56
  Samus 4-18 8-16 34 45 5-20 9-16 39 59

Gallery

Trivia

  • In Super Smash Bros., a glitch occurs if Mario or Luigi repeatedly rolls backwards against a wall, which makes the character slowly move sideways out of the plane of gameplay. This causes them to dramatically increase in size, and they will eventually either appear to move randomly across the stage, or disappear entirely. If another action is inputted, the character returns to normal. [1]

References

  1. ^ Bat Within activates on frames 3-5
  2. ^ Bat Within activates on frames 2-5 during forward roll, and frames 3-6 during back roll