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Air dodge

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Yoshi performing an air dodge inUltimate.

Anair dodge (空中緊急回避,emergency mid-air dodge), calledEscapeAir by internalBrawl files, is a technique introduced inSuper Smash Bros. Melee that gives temporaryintangibility frames to the user in the air, preventing attacks from hitting them. It can be described asspot dodging in midair.

InSuper Smash Bros. Melee[edit]

Fox air dodges to avoidSamus'sCharge Shot inMelee.

InMelee, an air dodge is performed by fully pressing theL orR button while in the air. Air dodges cannot be done if the character istumbling orreeling. The air dodge halts the character's momentum; if thecontrol stick is not tilted, it leaves the character hovering in place for most of its duration, and if the control stick is tilted, it gives the character a small boost in the chosen direction. This boost can aid one'srecovery, though characters cannot grabledges until the air dodge's animation ends. Furthermore, mostup specials outreach the air dodge, making it more beneficial for getting back to the stage quickly from a short distance.

After air dodging, characters enter ahelpless state and fall to the ground. While air dodging, pressing the attack button while holding the shield button also allows the player to grab any nearby items, as well as usegrab aerials with characters that have one: this is known asair dodge grabbing.

Air dodging into the ground is known aswavelanding, which is the primary component of thewavedash.

Using air dodges as arecovery[edit]

Real time animation ofMario air dodging inMelee.

Anangled recovery is the opposite of wavedashing, since the player angles thecontrol stick up. An angled recovery is useful when a player gets knocked off a stage that has multiple platforms, such asTemple.

In order to perform an angled recovery, the player must hold the control stick up diagonally and air dodge. The angled recovery has less lag time compared to a character's normal recovery, and it can't be negated as easily due to the intangibility it grants, but it generally doesn't go as far as a character's usual recovery move. The angled recovery is effective when the character's second jump isn't enough to make it back to the stage, but is close enough for where an air dodge will cover the remaining recovery distance. This can also be pulled off at far distances only if they're at a very high altitude. If the character is too far away, however, they will fall andself-destruct.

While angled recoveries do not provide more height or distance than standard recovery options, they still see use by multiple characters in the cast.Jigglypuff,Yoshi, and a soloIce 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 theirsidespecials.Ness also benefits from this tactic in cases where he's near the ledge but his mid-air jump was not enough to get him back, air dodging is a much safer recovery option, or on stages with narrow pits (such asFourside) as he needs room to usePK Thunder to recover. In addition, whileSamus,Link andYoung Link boast relatively long and flexible recovery options, the angled recovery can allow for the trio to use theirwall 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 includeedgehogging; air dodging into a ledge, for instance, can counter a player who is charging an attack on the edge of a stage.

Air dodge intangibility and animation length inMelee[edit]

Grabbing theledge is possible as soon the animation length is over.

CharacterAnimation LengthIntangible FramesIntangible Duration
Dr. Mario (SSBM)Dr. Mario484-2926 frames
Mario (SSBM)Mario484-2926 frames
Luigi (SSBM)Luigi484-2926 frames
Bowser (SSBM)Bowser493-2927 frames
Peach (SSBM)Peach494-1916 frames
Yoshi (SSBM)Yoshi494-2926 frames
Donkey Kong (SSBM)Donkey Kong494-2926 frames
Captain Falcon (SSBM)Captain Falcon494-2926 frames
Ganondorf (SSBM)Ganondorf494-2926 frames
Falco (SSBM)Falco494-2926 frames
Fox (SSBM)Fox494-2926 frames
Ice Climbers (SSBM)Ice Climbers484-2926 frames
Ness (SSBM)Ness484-2926 frames
Kirby (SSBM)Kirby494-2926 frames
Samus (SSBM)Samus494-2926 frames
Zelda (SSBM)Zelda494-1916 frames
Sheik (SSBM)Sheik494-2926 frames
Link (SSBM)Link494-2926 frames
Young Link (SSBM)Young Link494-2926 frames
Pichu (SSBM)Pichu494-2926 frames
Pikachu (SSBM)Pikachu494-2926 frames
Jigglypuff (SSBM)Jigglypuff494-2926 frames
Mewtwo (SSBM)Mewtwo394-2926 frames
Mr. Game & Watch (SSBM)Mr. Game & Watch494-2926 frames
Roy (SSBM)Roy494-2926 frames
Marth (SSBM)Marth494-2926 frames

InSuper Smash Bros. Brawl[edit]

Snake performing an air dodge inBrawl.

InBrawl, 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, instead of the helpless state, and thus may attack, jump, or air dodge again following their initial air dodge.

The air dodge can now also be used when a character istumbling orreeling, and with the introduction of hitstun canceling, characters can air dodge out of these states 13 frames after being hit, regardless of the amount ofhitstun received. This is often employed by players to enable action quicker than waiting out theirknockback and to limit reliance onteching. 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 formomentum canceling, and in some cases, such asIke andSnake, 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 inMelee. However, this also means characters can no longer grab items at any time of the air dodge, only the beginning.

Air dodge intangibility and lag inBrawl[edit]

The table here displays the frame data for the air dodge of everyBrawl 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.

CharactersIntangibility FramesTotal FramesIntangible Duration
Meta Knight (SSBB)Meta Knight4-293926 frames
Zero Suit Samus (SSBB)Zero Suit Samus4-293926 frames
Diddy Kong (SSBB)Diddy Kong4-293926 frames
Pit (SSBB)Pit4-293926 frames
Squirtle (SSBB)Squirtle4-293926 frames
Ivysaur (SSBB)Ivysaur4-293926 frames
Charizard (SSBB)Charizard4-293926 frames
Ike (SSBB)Ike4-293926 frames
Snake (SSBB)Snake4-293926 frames
King Dedede (SSBB)King Dedede4-293926 frames
Lucario (SSBB)Lucario4-293926 frames
Wario (SSBB)Wario4-293926 frames
R.O.B. (SSBB)R.O.B.4-293926 frames
Olimar (SSBB)Olimar4-293926 frames
Ice Climbers (SSBB)Ice Climbers4-294826 frames
Ness (SSBB)Ness4-294826 frames
Sonic (SSBB)Sonic4-294826 frames
Lucas (SSBB)Lucas4-294826 frames
Bowser (SSBB)Bowser4-304927 frames
Mario (SSBB)Mario4-294926 frames
Donkey Kong (SSBB)Donkey Kong4-294926 frames
Link (SSBB)Link4-294926 frames
Samus (SSBB)Samus4-294926 frames
Kirby (SSBB)Kirby4-294926 frames
Fox (SSBB)Fox4-294926 frames
Pikachu (SSBB)Pikachu4-294926 frames
Mr. Game & Watch (SSBB)Mr. Game & Watch4-294926 frames
Luigi (SSBB)Luigi4-294926 frames
Zelda (SSBB)Zelda4-294926 frames
Sheik (SSBB)Sheik4-294926 frames
Falco (SSBB)Falco4-294926 frames
Yoshi (SSBB)Yoshi4-294926 frames
Ganondorf (SSBB)Ganondorf4-294926 frames
Wolf (SSBB)Wolf4-294926 frames
Toon Link (SSBB)Toon Link4-294926 frames
Captain Falcon (SSBB)Captain Falcon4-294926 frames
Jigglypuff (SSBB)Jigglypuff4-294926 frames
Marth (SSBB)Marth5-304926 frames
Peach (SSBB)Peach4-194916 frames

InSuper Smash Bros. 4[edit]

InSmash 4, air dodges have significantly less ending lag, now lasting from 28 to 34 frames (depending on the character, with onlyBayonetta's air dodge lasting a longer time of 36 frames), compared to the previous games' 39 to 49 frames. This allows characters to execute many air dodges in quick succession to avoid attacks, as well as safely use attacks out of them; players can now jump, go through an opponent's attack with an air dodge, then retaliate with an attack or their own. This is especially beneficial for characters with quick aerial attacks, as they can do them along with an air dodge in a short hop.Jigglypuff also finds easier opportunities landing itsRest in this way. However, air dodges now produce a significantlanding lag of 21 frames as the character lands with an air dodge active, even during vulnerability frames, making air dodges easier topunish on land, and thus riskier to use close to the ground. To prevent this, some characters can use an aerial attack in order to replace the air dodge's landing lag with the aerial'sautocancel, a technique known as "dodge cancelling", though this requires precise timing. Some characters can alsoledge cancel their air dodge to avoid significant landing lag. Unlike inBrawl, however, it isn't possible to cancel hitstun with an air dodge until the receiver takes 41 or more frames of hitstun (often between 80 and 90%) - resulting in combos being easier, but safe juggles being more difficult to pull off.

Both the shield button and the grab button (when used in midair by a character without agrab aerial) allow players to air dodge. In past installments, the grab button would cause the fighter to use aneutral aerial.

Air dodge intangibility and lag inSmash 4[edit]

The table here displays the frame data for the air dodge of every character in the current version of bothSuper Smash Bros. for Nintendo 3DS andSuper Smash Bros. for Wii U. Before version1.0.4 ofSmash 3DS,Wii Fit Trainer had only 12 landing lag frames from an air dodge, whileZero Suit Samus had 15; these were later changed to the standard 21 frames used for all other characters.

CharactersIntangibility FramesTotal FramesIntangible Duration
Mewtwo (SSB4)Mewtwo2-242823 frames
Fox (SSB4)Fox2-253024 frames
Little Mac (SSB4)Little Mac2-253024 frames
Meta Knight (SSB4)Meta Knight2-253024 frames
Pikachu (SSB4)Pikachu2-253024 frames
Sheik (SSB4)Sheik2-253024 frames
Sonic (SSB4)Sonic2-253024 frames
Toon Link (SSB4)Toon Link2-253024 frames
Zero Suit Samus (SSB4)Zero Suit Samus2-253024 frames
Dark Pit (SSB4)Dark Pit2-263125 frames
Diddy Kong (SSB4)Diddy Kong2-263125 frames
Duck Hunt (SSB4)Duck Hunt2-263125 frames
Falco (SSB4)Falco2-263125 frames
Greninja (SSB4)Greninja2-263125 frames
Mr. Game & Watch (SSB4)Mr. Game & Watch2-263125 frames
Pit (SSB4)Pit2-263125 frames
Wii Fit Trainer (SSB4)Wii Fit Trainer2-263125 frames
Lucario (SSB4)Lucario2-253124 frames
Corrin (SSB4)Corrin3-273225 frames
Dr. Mario (SSB4)Dr. Mario3-273225 frames
Kirby (SSB4)Kirby3-273225 frames
Lucina (SSB4)Lucina3-273225 frames
Luigi (SSB4)Luigi3-273225 frames
Mario (SSB4)Mario3-273225 frames
Marth (SSB4)Marth3-273225 frames
Mii Brawler (SSB4)Mii Brawler3-273225 frames
Mii Gunner (SSB4)Mii Gunner3-273225 frames
Olimar (SSB4)Olimar3-273225 frames
Pac-Man (SSB4)Pac-Man3-273225 frames
R.O.B. (SSB4)R.O.B.3-273225 frames
Rosalina & Luma (SSB4)Rosalina & Luma3-273225 frames
Roy (SSB4)Roy3-273225 frames
Samus (SSB4)Samus3-273225 frames
Wario (SSB4)Wario3-273225 frames
Bowser Jr. (SSB4)Bowser Jr.3-283326 frames
Captain Falcon (SSB4)Captain Falcon3-283326 frames
Charizard (SSB4)Charizard3-283326 frames
Cloud (SSB4)Cloud3-283326 frames
Ike (SSB4)Ike3-283326 frames
Link (SSB4)Link3-283326 frames
Lucas (SSB4)Lucas3-283326 frames
Mega Man (SSB4)Mega Man3-283326 frames
Mii Swordfighter (SSB4)Mii Swordfighter3-283326 frames
Ness (SSB4)Ness3-283326 frames
Palutena (SSB4)Palutena3-283326 frames
Peach (SSB4)Peach3-283326 frames
Robin (SSB4)Robin3-283326 frames
Shulk (SSB4)Shulk3-283326 frames
Villager (SSB4)Villager3-283326 frames
Yoshi (SSB4)Yoshi3-283326 frames
Zelda (SSB4)Zelda3-283326 frames
Ryu (SSB4)Ryu4-253322 frames
Bowser (SSB4)Bowser4-293426 frames
Donkey Kong (SSB4)Donkey Kong4-293426 frames
Ganondorf (SSB4)Ganondorf4-293426 frames
Jigglypuff (SSB4)Jigglypuff4-293426 frames
King Dedede (SSB4)King Dedede4-293426 frames
Bayonetta (SSB4)Bayonetta[1]5-273623 frames

InSuper Smash Bros. Ultimate[edit]

Pac-Man's air dodge inUltimate.

InUltimate, air dodges have received a major overhaul, containing elements from all previous games. Depending on the player's control stick input, characters can use two types of air dodges:

  • If no direction is held, they perform aneutral air dodge (known as simplyAir Dodge officially, andEscapeAir internally), which behaves like air dodges inBrawl andSmash 4, preserving their momentum. Compared toSmash 4, these air dodges have much more ending lag (with an average duration of 49-50 frames, up from 32-33 frames), but their landing lag is effectively halved (10 frames, down from 21), and they grant slightly more intangibility (two additional frames for most characters). This causes them to be much more punishable if used high above the ground or offstage, but safer to land with.
  • If a direction is held, they perform adirectional air dodge (known as aMoving Air Dodge officially, andEscapeAirSlide internally) that propels them in that direction, much like air dodges inMelee, except without causing helplessness. However, instead of immediately moving in that direction and stalling in the air for most of the air dodge, characters first shift a small distance towards the opposite direction in a slingshot fashion (such as left and upward if the air dodge was aimed right and downward), then receive the full momentum in the chosen direction and begin to fall shortly afterwards. Compared to neutral air dodges, directional air dodges are more consistently useful for escaping aerial pressure due to their moving property, and can grab ledges shortly after their intangibility ends, giving them utility in recovery. However, they grant less intangibility and have much more ending lag (with a total duration of over a full second for all characters), as well as landing lag, which increases the earlier the character lands (ranging from 11 to 19 frames). As a result, they are more punishable than neutral air dodges if used improperly, while their high ending lag prevents them from being used before characters' jumps or special moves to aid recovery.

Air dodging has now received two major limitations. Characters can only air dodge once until they land, get hit, or grab a ledge; this includes the inability to use a directional air dodge after a neutral air dodge, and vice versa. Additionally, likerolls andspot dodges, they are affected by a staleness mechanic that decreases the intangibility frames of both air dodge types if any kind of dodge isused repeatedly, as well as the distance granted by directional ones. However, unlike rolls and spot dodges, their ending lag is not increased by the mechanic.

The drastic changes to air dodges significantly weaken them as a defensive option, as characters can no longer air dodge attacks multiple times in midair, nor quickly strike back at opponents with their own attacks after an air dodge. This also makes them much harder to use offstage, with directional air dodges in particular often guaranteeing aself-destruct if the player uses them at any height below the stage. As a result, aerial pressure (such asjuggling) and offstageedgeguarding are more commonplace than inSmash 4, with options to negate them being more limited. However, due to their lower landing lag and the directional version's ability to grab ledges, air dodges are more effective as a recovery mixup and for getting out of disadvantageous positions if used during the right circumstances. Moreover, characters with recovery special moves that do not cause helplessness, such asR.O.B.,Snake, andSonic, or grant little distance, such asJigglypuff andYoshi, benefit from directional air dodges, as they can achieve longer distances at their fullest recovery potential. Overall, air dodges remain useful, but their reckless or repeated use is much more discouraged, instead rewarding players that can use them at opportune moments.

With the reintroduction of directional air dodges,wavedashing can once again be performed, alongside wavelanding. However, due to their new slingshot properties, which prevent characters from landing with them immediately after leaving the ground, as well as their higher landing lag and the increasedtraction across the cast, wavedashing has essentially lost most of its utility for approaching and spacing. Air dodges can also no longer be ledge canceled, hindering wavelanding mixups.

In addition to playable characters, severalAssist Trophies have gained the ability to perform directional air dodges, making it more difficult for players to KO them.

Air dodge intangibility and lag inUltimate[edit]

Unlike in previous games, where the duration of each character's air dodge was arbitrary, air dodges inUltimate have their durations sorted across the cast so that every character falls approximately the same distance when air dodging. As a result, characters have shorter air dodges the higher theirfalling speed andgravity; following this correlation,Fox has the shortest ones in the game, whereasJigglypuff has the longest ones. Likewise, directional air dodges have a longer duration if angled upward, and a shorter duration if angled downward.

Directional air dodges grant less intangibility than neutral air dodges, and both types grant intangibility three frames later if fully stale. Regardless of staleness, all characters can grab edges after the first 24 frames of their directional air dodge, resulting in most of them being vulnerable for only 3 frames if they grab an edge as soon as possible, discounting the2-frame vulnerability period.

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CharactersNeutral air dodgesDirectional air dodges
Intangibility framesTotal framesIntangibility framesTotal frames
FreshFully staleFreshFully staleSideUpDownDiagonally UpDiagonally Down
Bowser Jr. (SSBU)Bowser Jr. (Abandon Ship!)[2]3-303-3033N/AN/AN/AN/AN/AN/AN/A
Fox (SSBU)Fox2-265-24382-195-186475547059
Mii Brawler (SSBU)Mii Brawler3-296-27403-216-207086588065
Greninja (SSBU)Greninja2-275-25412-195-187185607867
Piranha Plant (SSBU)Piranha Plant3-306-27423-216-206988588166
Pichu (SSBU)Pichu2-265-24422-195-187088608065
Captain Falcon (SSBU)Captain Falcon3-306-27423-216-207294628566
King Dedede (SSBU)King Dedede4-327-29434-237-227296588666
Falco (SSBU)Falco2-275-25432-205-197394618567
Wolf (SSBU)Wolf2-265-24442-205-197393618468
Sheik (SSBU)Sheik2-265-24442-195-187493638567
Diddy Kong (SSBU)Diddy Kong2-275-25442-195-187496628668
Chrom (SSBU)Chrom3-296-27443-216-207497628768
Roy (SSBU)Roy3-296-27443-216-207497628768
Incineroar (SSBU)Incineroar3-296-27443-216-207696638672
Sephiroth (SSBU)Sephiroth3-306-27443-216-207497618669
Mythra (SSBU)Mythra[3]6-339-30446-219-237395598566
Bayonetta (SSBU)Bayonetta[4]5-318-29455-218-217493638569
Banjo & Kazooie (SSBU)Banjo & Kazooie3-306-27453-216-207597628869
Mega Man (SSBU)Mega Man3-306-27453-216-207698638470
Young Link (SSBU)Young Link2-265-24452-195-1876100639070
Zero Suit Samus (SSBU)Zero Suit Samus2-265-24452-195-188098659073
Bowser (SSBU)Bowser4-327-29464-227-217595638867
Richter (SSBU)Richter3-296-27463-216-2076104629069
Simon (SSBU)Simon3-296-27463-216-2076104629069
Ridley (SSBU)Ridley3-316-28463-226-2178103649073
King K. Rool (SSBU)King K. Rool4-307-28464-227-2178102648874
Ganondorf (SSBU)Ganondorf4-327-29464-227-2179103669173
Joker (SSBU)Joker3-306-27473-216-2083100679073
Meta Knight (SSBU)Meta Knight2-265-24472-195-1880101669474
Cloud (SSBU)Cloud3-306-27473-216-2079104649472
Snake (SSBU)Snake4-287-26474-227-2181108649975
Lucario (SSBU)Lucario3-286-26483-216-2081108659874
Bowser Jr. (SSBU)Bowser Jr.3-306-27483-216-2082108679377
Donkey Kong (SSBU)Donkey Kong4-327-29484-227-2182109668873
Kazuya (SSBU)Kazuya3-316-28483-225-2079101659375
Ken (SSBU)Ken3-276-25493-216-2080102678973
Ryu (SSBU)Ryu3-276-25493-216-2080102678973
Little Mac (SSBU)Little Mac2-265-24492-185-187289628164
Corrin (SSBU)Corrin3-296-27493-216-2081107679775
Ike (SSBU)Ike4-317-28494-227-2182108669676
Palutena (SSBU)Palutena3-306-27493-216-2082105709377
Shulk (SSBU)Shulk3-306-27493-216-2083107689577
Link (SSBU)Link3-306-27493-216-2082108699574
Duck Hunt (SSBU)Duck Hunt3-276-25493-216-20831136610078
Charizard (SSBU)Charizard3-306-27493-226-2185105709978
Byleth (SSBU)Byleth3-306-27493-216-2083111689776
Pyra (SSBU)Pyra3-306-27493-216-2083109689775
Wario (SSBU)Wario3-296-27503-216-2082104669775
Sonic (SSBU)Sonic2-265-24502-195-1881107669974
R.O.B. (SSBU)R.O.B.3-296-27503-216-20831116810075
Inkling (SSBU)Inkling3-296-27503-216-20841127010076
Mii Swordfighter (SSBU)Mii Swordfighter3-306-27503-216-2084107699977
Hero (SSBU)Hero3-306-27503-216-2083109699278
Pikachu (SSBU)Pikachu2-265-24502-195-1885109699776
Min Min (SSBU)Min Min3-306-27503-216-2085107719778
Mewtwo (SSBU)Mewtwo3-266-24513-216-20851147010179
Terry (SSBU)Terry3-306-27513-216-2088115728981
Robin (SSBU)Robin3-306-27513-216-20861147310379
Dr. Mario (SSBU)Dr. Mario3-296-27523-216-20871167110081
Mario (SSBU)Mario3-296-27523-216-20871167110277
Lucina (SSBU)Lucina3-296-27523-216-2085116699979
Marth (SSBU)Marth3-296-27523-216-2085116699979
Mii Gunner (SSBU)Mii Gunner3-296-27523-216-20871147310382
Dark Pit (SSBU)Dark Pit3-296-27523-216-20891197311082
Pit (SSBU)Pit3-296-27523-216-20891197311082
Squirtle (SSBU)Squirtle2-265-24532-195-18901147910587
Steve (SSBU)Steve3-306-27543-216-20921217510882
Pac-Man (SSBU)Pac-Man3-296-27553-216-20961307811187
Sora (SSBU)Sora3-315-28553-225-20931307510884
Toon Link (SSBU)Toon Link2-265-24562-195-18931237611185
Ivysaur (SSBU)Ivysaur3-296-27563-216-20931247611084
Lucas (SSBU)Lucas3-306-27563-216-20951267511785
Zelda (SSBU)Zelda3-306-27563-216-20961297711486
Dark Samus (SSBU)Dark Samus3-296-27563-216-20961308011386
Samus (SSBU)Samus3-296-27563-216-20961308011386
Wii Fit Trainer (SSBU)Wii Fit Trainer3-286-26573-216-20961248010788
Luigi (SSBU)Luigi3-296-27573-216-20961278111388
Villager (SSBU)Villager3-306-27573-216-20961288011187
Olimar (SSBU)Olimar3-296-27573-216-20961327811887
Ice Climbers (SSBU)Ice Climbers3-286-26583-216-20961298111586
Yoshi (SSBU)Yoshi3-306-27583-216-201071307911689
Isabelle (SSBU)Isabelle3-306-27583-216-20971338011591
Ness (SSBU)Ness3-306-27593-216-20991347711986
Mr. Game & Watch (SSBU)Mr. Game & Watch3-286-26593-216-201001328412393
Daisy (SSBU)Daisy3-306-27613-216-201031418612492
Peach (SSBU)Peach3-306-27613-216-201031418612492
Kirby (SSBU)Kirby3-296-27623-216-201021418213491
Rosalina & Luma (SSBU)Rosalina & Luma3-296-27623-216-201051448612494
Jigglypuff (SSBU)Jigglypuff4-327-29634-227-211061588513296

Update history[edit]

1.1.0[edit]
  • Nerf Bowser Jr.'sAbandon Ship! air dodge can no longer be used more than once.
6.0.0[edit]
  • Buff Jigglypuff's neutral air dodge total frames: 74 → 63
  • Buff Jigglypuff's directional air dodge total frames: 122 (side)/174 (up)/102 (down) → 106/158/85
11.0.0[edit]
  • Nerf Min Min's neutral air dodge has more ending lag (FAF 40 → 51), matching the rest of the cast.
12.0.0[edit]
  • Nerf Mythra's directional air dodge intangibility frames: 6-24 → 6-21

Directional air dodge distance[edit]

All characters receive the same amount of momentum from their directional air dodges, with the exception ofLucas,Ness andMythra, who receive more, andBayonetta,Steve,Pyra andLittle Mac, who receive less, the latter receiving the least momentum out of the entire cast. As a result, the former have better opportunities to escape juggles and, when close to an edge, can use their air dodges for recovery as a more reliable alternative totheir up special, which can be easily interrupted by opponents. Conversely, the latter are more vulnerable to juggling and cannot avoidedgeguards as effectively by air dodging to the ledge; while Bayonetta benefits from directional air dodging regardless due to her recovery special moves not causing helplessness, Little Mac is noticeably hindered in comparison to the rest of the cast, especially given his infamously poor air game.

All directional air dodges have their distance reduced by roughly 33.3% when fully stale.

CharacterDistance
FreshFully stale
Lucas (SSBU)Lucas
Ness (SSBU)Ness
2516.6667
Mythra (SSBU)Mythra2416
Everyone else2013.3333
Bayonetta (SSBU)Bayonetta
Steve (SSBU)Steve
1711.3333
Pyra (SSBU)Pyra1610.6666
Little Mac (SSBU)Little Mac1510

Air dodge landing lag glitch[edit]

The air dodge landing lag glitch is a glitch inUltimate that causes special moves that place the user into a helpless state to have their landing lag reduced to approximately 1/3 of the original landing lag. This glitch is executed by first performing an uninterrupted air dodge and then using the specified special move and landing on the ground after turning helpless. The only exception isDuck Hunt, who must cancelDuck Jump using an air dodge. They will turn helpless directly after air dodging, and the glitch will be triggered on landing. The affected special moves are listed below.

Notably, none of the special moves listed above are coded to have FAF frames in the designated character's moveset files. Instead all of them have the default landing lag, which is 29 frames for all characters except for Mythra, whose landing lag is instead 18 frames.

List of Assist Trophies with directional air dodges[edit]

Notes[edit]

  1. ^Bat Within activates on frames 1-4
  2. ^Bowser Jr. is unique in that after using Abandon Ship!, he possesses a different air dodge that is nearly identical to hisSmash 4 one, except it grants two more intangibility frames and cannot be used more than once. This effectively gives him the fastest and overall most effective air dodge in the game, but only under a specific circumstance. Much likeSmash 4 air dodges, it is not affected by the dodge staleness mechanic, and its use does not contribute to it, but it lacks a directional variant.
  3. ^Foresight activates on frames 2–5, assuming unstaled air dodges
  4. ^Bat Within activates on frames 1–4, assuming unstaled air dodges