I played around with air dodging in 1/4 speed. It seems like there are no early autocancel frames on air dodge. Seems that you get landing lag even on frame 1 before landing.
Can someone confirm this?
This really sucks. You shouldn't get air dodge landing lag if there weren't any invincibility frames yet. This hinders trying to landing with shield a lot. Like while getting jab cancelled or many other situations.
Yes, I can confirm that even if used on the last airborne frame, airdodge will give you airdodge landing lag.
can all characters mash out of a grab at the same speed? eg: if I know that at 90% I can get at least 4 pummels before a throw against Ganon, does that mean I can do the same 4 pummels against Sonic before he can mash out? or do different characters have different mash speeds. thanks
I tested and compared Jiggs with Bowser using the same frame by frame pummel and mash inputs at varying percents.
With no mashing they were released at the same time (possibly give or take a frame or two depending on percents, but certainly nothing note-worthy).
With mashing Jiggs escaped notably sooner than Bowser at low percents, but then at medium or high percents they escaped at the same time.
Whether or not I pummeled didn't seem to make any difference as to how long it would take to break out if there was no mashing (though at higher percents there may have been a couple of frames difference that I wasn't bothered to check for sure), though whether or not I pummeled certainly made a notable difference if they
were mashing, letting them out notably slightly sooner if I was pummeling, even at low percents.
A more thorough study would need to be made on this matter than just this cursory one before drawing any definitive conclusions (I don't remember if one has been made in the past), but for now I would just say that at medium to high percents, the amount of pummels you can get on any character will in all likelihood be sufficiently similar to say that you can do X many pummels at X percent. By far the greatest influence on this outcome (at medium to high percents) will be the player you are versing and how well/soon they mash, not the character.