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Action after an air dodge

Cless

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Ok, I looked a bit and didn't see anything specifically about this, so I'm sorry if this has been posted before (as I'm sure it has).

Now I always thought that not being able to do anything after an air dodge was stupid. I mean you dodge the attack but then are helpless as you fall to the ground. Sure you could fast fall down, but your opponent can do that too.

What I'm suggesting is that they make the air dodge like Peach's float, in that you only get one air dodge per time in the air. Sakurai said he wanted to improve aerial combat, so maybe this is one way this could be accomplished.
 

Caleb Wolfbrand

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grapple can be used after or during...

I continually imagine air dodging through people's moves and landing one right after invincibility... as hot as that sounds is that good? not sure
 

HyruleBird

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im ok with that idea but i just dont want brawl to be like some sort of dragonball where we fight in the air all the time...
 

Cless

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That's why you only get one air dodge per trip in the air. You need to hit the ground again before you can air dodge again.
 

Xsyven

And how!
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I disagree... air advantages would be nice, but that'd change a lot of aspects of the game. Plus, recovery would be amazingly easy.
 

Flak

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no, it would break the game. Like Xsyven said. It would make recovery too easy and samus would be pretty much godly, assuming that bomb jumping and ledge grappling are still in (which I'm sure they are).
 

Takalth

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I hardly think it would be game breaking, especially if they gave it a little bit of lag, and even that is assuming that the game plays exactly like melee.

The question is: would making recovery easier be a bad thing? Myself, I have always wanted to see the game encourage people to jump out after somebody instead of just hang out on the stage, and adding this would favor that tactic.
 

JLoc

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im ok with that idea but i just dont want brawl to be like some sort of dragonball where we fight in the air all the time...
tis.. people keep comparing dragonball, just cause they fight in the air doesn't make it dragonball... Power/beam struggle makes it dragonball. And majority of the time they are in the air, thus why he wants to work on more on the ariel combat.

I say thats a kool idea for u to be able to dodge and attack afterward but only once though. Say if you dodge the player attack, you should be able to get one punch or one kick(maybe two depending the character) to knock your opponents back. but afterward your vulnerable like before falling to your doom :D.
 

Cless

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Could you explain to me why it would be unbalanced? I'm not trying to be a douche, I just want to know. That's why I come here.
 

Xsyven

And how!
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It wouldn't make it unbalanced. o_o"

Just a bit easier to get back on the stage... which would make matches last longer, edge hogging harder, and shine spiking less evil.
 

W4veMantis

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Yeah, I think it would add alot more stratagey to the edge hoggging department. It would probably make the matches longer too. Good idea IMO...

Oh...and I like the idea of aerial fighting. Adds more dimension to the fighting.
 

dizzy

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Messages
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Getting rid of the freefall after the air dodge would be equivalent to giving every character an extra mid-air jump. It'd definitely be different than what we're used to, but it's not necessarily a bad thing.
 

Banksya

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its fine the way it is, if you could move after an air dodge, everyone would have 4 jumps. Now that's just silly. Then again, jigglypuff has like 6. o well.
 

Cless

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OK, then how about like someone said earlier, you get one attack after an air dodge, then you freefall. That way you can knock your opponent away from you. I guess it'd be kind of like giving everyone an action like Samus' grappling hook or Link's hookshot, except this wouldn't be used for recovery but a counter-attack
 

Takalth

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its fine the way it is, if you could move after an air dodge, everyone would have 4 jumps. Now that's just silly. Then again, jigglypuff has like 6. o well.
Why is having four jumps (one being very small) more silly than having three?

And of course it's fine the way it is. NES was fine the way it was, too. We're discussing improving something that's good, not fixing something that's broken.
 

Toomai

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How about this? If you airdodge and stay put, you can hang in the air all you want. But if you airdodge in a direction, it's a forced fall for you.
 

fleapy

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I dont want them to change the came play to much. Yet thats what seqels are for. We can always still play melle and brawl, see them as two deiferent fighting games.
 

Cless

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How about this? If you airdodge and stay put, you can hang in the air all you want. But if you airdodge in a direction, it's a forced fall for you.
I don't like that idea. To not have gravity affect you because you dodged sounds a little but TOO ridiculous.
 

splat

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I'd say: let us use A-attacks after air dodges. Just not B-attacks, because it would make recovering too easy. I still don't know why you always have to fall after an air dodge, instead of being able to attack aswell.
 

Toomai

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I can picture scrubs stalling a match if that happened.
Hey, no one said you were allowed to airdodge repeatedly without delay. Besides, most competent players would be able to hit someone who's just finished an airdodge before they start another.
 

nitro-blazer

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How about, instead of having hte free-fall state, there is a state where you can only use A-attacks.

If you Up-B, you can only use A-attacks after, not the airdodge or B-moves.

If you Airdodge, you can only use A attacks, no more airdodge or B-moves.

This allows you to protect yourself while you fall, and it doens' let you recover any more.
 

Inferno_blaze

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Nitro's idea is best but I still prefer the way it is with one airdodge, after all, if it had lag then it avoids the whole point of dodging as they could just come back and hit again, if it has no lag then it screws up air fighting as you could just wait forsomeone to attack, airdodge into them incincible and attack as soon as it finishes.
 

link00678

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when you airdodge they come back and hit again, like inferno blaze said. Thats why I support a moves as to keep the opponent away while you fall,but have no more vertical climb
 

eXspriggan

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all these ideas sound pretty nice, but i think the game is fine the way it is. just an opinion.
 

mista_mista

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Attacking after an air dodge might be ok, but it might also ruin it too... I would have to play with it a few times to see what it's like.
 

JLoc

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Like I said before. After you do a airdoge you get to do "One" attack either it be a punch or a kick. That would be a "knockback" meaning if you someone trying to hit you while your dodging(especially when your outside the ring) and you dodge you still have enough seconds to counter/hit your opponent. The same amount of time if you were able to use a hookshot/grappler.

Knocks your opponent far enough that it gives you room to breathe. And thats it! I say certain characters should have 2 attacks afterward for unique or weak type characters. And once you dodge attack you can NOT attack again so you will still be at risk if were to just to do a regular dodge. And no B moves in dodges.
 

Pierce7d

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Hmm, IMO, air doging should be stationary, but not putting you into free fall, with an open period after. Think, usings Marth or Roy's counter attack in mid-air, minus the counter. With a decent amount of lag after it, it would be risky to move in most situations, but doesn't leave you helpless. More realistic, and similar to air dodges, and espcially sidestep dodges.

Also, air guarding is hopelessly absent, and gunshots in midair were already annoying enough. Especially for a character with a Weapon or Shield, there should be some guarding allowed.
 

M Zero 00X

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If air dodging IS more like Marth/Roy's counter meaning you couldn't air dodge in a specific direction, it would "fix" several problems of the game. One, it wouldn't allow a fourth jump if it becomes possible to move after a dodge. Two, the removal of air dodging in a certain direction would take out the wavedashing "glitch" (unfortunately). If the makers are intent on removing the wavedash, that would be it.
 

Red Exodus

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I figure it's a good idea. I'm not going to suggest any spins on it but I do find it annoying that you have to choose between dodging or getting hit while recovering.
 

Angrylobster

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The question is: would making recovery easier be a bad thing? Myself, I have always wanted to see the game encourage people to jump out after somebody instead of just hang out on the stage, and adding this would favor that tactic.
If this was added, theres no way ANYONE would jump out to edge guard anyone. Imagine marth is coming back on the level, you jump out to hit him with a bair with mario or something. He air dodges it, and then dairs you.

I'm not saying that adding a new game mechanic like this is bad, but there would definately be a lot more of a risk in jumping out to edge guard someone then there was before.
 

Inferno_blaze

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I like WD but want it removed and that'd be a good fix but it'd remove some of the useful tactics with the airdodge! You could no longer use airdodge as a last jump for jiggs to recover, you couldn't use it to dodge upwards when recovering to dodge an attack beforegrabbing the edge because you'd just dodge next to the edge and drop straight past like you do if you airdodge next to it, Ah I prefer it how it is.
 
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