The twist is that all three of you are correct. (
KirbySquad101
,
Big O
,
ZephyrZ
)
Spotdodge, Forward Roll, Back Roll
Start Invul/Final Invul/Duration
[]*
3/18/28, 4/16/32, 5/17/37, Air Dodge Startup 4 [*3]
[]*
3/17/26, 4/15/30, 5/16/35, Air Dodge Startup 3 [*4]
[]*
3/17/25, 4/15/29, 5/16/34, Air Dodge Startup 3 [*2]
3/16/24, 4/14,28, 4/15/33, Air Dodge Startup 2
3/14/23, 4/12/26, 4/14/32, Air Dodge Startup 2
That's right; in Ultimate, unlike all past Smash games, there are only 5 "profiles" or "tiers" of evasion data for the entire cast. All characters strictly fall into these, except (duh) and whose unusual high-invincibility rolls break the mold. (Samus otherwise has an ordinary Link-tier spotdodge)
I noted that these categories also kinda include air dodge startup as well--there are only 8 exceptions, off by 1.
Air Dodge duration we know to be based strictly off fall speed, completely overwriting all old values. Air Dodge invulnerability period is a sadder, less interesting story: They are based on the Smash 4 values, which were all (except certain DLC) at the time fixed to be duration-5. (And that duration value was fixed to be spot-dodge+6 across the board!) En route to Ultimate, these existing values were all given (startup-1) additional i-frames, such that higher startup offered matching additional invulnerability. This was done after Ultimate's air dodge startup changes to all characters but Duck Hunt; and at some point, Pit/Dark Pit were given a random additional i-frame. Otherwise, there is no method to the madness for this particular value--Ultimate's Air Dodge invuln is ultimately based on whatever the character's Smash 4 Spot Dodge timing was, with new characters copying both invuln and startup of the most similar existing character and all DLC receiving the same values.)
I am sorry to report that ledge options (including rolls) remain complete anarchy. There is no pattern, no categories, nothing to help you remember or practice outside of the couple values that we know were made consistent in Ultimate. (All ledge rolls last 45 frames, all ledge attacks last 55 frames.)
So yeah. While this doesn't take into account roll distance, realizing that all the dodge timings in the game fit into 5 identical categories (minus 3 obvious exceptions) is a helpful lens. In a game with this many characters, anything that helps us transfer adaptation and understand characters wherever they are grouped is a very important.
Spotdodge, Forward Roll, Back Roll
Start Invul/Final Invul/Duration
[]*
3/18/28, 4/16/32, 5/17/37, Air Dodge Startup 4 [*3]
[]*
3/17/26, 4/15/30, 5/16/35, Air Dodge Startup 3 [*4]
[]*
3/17/25, 4/15/29, 5/16/34, Air Dodge Startup 3 [*2]
3/16/24, 4/14,28, 4/15/33, Air Dodge Startup 2
3/14/23, 4/12/26, 4/14/32, Air Dodge Startup 2
That's right; in Ultimate, unlike all past Smash games, there are only 5 "profiles" or "tiers" of evasion data for the entire cast. All characters strictly fall into these, except (duh) and whose unusual high-invincibility rolls break the mold. (Samus otherwise has an ordinary Link-tier spotdodge)
I noted that these categories also kinda include air dodge startup as well--there are only 8 exceptions, off by 1.
Air Dodge duration we know to be based strictly off fall speed, completely overwriting all old values. Air Dodge invulnerability period is a sadder, less interesting story: They are based on the Smash 4 values, which were all (except certain DLC) at the time fixed to be duration-5. (And that duration value was fixed to be spot-dodge+6 across the board!) En route to Ultimate, these existing values were all given (startup-1) additional i-frames, such that higher startup offered matching additional invulnerability. This was done after Ultimate's air dodge startup changes to all characters but Duck Hunt; and at some point, Pit/Dark Pit were given a random additional i-frame. Otherwise, there is no method to the madness for this particular value--Ultimate's Air Dodge invuln is ultimately based on whatever the character's Smash 4 Spot Dodge timing was, with new characters copying both invuln and startup of the most similar existing character and all DLC receiving the same values.)
I am sorry to report that ledge options (including rolls) remain complete anarchy. There is no pattern, no categories, nothing to help you remember or practice outside of the couple values that we know were made consistent in Ultimate. (All ledge rolls last 45 frames, all ledge attacks last 55 frames.)
So yeah. While this doesn't take into account roll distance, realizing that all the dodge timings in the game fit into 5 identical categories (minus 3 obvious exceptions) is a helpful lens. In a game with this many characters, anything that helps us transfer adaptation and understand characters wherever they are grouped is a very important.