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The new airdodge mechanics...

Luigi player

Smash Master
Joined
Jul 29, 2004
Messages
4,106
Location
Austria
If you've watched gameplay of the new Smash you might've noticed it, but I haven't seen anyone talking about it.
Airdodges seem to have pretty much no Lag when they end (in the air). Only a few frames.

This means you can airdodge multiple times in the air and if your opponents don't have good timing you'll be save.
I've seen this on the stream from the 3DS tourney yesterday again. 2 Bowsers played on Gerudo Valley and they played on the left side of the stage near the blastzone. One couldn't hit the other after predicting the airdodge and trying to punish it, because the other one could airdodge again immediately. It really looked like he'd hit him, but he didn't.

Now after watching more gameplay from the stream... I saw DK use his doublejump immediately after airdodging. Airdodges seem to be REALLY save and fast this time around. Airdodge to attack might be a great thing, since you can do any action out of it SO fast.

This makes fighting characters in the air much more difficult unless your character has a great uair to keep them away. It would need to be fast and have a lasting hitbox. Or you just have to have great timing. This reminds me of Dededes spotdodgespam in Brawl. It's really hard to hit him out of it (only one foot can be hit easier since everything else goes into the Z-axis).

If airdodge to the ground didn't have as much lag as it does now airdodge spam would be the most broken thing.

Also if Wario keeps his great aerial movement and fast, strong fart just imagining him with this really blows my mind. That would be so broken, lol.
 

WwwWario

Smash Ace
Joined
Jan 16, 2012
Messages
637
Location
Norway
I haven't noticed, but neat find! :) This is what I like - I don't want a new Smash as fast as Melee, 'cause the pro players there nearly just fly around. Of course, it is very, very fast-paced and the combo potential is amazing, but I don't want it that fast. Honestly, it just looks unnatural.... Not complaining about Melee, as it is a fantastic game, I just don't want Smash 4 to be like Melee.

BUT! I want it to be fast and have good combo potential. And I like what I see. What you mention here with the air-dodge, the fact that you can do tilts as soon as you turn around, and just general faster gameplay than Brawl - it proves that a Smash game can be competitive and fast without having Melee-speed - which I love. Hoping for even faster gameplay (reduced landing lag, less frames on animations like the Air Dodge here, etc). But so far, Smash 4 looks promising in terms of competitive play! :)
 

PCHU

Smash Lord
Joined
Jan 4, 2008
Messages
1,901
Location
Jackson, Tennessee
I haven't noticed, but neat find! :) This is what I like - I don't want a new Smash as fast as Melee, 'cause the pro players there nearly just fly around. Of course, it is very, very fast-paced and the combo potential is amazing, but I don't want it that fast. Honestly, it just looks unnatural.... Not complaining about Melee, as it is a fantastic game, I just don't want Smash 4 to be like Melee.

BUT! I want it to be fast and have good combo potential. And I like what I see. What you mention here with the air-dodge, the fact that you can do tilts as soon as you turn around, and just general faster gameplay than Brawl - it proves that a Smash game can be competitive and fast without having Melee-speed - which I love. Hoping for even faster gameplay (reduced landing lag, less frames on animations like the Air Dodge here, etc). But so far, Smash 4 looks promising in terms of competitive play! :)
I actually prefer Melee's airdodge mechanic because it gave me more control over my descent, not to mention you could only do it once.
It's actually kinda tough to punish simply because it's not as spammable, so you're less used to seeing it (unless you adapt to your opponent's continual use of an airdodge for their recovery).

This being said, I can see this lowered delay as a good thing for the person trying to make it back.
It's gonna be a harder juggle, but they're still nearly guaranteed to airdodge, so it shouldn't be too rough to punish.

Also, if this game is faster, expect Wario to be ridiculously good.
You wanna talk about characters in Melee flying around, you should remember Wario's aerial mobility; it was pretty much the only thing that made Brawl truly fun for me because I felt like I could actually move.
 

Cassio

Smash Master
Joined
Jul 1, 2011
Messages
3,185
If true it could definitely be good, but I dont think it would be broken or anything. Multihit moves or moves that stay out a long time would be able to beat it like olimar uair.
 

Mensrea

Smash Cadet
Joined
Jul 15, 2014
Messages
73
Location
Idaho
NNID
Mensrea
Disappointing. :/ I guess this means that juggling and aerial combos are going to be super difficult.
 

Senario

Smash Ace
Joined
Jul 1, 2013
Messages
699
If you've watched gameplay of the new Smash you might've noticed it, but I haven't seen anyone talking about it.
Airdodges seem to have pretty much no Lag when they end (in the air). Only a few frames.

This means you can airdodge multiple times in the air and if your opponents don't have good timing you'll be save.
I've seen this on the stream from the 3DS tourney yesterday again. 2 Bowsers played on Gerudo Valley and they played on the left side of the stage near the blastzone. One couldn't hit the other after predicting the airdodge and trying to punish it, because the other one could airdodge again immediately. It really looked like he'd hit him, but he didn't.

Now after watching more gameplay from the stream... I saw DK use his doublejump immediately after airdodging. Airdodges seem to be REALLY save and fast this time around. Airdodge to attack might be a great thing, since you can do any action out of it SO fast.

This makes fighting characters in the air much more difficult unless your character has a great uair to keep them away. It would need to be fast and have a lasting hitbox. Or you just have to have great timing. This reminds me of Dededes spotdodgespam in Brawl. It's really hard to hit him out of it (only one foot can be hit easier since everything else goes into the Z-axis).

If airdodge to the ground didn't have as much lag as it does now airdodge spam would be the most broken thing.

Also if Wario keeps his great aerial movement and fast, strong fart just imagining him with this really blows my mind. That would be so broken, lol.
If they added more hitstun and more mobility options the multiple airdodges would be less of a problem because combos would be unavoidable or much harder to. It would be more fine and less defensive if combos were more feasible.
 

Nicky_Poo

Smash Cadet
Joined
Jun 12, 2014
Messages
47
Location
OKC, OK
NNID
NickyP00
There is the new "launcher" effect that is suppose to add a lot of hit stun on the victim. I've seen it in some videos. The character being launched gets a smokey blast trail and they can't seem to do much.
 

Bladeviper

Smash Ace
Joined
May 20, 2014
Messages
870
NNID
Bladeviper
Disappointing. :/ I guess this means that juggling and aerial combos are going to be super difficult.
i think it will depend on the character, in vgbc's move set video's it seemed like sheik had some aerial combos and i think a few others did too and we only know how a really small part of the cast plays
 
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