Rolling

Rolling, also called dodging or dodge rolling, is a defensive action in Super Smash Flash 2 and Fraymakers that causes the character to quickly roll a short distance across the ground while intangible for a short period of time. It is performed by pressing left or right while shielding. It is functionally similar to sidestepping, with both actions being useful for dodging attacks, except rolling can also be used to reposition the character or approach opponents.
Upon rolling, characters end up facing the opposite direction they rolled into. Thus, characters that roll backwards will remain facing the same way, while characters that roll forwards will turn around. When rolling through another character, this allows the player to then execute attacks with more ease, but it can disrupt them when trying to dodge projectiles and approach the opponent at the same time.
A character normally cannot roll off a platform when performed near an edge; the character will instead perform the remainder of the rolling animation in a stationary location next to it. In Fraymakers, however, tapping the shield input instead of holding it to roll toward an edge will cause the character to cancel their rolling animation and propel from the edge with the horizontal speed of their roll.
The duration, speed, distance, and intangibility length of a roll varies between characters. It is generally preferred for a character to have a longer roll distance, faster roll speed, and a longer, earlier intangibility length in order for them to be less vulnerable to attacks. Rolls are often used at lower levels of play due to their speed and intangibility, but they become less common at higher levels where their predictability and vulnerable frames make them easier to punish.
== Rolling data in Super Smash Flash 2 ==
Below is a list of each character's values for rolling in Super Smash Flash 2, including their total duration, starting and ending frames for intangibility, rolling speed, and deceleration.
Character 	Duration	Starting frame	Ending frame	Speed	Decel.
 	15 	3 	9 	15 	0.95
 	15 	3 	8 	14 	0.76
 	15 	3 	8 	15 	1.3
 	19 	3 	11 	16 	0.85
 	15 	3 	9 	16 	1.35
 	15 	1 	8 	17 	1.5
 	15 	3 	8 	15.5 	1
 	14 	3 	10 	16 	1.3
 	15 	3 	8 	16 	1.3
 	17 	3 	10 	16 	1.35
 	15 	3 	8 	16 	1.5
 	15 	2 	8 	14 	1
 	13 	3 	8 	13.5 	0.75
 	16 	2 	8 	15 	0.9
Kaiō-ken Goku	15 	3 	8 	10 	0
 	15 	3 	8 	15 	0.95
 	14 	3 	10 	17.8 	1.45
 	15 	3 	8 	15 	1.39
 	15 	3 	8 	14 	0.97
 	15 	4 	10 	14 	0.85
 	15 	3 	8 	15 	1.03
 	15 	3 	8 	12 	0.58
 	15 	3 	8 	15 	1.03
 	15 	3 	8 	15 	1.04
 	15 	3 	8 	15 	1.01
 	14 	3 	6 	20 	2.4
 	15 	3 	8 	16 	1.3
 	15 	3 	10 	16 	1.41
 	15 	3 	8 	16 	1.18
 	16 	3 	10 	15 	0.95
 	15 	3 	8 	15 	0.85
 	17 	1 	10 	15 	1.19
 	15 	3 	9 	15 	1.19
 	15 	1 	8 	13 	0.75
 	17 	3 	10 	8 	0
 	15 	3 	8 	15 	1.07
 	22 	3 	14 	13 	0.9
 	15 	3 	8 	15 	1.1
 	15 	3 	9 	16 	1.3
 	15 	3 	8 	15 	0.95
 	17 	3 	20 	16 	1.52
 	14 	3 	8 	16 	1.09
 	17 	3 	10 	15 	1.2
 	15 	3 	8 	14 	0.85
 	16 	3 	10 	15 	0.89
 	17 	3 	10 	15 	1.02
 	15 	3 	9 	14 	0.87
 	16 	3 	9 	11.5 	0.55
=== Transformation Final Smashes ===
Character 	Duration 	Starting frame	Ending frame	Speed	Deceleration
Giga Bowser	colspan="5"	 	 	 	
Wario-Man 	16 	1 	12 	10 	0
Category:Terms
Category:Invincibility
Category:Super Smash Flash 2
Category:Super Smash Flash series
Category:Fraymakers