Air dodge

An air dodge (or EscapeAir by internal Brawl files) is a technique introduced in Super Smash Bros. Melee that gives temporary intangibility frames to the user in the air, preventing attacks from hitting them. It can be described as spot dodging in midair.
==In Super Smash Bros. Melee==
In Melee, an air dodge is performed by fully pressing the L or R button while in the air. Air dodges cannot be done if the character is tumbling or reeling. The air dodge halts the character's momentum; if the control stick is not tilted, it leaves the character hovering in place for most of its duration, and if the control stick is tilted, it gives the character a small boost in the chosen direction. This boost can aid one's recovery, though characters cannot grab ledges until the air dodge's animation ends. Furthermore, most up specials outreach the air dodge, making it more beneficial for getting back to the stage quickly from a short distance.
After air dodging, characters enter a helpless state and fall to the ground. While air dodging, pressing the attack button while holding the shield button also allows the player to grab any nearby items, as well as use grab aerials with characters that have one: this is known as air dodge grabbing.
Air dodging into the ground is known as wavelanding, which is the primary component of the wavedash.
===Using air dodges as a recovery===
An angled recovery is the opposite of wavedashing, since the player angles the control stick up. An angled recovery is useful when a player gets knocked off a stage that has multiple platforms, such as Temple.
In order to perform an angled recovery, the player must hold the control stick up diagonally and air dodge. The angled recovery has less lag time compared to a character's normal recovery, and it can't be negated as easily due to the intangibility it grants, but it generally doesn't go as far as a character's usual recovery move. The angled recovery is effective when the character's second jump isn't enough to make it back to the stage, but is close enough for where an air dodge will cover the remaining recovery distance. This can also be pulled off at far distances only if they're at a very high altitude. If the character is too far away, however, they will fall and self-destruct.
While angled recoveries do not provide more height or distance than standard recovery options, they still see use by multiple characters in the cast. , , and a solo Ice Climber benefit from the tactic since their up special moves do not give any recovery distance, and in the cases of Jigglypuff and the solo Ice Climber, the air dodge gives more vertical distance than their side specials. also benefits from this tactic in cases where he's near the ledge but his mid-air jump was not enough to get him back, air dodging is a much safer recovery option, or on stages with narrow pits (such as Fourside) as he needs room to use PK Thunder to recover. In addition, while , and boast relatively long and flexible recovery options, the angled recovery can allow for the trio to use their wall grapple during the ascent of the dodge; as players can air dodge in any direction, it can also be used to get the character closer to the stage in order to decrease their distance from a wall. Outside of this, most of the cast may elect to use angle recoveries in order to combat some edgeguard techniques that do not include edgehogging; air dodging into a ledge, for instance, can counter a player who is charging an attack on the edge of a stage.
===Air dodge intangibility and animation length in Melee===
Grabbing the ledge is possible as soon the animation length is over.
Character	Animation Length	Intangible Frames	Intangible Duration
 	48 	4-29 	26 frames
 	48 	4-29 	26 frames
 	48 	4-29 	26 frames
 	49 	3-29 	27 frames
 	49 	4-19 	16 frames
 	49 	4-29 	26 frames
 	49 	4-29 	26 frames
 	49 	4-29 	26 frames
 	49 	4-29 	26 frames
 	49 	4-29 	26 frames
 	49 	4-29 	26 frames
 	48 	4-29 	26 frames
 	48 	4-29 	26 frames
 	49 	4-29 	26 frames
 	49 	4-29 	26 frames
 	49 	4-19 	16 frames
 	49 	4-29 	26 frames
 	49 	4-29 	26 frames
 	49 	4-29 	26 frames
 	49 	4-29 	26 frames
 	49 	4-29 	26 frames
 	49 	4-29 	26 frames
 	39 	4-29 	26 frames
 	49 	4-29 	26 frames
 	49 	4-29 	26 frames
 	49 	4-29 	26 frames
==In Super Smash Bros. Brawl==
In Brawl, the air dodge has been revamped. It no longer halts the character's momentum and no longer permits the user to nudge the character by pressing the control stick; it simply grants brief intangiblity along the character's current line of movement. Following the air dodge, characters are put in their regular aerial state rather than the helpless state, and thus may attack, jump, or air dodge again following their initial air dodge.
The air dodge can now also be used when a character is tumbling or reeling, and with the introduction of hitstun canceling, characters can air dodge out of these states 13 frames after being hit, regardless of the amount of hitstun received. This is often employed by players to enable action quicker than waiting out their knockback and to limit reliance on teching. Using the air dodge at this time does not reduce knockback, a rumor that was started when it was noticed that higher-level CPUs were doing it constantly. However, an air dodge can be used for momentum canceling, and in some cases, such as and , it is their best option, since they yield better results using an air dodge when momentum canceling than their shortest-lasting aerial (both of their air dodges end in 39 frames, while their shortest-lasting aerials last just a few frames longer, and despite the minuscule difference, air dodging is still their best option nonetheless). In addition, they also gain the most benefit when momentum canceling using the basic method.
Air dodges now cause characters to automatically catch any item nearby during the first frames (unless they are holding one already), without having to press the attack button like in Melee. However, this also means characters can no longer grab items at any time of the air dodge, only the beginning.
===Air dodge intangibility and lag in Brawl===
The table here displays the frame data for the air dodge of every Brawl character. Every character has a certain amount of frames taken to perform an air dodge, and the intangibility frames starts and ends in between the total frames taken. Most characters' intangibility usually starts on frame 4 and end about 10 or 20 frames before the end of the entire air dodge; however, there are a few exceptions.
Characters	Intangibility Frames	Total Frames	Intangible Duration
 	4-29 	39 	26 frames
 	4-29 	39 	26 frames
 	4-29 	39 	26 frames
 	4-29 	39 	26 frames
 	4-29 	39 	26 frames
 	4-29 	39 	26 frames
 	4-29 	39 	26 frames
 	4-29 	39 	26 frames
 	4-29 	39 	26 frames
 	4-29 	39 	26 frames
 	4-29 	39 	26 frames
 	4-29 	39 	26 frames
 	4-29 	39 	26 frames
 	4-29 	39 	26 frames
 	4-29 	48 	26 frames
 	4-29 	48 	26 frames
 	4-29 	48 	26 frames
 	4-29 	48 	26 frames
 	4-30 	49 	27 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	4-29 	49 	26 frames
 	5-30 	49 	26 frames
 	4-19 	49 	16 frames
==In Super Smash Bros. 4==
In Smash 4, air dodges have significantly less ending lag, now lasting from 28 to 34 frames (depending on the character, with only 's air dodge lasting a longer time of 36 frames), compared to the previous games' 39 to 49 frames. This allows characters to execute many air dodges in quick succession to avoid attacks, as well as safely use attacks out of them; players can now jump, go through an opponent's attack with an air dodge, then retaliate with an attack or their own. This is especially beneficial for characters with quick aerial attacks, as they can do them along with an air dodge in a short hop. also finds easier opportunities landing its Rest in this way. However, air dodges now produce a significant landing lag of 21 frames as the character lands with an air dodge active, even during vulnerability frames, making air dodges easier to punish on land, and thus riskier to use close to the ground. To prevent this, some characters can use an aerial attack in order to replace the air dodge's landing lag with the aerial's autocancel, a technique known as "dodge cancelling", though this requires precise timing. Some characters can also ledge cancel their air dodge to avoid significant landing lag. Unlike in Brawl, however, it isn't possible to cancel hitstun with an air dodge until the receiver takes 41 or more frames of hitstun (often between 80 and 90%) - resulting in combos being easier, but safe juggles being more difficult to pull off.
Both the shield button and the grab button (when used in midair by a character without a grab aerial) allow players to air dodge. In past installments, the grab button would cause the fighter to use a neutral aerial.
===Air dodge intangibility and lag in Smash 4===
The table here displays the frame data for the air dodge of every character in the current version of both and . Before version 1.0.4 of Smash 3DS, had only 12 landing lag frames from an air dodge, while had 15; these were later changed to the standard 21 frames used for all other characters.
Characters 	Intangibility Frames	Total Frames	Intangible Duration
 	2-24 	28 	23 frames
 	2-25 	30 	24 frames
 	2-25 	30 	24 frames
 	2-25 	30 	24 frames
 	2-25 	30 	24 frames
 	2-25 	30 	24 frames
 	2-25 	30 	24 frames
 	2-25 	30 	24 frames
 	2-25 	30 	24 frames
 	2-26 	31 	25 frames
 	2-26 	31 	25 frames
 	2-26 	31 	25 frames
 	2-26 	31 	25 frames
 	2-26 	31 	25 frames
 	2-26 	31 	25 frames
 	2-26 	31 	25 frames
 	2-26 	31 	25 frames
 	2-25 	31 	24 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-27 	32 	25 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	3-28 	33 	26 frames
 	4-25 	33 	22 frames
 	4-29 	34 	26 frames
 	4-29 	34 	26 frames
 	4-29 	34 	26 frames
 	4-29 	34 	26 frames
 	4-29 	34 	26 frames
Bat Within activates on frames 1-4	5-27 	36 	23 frames
==In Super Smash Bros. Ultimate==
In Ultimate, air dodges have received a major overhaul, containing elements from all previous games. Depending on the player's control stick input, characters can use two types of air dodges:
*If no direction is held, they perform a neutral air dodge (known as simply Air Dodge officially, and EscapeAir internally), which behaves like air dodges in Brawl and Smash 4, preserving their momentum. Compared to Smash 4, these air dodges have much more ending lag (with an average duration of 49-50 frames, up from 32-33 frames), but their landing lag is effectively halved (10 frames, down from 21), and they grant slightly more intangibility (two additional frames for most characters). This causes them to be much more punishable if used high above the ground or offstage, but safer to land with.
*If a direction is held, they perform a directional air dodge (known as a Moving Air Dodge officially, and EscapeAirSlide internally) that propels them in that direction, much like air dodges in Melee, except without causing helplessness. However, instead of immediately moving in that direction and stalling in the air for most of the air dodge, characters first shift a small distance towards the opposite direction in a slingshot fashion (such as left and upward if the air dodge was aimed right and downward), then receive the full momentum in the chosen direction and begin to fall shortly afterwards. Compared to neutral air dodges, directional air dodges are more consistently useful for escaping aerial pressure due to their moving property, and can grab ledges shortly after their intangibility ends, giving them utility in recovery. However, they grant less intangibility and have much more ending lag (with a total duration of over a full second for all characters), as well as landing lag, which increases the earlier the character lands (ranging from 11 to 19 frames). As a result, they are more punishable than neutral air dodges if used improperly, while their high ending lag prevents them from being used before characters' jumps or special moves to aid recovery.
Air dodging has now received two major limitations. Characters can only air dodge once until they land, get hit, or grab a ledge; this includes the inability to use a directional air dodge after a neutral air dodge, and vice versa. Additionally, like rolls and spot dodges, they are affected by a staleness mechanic that decreases the intangibility frames of both air dodge types if any kind of dodge is used repeatedly, as well as the distance granted by directional ones. However, unlike rolls and spot dodges, their ending lag is not increased by the mechanic.
The drastic changes to air dodges significantly weaken them as a defensive option, as characters can no longer air dodge attacks multiple times in midair, nor quickly strike back at opponents with their own attacks after an air dodge. This also makes them much harder to use offstage, with directional air dodges in particular often guaranteeing a self-destruct if the player uses them at any height below the stage. As a result, aerial pressure (such as juggling) and offstage edgeguarding are more commonplace than in Smash 4, with options to negate them being more limited. However, due to their lower landing lag and the directional version's ability to grab ledges, air dodges are more effective as a recovery mixup and for getting out of disadvantageous positions if used during the right circumstances. Moreover, characters with recovery special moves that do not cause helplessness, such as , , and , or grant little distance, such as and , benefit from directional air dodges, as they can achieve longer distances at their fullest recovery potential. Overall, air dodges remain useful, but their reckless or repeated use is much more discouraged, instead rewarding players that can use them at opportune moments.
With the reintroduction of directional air dodges, wavedashing can once again be performed, alongside wavelanding. However, due to their new slingshot properties, which prevent characters from landing with them immediately after leaving the ground, as well as their higher landing lag and the increased traction across the cast, wavedashing has essentially lost most of its utility for approaching and spacing. Air dodges can also no longer be ledge canceled, hindering wavelanding mixups.
In addition to playable characters, several Assist Trophies have gained the ability to perform directional air dodges, making it more difficult for players to KO them.
===Air dodge intangibility and lag in Ultimate===
Unlike in previous games, where the duration of each character's air dodge was arbitrary, air dodges in Ultimate have their durations sorted across the cast so that every character falls approximately the same distance when air dodging. As a result, characters have shorter air dodges the higher their falling speed and gravity; following this correlation, has the shortest ones in the game, whereas has the longest ones. Likewise, directional air dodges have a longer duration if angled upward, and a shorter duration if angled downward.
Directional air dodges grant less intangibility than neutral air dodges, and both types grant intangibility three frames later if fully stale. Regardless of staleness, all characters can grab edges after the first 24 frames of their directional air dodge, resulting in most of them being vulnerable for only 3 frames if they grab an edge as soon as possible, discounting the 2-frame vulnerability period.
Characters 	Neutral air dodges 	Neutral air dodges 	Neutral air dodges	Directional air dodges	Directional air dodges	Directional air dodges	Directional air dodges	Directional air dodges	Directional air dodges	Directional air dodges
Characters 	Intangibility frames	Intangibility frames	Total frames 	Intangibility frames 	Intangibility frames 	Total frames 	Total frames 	Total frames 	Total frames 	Total frames
Characters 	Fresh 	Fully stale 	Total frames 	Fresh 	Fully stale 	Side 	Up 	Down 	Diagonally Up 	Diagonally Down
(Abandon Ship!)Bowser Jr. is unique in that after using Abandon Ship!, he possesses a different air dodge that is nearly identical to his Smash 4 one, except it grants two more intangibility frames and cannot be used more than once. This effectively gives him the fastest and overall most effective air dodge in the game, but only under a specific circumstance. Much like Smash 4 air dodges, it is not affected by the dodge staleness mechanic, and its use does not contribute to it, but it lacks a directional variant.	3-30 	3-30 	33 	N/A 	N/A 	N/A 	N/A 	N/A 	N/A 	N/A
 	2-26 	5-24 	38 	2-19 	5-18 	64 	75 	54 	70 	59
 	3-29 	6-27 	40 	3-21 	6-20 	70 	86 	58 	80 	65
 	2-27 	5-25 	41 	2-19 	5-18 	71 	85 	60 	78 	67
 	3-30 	6-27 	42 	3-21 	6-20 	69 	88 	58 	81 	66
 	2-26 	5-24 	42 	2-19 	5-18 	70 	88 	60 	80 	65
 	3-30 	6-27 	42 	3-21 	6-20 	72 	94 	62 	85 	66
 	4-32 	7-29 	43 	4-23 	7-22 	72 	96 	58 	86 	66
 	2-27 	5-25 	43 	2-20 	5-19 	73 	94 	61 	85 	67
 	2-26 	5-24 	44 	2-20 	5-19 	73 	93 	61 	84 	68
 	2-26 	5-24 	44 	2-19 	5-18 	74 	93 	63 	85 	67
 	2-27 	5-25 	44 	2-19 	5-18 	74 	96 	62 	86 	68
 	3-29 	6-27 	44 	3-21 	6-20 	74 	97 	62 	87 	68
 	3-29 	6-27 	44 	3-21 	6-20 	74 	97 	62 	87 	68
 	3-29 	6-27 	44 	3-21 	6-20 	76 	96 	63 	86 	72
 	3-30 	6-27 	44 	3-21 	6-20 	74 	97 	61 	86 	69
Foresight activates on frames 2–5, assuming unstaled air dodges 	6-33 	9-30 	44 	6-21 	9-23 	73 	95 	59 	85 	66
Bat Within activates on frames 1–4, assuming unstaled air dodges 	5-31 	8-29 	45 	5-21 	8-21 	74 	93 	63 	85 	69
 	3-30 	6-27 	45 	3-21 	6-20 	75 	97 	62 	88 	69
 	3-30 	6-27 	45 	3-21 	6-20 	76 	98 	63 	84 	70
 	2-26 	5-24 	45 	2-19 	5-18 	76 	100 	63 	90 	70
 	2-26 	5-24 	45 	2-19 	5-18 	80 	98 	65 	90 	73
 	4-32 	7-29 	46 	4-22 	7-21 	75 	95 	63 	88 	67
 	3-29 	6-27 	46 	3-21 	6-20 	76 	104 	62 	90 	69
 	3-29 	6-27 	46 	3-21 	6-20 	76 	104 	62 	90 	69
 	3-31 	6-28 	46 	3-22 	6-21 	78 	103 	64 	90 	73
 	4-30 	7-28 	46 	4-22 	7-21 	78 	102 	64 	88 	74
 	4-32 	7-29 	46 	4-22 	7-21 	79 	103 	66 	91 	73
 	3-30 	6-27 	47 	3-21 	6-20 	83 	100 	67 	90 	73
 	2-26 	5-24 	47 	2-19 	5-18 	80 	101 	66 	94 	74
 	3-30 	6-27 	47 	3-21 	6-20 	79 	104 	64 	94 	72
 	4-28 	7-26 	47 	4-22 	7-21 	81 	108 	64 	99 	75
 	3-28 	6-26 	48 	3-21 	6-20 	91 	108 	65 	98 	74
 	3-30 	6-27 	48 	3-21 	6-20 	82 	108 	67 	93 	77
 	4-32 	7-29 	48 	4-22 	7-21 	82 	109 	66 	88 	73
 	3-31 	6-28 	48 	3-22 	5-20 	79 	101 	65 	93 	75
 	3-27 	6-25 	49 	3-21 	6-20 	80 	102 	67 	89 	73
 	3-27 	6-25 	49 	3-21 	6-20 	80 	102 	67 	89 	73
 	2-26 	5-24 	49 	2-18 	5-18 	72 	89 	62 	81 	64
 	3-29 	6-27 	49 	3-21 	6-20 	81 	107 	67 	97 	75
 	4-31 	7-28 	49 	4-22 	7-21 	82 	108 	66 	96 	76
 	3-30 	6-27 	49 	3-21 	6-20 	82 	105 	70 	93 	77
 	3-30 	6-27 	49 	3-21 	6-20 	83 	107 	68 	95 	77
 	3-30 	6-27 	49 	3-21 	6-20 	82 	108 	69 	95 	74
 	3-27 	6-25 	49 	3-21 	6-20 	83 	113 	66 	100 	78
 	3-30 	6-27 	49 	3-22 	6-21 	85 	105 	70 	99 	78
 	3-30 	6-27 	49 	3-21 	6-20 	83 	111 	68 	97 	76
 	3-30 	6-27 	49 	3-21 	6-20 	83 	109 	68 	97 	75
 	3-29 	6-27 	50 	3-21 	6-20 	82 	104 	66 	97 	75
 	2-26 	5-24 	50 	2-19 	5-18 	81 	107 	66 	99 	74
 	3-29 	6-27 	50 	3-21 	6-20 	83 	111 	68 	100 	75
 	3-29 	6-27 	50 	3-21 	6-20 	84 	112 	70 	100 	76
 	3-30 	6-27 	50 	3-21 	6-20 	84 	107 	69 	99 	77
 	3-30 	6-27 	50 	3-21 	6-20 	83 	109 	69 	92 	78
 	2-26 	5-24 	50 	2-19 	5-18 	85 	109 	69 	97 	76
 	3-30 	6-27 	50 	3-21 	6-20 	85 	107 	71 	97 	78
 	3-26 	6-24 	51 	3-21 	6-20 	85 	114 	70 	101 	79
 	3-30 	6-27 	51 	3-21 	6-20 	88 	115 	72 	89 	81
 	3-30 	6-27 	51 	3-21 	6-20 	86 	114 	73 	103 	79
 	3-29 	6-27 	52 	3-21 	6-20 	87 	116 	71 	100 	81
 	3-29 	6-27 	52 	3-21 	6-20 	87 	116 	71 	102 	77
 	3-29 	6-27 	52 	3-21 	6-20 	85 	116 	69 	99 	79
 	3-29 	6-27 	52 	3-21 	6-20 	85 	116 	69 	99 	79
 	3-29 	6-27 	52 	3-21 	6-20 	87 	114 	73 	103 	82
 	3-29 	6-27 	52 	3-21 	6-20 	89 	119 	73 	110 	82
 	3-29 	6-27 	52 	3-21 	6-20 	89 	119 	73 	110 	82
 	2-26 	5-24 	53 	2-19 	5-18 	90 	114 	79 	105 	87
 	3-30 	6-27 	54 	3-21 	6-20 	92 	121 	75 	108 	82
 	3-29 	6-27 	55 	3-21 	6-20 	96 	130 	78 	111 	87
 	3-31 	5-28 	55 	3-22 	5-20 	93 	130 	75 	108 	84
 	2-26 	5-24 	56 	2-19 	5-18 	93 	123 	76 	111 	85
 	3-29 	6-27 	56 	3-21 	6-20 	93 	124 	76 	110 	84
 	3-30 	6-27 	56 	3-21 	6-20 	95 	126 	75 	117 	85
 	3-30 	6-27 	56 	3-21 	6-20 	96 	129 	77 	114 	86
 	3-29 	6-27 	56 	3-21 	6-20 	96 	130 	80 	113 	86
 	3-29 	6-27 	56 	3-21 	6-20 	96 	130 	80 	113 	86
 	3-28 	6-26 	57 	3-21 	6-20 	96 	124 	80 	107 	88
 	3-29 	6-27 	57 	3-21 	6-20 	96 	127 	81 	113 	88
 	3-30 	6-27 	57 	3-21 	6-20 	96 	128 	80 	111 	87
 	3-29 	6-27 	57 	3-21 	6-20 	96 	132 	78 	118 	87
 	3-28 	6-26 	58 	3-21 	6-20 	96 	129 	81 	115 	86
 	3-30 	6-27 	58 	3-21 	6-20 	107 	130 	79 	116 	89
 	3-30 	6-27 	58 	3-21 	6-20 	97 	133 	80 	115 	91
 	3-30 	6-27 	59 	3-21 	6-20 	99 	134 	77 	119 	86
 	3-28 	6-26 	59 	3-21 	6-20 	100 	132 	84 	123 	93
 	3-30 	6-27 	61 	3-21 	6-20 	103 	141 	86 	124 	92
 	3-30 	6-27 	61 	3-21 	6-20 	103 	141 	86 	124 	92
 	3-29 	6-27 	62 	3-21 	6-20 	102 	141 	82 	134 	91
 	3-29 	6-27 	62 	3-21 	6-20 	105 	144 	86 	124 	94
 	4-32 	7-29 	63 	4-22 	7-21 	106 	158 	85 	132 	96
====Update history====
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===Directional air dodge distance===
All characters receive the same amount of momentum from their directional air dodges, with the exception of , and , who receive more, and , , and , who receive less, the latter receiving the least momentum out of the entire cast. As a result, the former have better opportunities to escape juggles and, when close to an edge, can use their air dodges for recovery as a more reliable alternative to their up special, which can be easily interrupted by opponents. Conversely, the latter are more vulnerable to juggling and cannot avoid edgeguards as effectively by air dodging to the ledge; while Bayonetta benefits from directional air dodging regardless due to her recovery special moves not causing helplessness, Little Mac is noticeably hindered in comparison to the rest of the cast, especially given his infamously poor air game.
All directional air dodges have their distance reduced by roughly 33.3% when fully stale.
Character 	Distance	Distance
Character 	Fresh 	Fully stale
 	25 	16.6667
 	24 	16
Everyone else	20 	13.3333
 	17 	11.3333
 	16 	10.6666
 	15 	10
===Air dodge landing lag glitch===
The air dodge landing lag glitch is a glitch in Ultimate that causes special moves that place the user into a helpless state to have their landing lag reduced to approximately 1/3 of the original landing lag. This glitch is executed by first performing an uninterrupted air dodge and then using the specified special move and landing on the ground after turning helpless. The only exception is , who must cancel Duck Jump using an air dodge. They will turn helpless directly after air dodging, and the glitch will be triggered on landing. The affected special moves are listed below.
* (10 frames with Duck Jump)
* (10 frames with Squall Hammer)
* (10 frames with Quick Draw)
* (10 frames with Propellerpack - King K. Rool needs to be helpless and not floating down)
* (10 frames with Mach Tornado - this also applies to via Copy Ability)
* (10 frames with Airborne Assault and Gale Stab)
* (6 frames with Photon Edge)
* (10 frames with Nosferatu)
* (10 frames with Wolf Flash)
*Any character breaking 's trampoline, including another Pac-Man.
Notably, none of the special moves listed above are coded to have FAF frames in the designated character's moveset files. Instead all of them have the default landing lag, which is 29 frames for all characters except for Mythra, whose landing lag is instead 18 frames.
===List of Assist Trophies with directional air dodges===
*Akira
*Black Knight
*Bomberman
*Chef Kawasaki
*Dillon
*Ghirahim
*Gray Fox
*Guile
*Hammer Bro
*Isaac
*Klaptrap
*Knuckle Joe
*Knuckles
*Krystal
*Sablé Prince
*Rodin
*Samurai Goroh
*Shovel Knight
*Spring Man
*Starfy
*Sukapon
*Takamaru
*Waluigi
*
==Notes==
Category:Techniques (SSBM)
Category:Techniques (SSBB)
Category:Techniques (SSB4)
Category:Techniques (SSBU)
Category:Game controls
Category:Character attributes