Using this property of the air dodge, characters can also do an air dodge canceled item throw, or ADCIT.
This does not work if the character already has an item. In addition, they also gain the most benefit when Momentum Canceling using the basic method.Īir dodging a thrown item will cause the character to catch the item in mid-air. However, Ike and Snake yield better results using an air dodge when momentum canceling than their fastest aerial. 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, by canceling reeling, it does allow the user to use directional influence much earlier). The air dodge can now also be used when a character is tumbling or reeling, and is often employed by players to enable action quicker than waiting out their knockback. 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. It simply grants brief invincibility along the character's current line of movement. It no longer halts the character's momentum and no longer permits the user to nudge the character by pressing the Control Stick. In Brawl, the air dodge has been revamped. Angled Recoveries are also particularly helpful to a lone Ice Climber, who otherwise has almost no hope of recovery, since it will go farther than Belay.Īir dodge intangibility and animation length in MeleeĬharacters are unable to grab a ledge until the animation length is over. Angled Recoveries are most beneficial for Jigglypuff and Yoshi, since their up B attacks do not give any recovery distance, though with Jigglypuff, its jumps and Rising Pound can usually get it back to the stage anyway. Players with effective Recoveries (including Side Special Moves) such as Falco ( Fire Bird & Falco Phantasm), Fox ( Fire Fox & Fox Illusion), Link ( Spin Attack), Marth ( Dolphin Slash & Dancing Blade), and Roy ( Blazer & Double-Edge Dance), rarely need to use the Angled Recovery or Elevated Recovery since their Recoveries are tougher to block if done with proper timing. But you can move slightly during the Helpless phase.
The Elevated Recovery is trickier since you don't move at an angle and you're more likely to fall off the stage since Air Dodging doesn't allow you to Edge-hog and leaves you wide open to attacks during the Helpless phase. The Angled Recovery works when your character's second jump doesn't make it to the edge of the stage.Įlevated Recovery is just like the Angled Recovery, except you hold the Control Stick up without angling it. You can also perform this at far distances only if you're at a very high altitude. If you are too far away, you will fall and receive a Self-destruct. The Angled Recovery is useful when you're at the peak of your second jump from a short vertical distance off the side of the stage (usually 1.5 inches below the edge of the stage at most) and a short horizontal distance (usually. The Angled Recovery has less lag time compared to your character's normal Recovery and it can't be negated since you're invincible, but it doesn't go as far as your character's normal Recovery. In order to perform an Angled Recovery, just hold the Control Stick up diagonally and Air Dodge. An Angled Recovery is useful when you get knocked off a stage that has multiple platforms, such as Hyrule Temple. However, unlike being helpless from an up-b move, Link, Young Link, and Samus can still air grab after air dodging.Īir dodging into the ground is known as wavelanding, which is the primary component of the wavedash.Īn Angled Recovery is the opposite of Wavedashing, since you angle the control stick Up. This boost can aid one's recovery, though most air dodging characters cannot sweet spot the ledge, and most up Bs outreach the air dodge.ĭuring the air dodge, the character cannot be hit by attacks, but then enters a helpless state and falls to the ground. The air dodge halts the character's momentum, either leaving him or her hovering if the Control Stick is not tilted or giving the character a small boost in the direction of the Control Stick. Air dodging cannot be done if the character is tumbling or reeling. In Melee, an air dodge is performed by fully pressing L or R while in the air.