In fact, rolling and wavedashing play very different roles: rolling provides intangibility and generally more distance than a wavedash, but has a determined length and is more easily punished it is generally used to get behind an attacking opponent or avoid attacks that cannot be wavedashed away from.
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This misconception exists because professional players wavedash in most situations in which casual players would roll. Many casual players believe that rolling and wavedashing play the same role and that the wavedash is just a superior version of the roll. This trait also applies to spot dodges, in a way so overusing either dodge also affects the others. Ultimate, rolling repeatedly causes each subsequent roll to be executed slower (thus increasing its lag) and grant less intangibility frames, leaving the player far more open to punishment should they fail to use the technique sparingly. Additionally, simply faking a rush can threaten and condition such a player into rolling, allowing the rusher to punish them. In reality, due to its noticeable duration and vulnerability frames near the end, excessive rolling can leave the user more vulnerable against attacks, as the opponent can read their reaction and throw an attack into the direction they are going to roll into to punish them, or use attacks that hit at both sides and/or have long-lasting hitboxes, such as down smashes and neutral aerials.
Due to the rolls' unique trait of moving the character while dodging attacks, most casual players tend to overrely on them attempting to keep themselves safe from attacks, even using them over their regular shields. Additionally, characters cannot roll off edges they will instead perform the remainder of their rolling animation while staying in place at the edge.Ĭomputer players often use rolls to evade attacks, especially at high levels. This allows rolling through a character to then execute attacks with more ease, but can disrupt them when trying to dodge and approach the opponent at the same time. That is, characters that roll backwards will remain facing the same way, while characters that roll forwards will turn around. Yoshi and Samus use unique special animations for it: Yoshi rolls while in his Egg, and Samus goes into Morph Ball mode, though both rolls are considerably slow.Īfter rolling, characters will always end up facing the direction they came from.
Game & Watch use a cartwheeling animation. Most characters use a rolling, somersaulting or spinning animation for this technique, hence the name, though others without a very acrobatic physique (such as Zelda or Mewtwo) will instead step back, slide or even teleport (the latter being the case for Palutena and Rosalina) into the direction the Control Stick is flicked, while others such as Kirby and Mr. It's an advantage to have quick and long rolls because if it's slow and short, the roll is more predictable and the character is generally more vulnerable to attacks. It is performed by pressing the Control Stick left or right while holding a shield button.Ĭharacters experience intangibility frames while rolling, though the amount, duration and timing of these frames varies from character to character. Wii Fit Trainer does a rolling dodge backwards.Ī rolling dodge, or simply roll (called EscapeF and EscapeB internally in Melee's debug menu and Brawl's files, depending on which direction the character is rolling) is a maneuver that moves the character left or right and allows them to dodge attacks for a short period of time.