QUOTE (Jaid @ Apr 17 2009, 12:24 PM)
dodge is also usable in vehicle combat (whereas neither parry nor gymnastics are).
also, iirc there was a thread a while back where it discussed that it never says you can interrupt full defense with gymnastics (it only says you can with dodge). not sure if that was ever debunked or not, but if that is true then it definitely makes dodge a little bit nicer.
I don't know what debunking there is to do. It's clear, at least in the current copy of SR4A. You can always interrupt with Full Defense if you have another action in the combat turn, and when you do you can choose whether it's full dodge, full parry, or gymnastics dodge.
I'm not sure if the OP already knows this, so I'll say it anyway -- the primary disadvantage of gymnastics dodge is that you have to use it against either ranged or melee, while full dodge works against both. If you have a melee skill that's pretty high, however, it's not such a big deal, since melee defense is practically the same as ranged defense without going on full defense. That is to say, normal ranged attacks are skill + attribute vs. attribute, which means you're very likely to be hit unless you're in full defense (or cover, or what have you). But normal melee attacks are skill + attribute vs. skill + attribute. As long as you are better than or equal to your opposition, you're not that likely to get hit. Though it's still a bit of a gamble -- if it's a powerful attack, you might need to use full defense to make sure you don't get hit.
The other issue is how many dice you can get. Maxed out Dodge would be 6 skill + 1 reflex recorder + 2 from move by wires 2 = 9. Specializing in Dodge(ranged) would be 11.
Gymnastics maxed out would be 6 skill + 1 reflex recorder + 1 Natural Athlete + 3 Synthacardium + 1 enhanced articulation = 12. I don't believe a specialization is possible. The closest one listed is tumbling, and your GM might let you use that specialization on gymnastics dodge when you've got enough space to dodge by tumbling. But as I see it, in order for the specialization to apply, you'd need to specialize in what you're actually doing, which is gymnastic dodging. It's not tumbling, it's not jumping, it's a different action with its own rules. Since there's no specialization for gymnastic dodge listed, I don't think it's available.
So, the difference between gymnastics dodge against ranged attacks and regular dodge against ranged attacks is actually pretty small, but only if you assume that a player has move by wires 2. MBW 2 costs a fortune and takes a lot of essence, so it's not exactly even -- you could probably make a gymnastics character with an equal or better dodge pool without consuming such a huge chunk of your nuyen limit. Also, gymnastics has the advantage of being 12 dice against both melee and ranged, since there's no specialization involved.
You might notice that neither of the pools I listed are actually "maxed out" by the way, but that's because I left out things that both sides could do. Both sides could take Aptitude, and both could take the genetech that adds to all defense rolls. I guess, technically, gymnastics people could get another die from being Adepts, since Dodge people are already maxed at 6(9) using move by wires, but the gymnastics example above is sitting at 6(
and could apply 1 point of improved ability to make their total pool 13. Not that it's a terribly good idea, because being an Adept costs an enormous chunk of BP if all you want it for is one die. But regardless, the point is that it's not a huge difference in pools.
I think the question can boil down to this: do you ever plan to drive a vehicle in combat? If so, learn dodge. Or, do you plan to be really good in melee combat? If so, take Gymnastics because you can achieve a higher pool for cheaper, and it can also be used for balancing and jumping.