[dismiss]
Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
Editing Dash-dance
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ | {{ArticleIcons|ssb=y|ssbm=y|ssbb=y|ssb4=y}} | ||
[[File:Dashdance.gif|thumb|right|250px|Fox performing a frame-perfect dash-dance in ''Melee''.]] | |||
[[File:Dashdance.gif|thumb|250px|Fox performing a frame-perfect dash-dance in ''Melee''.]] | {{incomplete|Requires more information on the technique's use in ''Smash 64''.}} | ||
The '''dash-dance''' is an advanced technique in the ''Super Smash Bros.'' games. Performed by rapidly tapping the [[analog stick]] left and right while on the ground, it cancels out the character's initial dashing animation with another animation in the opposite direction, causing the character to quickly and repeatedly dash to the right and left in a short distance. | The '''dash-dance''' is an advanced technique in the ''Super Smash Bros.'' games. Performed by rapidly tapping the [[analog stick]] left and right while on the ground, it cancels out the character's initial dashing animation with another animation in the opposite direction, causing the character to quickly and repeatedly dash to the right and left in a short distance. | ||
The time window in which a character can dash and then change directions by dash-dancing matches the amount of frames in their initial dash animation. After they complete their initial dashing animation, they'll transition to their standard dashing animation; at this point, tapping the analog stick in the opposite direction will cause the character to enter their turnaround animation, during which no attacks can be performed. | |||
==In competitive play== | ==In competitive play== | ||
===In ''[[Super Smash Bros | ===In ''[[Super Smash Bros]].''=== | ||
In the original ''Super Smash Bros.'', dash-dancing takes longer to perform, because no matter how fast it is performed, there is a small turnaround animation (except for {{SSB|Captain Falcon}}) | In the original ''Super Smash Bros.'', dash-dancing takes longer to perform, because no matter how fast it is performed, there is a small turnaround animation (except for {{SSB|Captain Falcon}}), making the maneuver a bit less useful than in ''Melee''. This does however make it a lot easier to [[Pivot]] than in ''Melee''. | ||
===In ''[[Super Smash Bros. Melee]]''=== | ===In ''[[Super Smash Bros. Melee]]''=== | ||
[[File:S2J tech-chase.gif|thumb|An application of dash-dancing in competitive ''Melee''; {{Sm|S2J}}, as {{SSBM|Captain Falcon}}, constantly uses dash-dances in order to quickly pursue {{SSBM|Fox}} out of Falcon's throws, allowing for tech-chasing.]] | [[File:S2J tech-chase.gif|thumb|right|An application of dash-dancing in competitive ''Melee''; {{Sm|S2J}}, as {{SSBM|Captain Falcon}}, constantly uses dash-dances in order to quickly pursue {{SSBM|Fox}} out of Falcon's throws, allowing for tech-chasing.]] | ||
While dash-dancing can be performed in all | While dash-dancing can be performed in all four games, it sees most of its use in ''Melee''. In ''Melee'', dash-dancing is used primarily to play [[spacing]] [[mindgames]] with the opponent. By continuously switching directions, the player can confuse opponents in regards to their approach, as they can potentially either backtrack or approach while dash-dancing; in addition, it can also cause opponents to attempt an attack in the dash-forward animation, only for the player to dash backwards and quickly [[punish]] the end lag of such attacks by doubling-back. As players can also jump out of a dash-dance, it can allow players to quickly use [[SHFFL]]s and [[wavedash]]es. Dash-dancing can also be used in conjunction with low-knockback [[throw]]s to perform [[tech-chase]]s, as the action allows players to quickly run in either direction, allowing for quick pursuit of rolling opponents. Characters with long dashing animations, such as {{SSBM|Fox}}, {{SSBM|Marth}}, and {{SSBM|Captain Falcon}}, make the most use of the technique, and proper use of dash-dancing is important in all of their respective metagames. {{SSBM|Sheik}} has the shortest dash, making dash-dances harder to perform, though this also gives her a faster crouch cancel out of her run in return. | ||
===In ''[[Super Smash Bros. Brawl]]''=== | ===In ''[[Super Smash Bros. Brawl]]''=== | ||
In ''Brawl'', dash-dancing is more difficult to perform, as every character now has a short initial dash animation, and the window for reverse dashes ceases before the animation completes, making it | In ''Brawl'', dash-dancing is more difficult to perform, as every character now has a short initial dash animation, and the window for reverse dashes ceases before the animation completes, making it problematic to do consistently. In addition, many throws have increased knockback, which, coupled with ''Brawl's'' [[hitstun|hitstun cancelling]], makes [[tech]]-chasing more difficult. Random [[tripping]] also interrupts dash-dancing, leaving the player vulnerable should it occur. As a result of these changes, dash-dancing is considerably less useful than it was in ''Melee'' and therefore sees little use in competitive play. The technique, however, is important in {{SSBB|Sonic}}'s [[metagame]], as it heavily relies on mindgames and [[punishment]] to garner KOs. | ||
===In ''[[Super Smash Bros. 4]]''=== | ===In ''[[Super Smash Bros. 4]]''=== | ||
[[File:Extendeddashdance.gif|thumb|{{SSB4|Pikachu}} performing an extended dash-dance in ''SSB4'']] | [[File:Extendeddashdance.gif|thumb|right|{{SSB4|Pikachu}} performing an extended dash-dance in ''SSB4'']] | ||
In ''Super Smash Bros. 4'', the removal of random tripping allows safer dash-dances than in ''Brawl''. However, no changes have been made to the | In ''Super Smash Bros. 4'', the removal of random tripping allows safer dash-dances than in ''Brawl''. However, no changes have been made to the length of initial dash animations or the reverse dash window; thus, dash-dances are still difficult to perform as in ''Brawl'' and the technique again sees very little use in competitive play. | ||
To compensate for its continued ineffectiveness, a number of competitive players perform a very similar technique known as '''extended dash-dancing'''. This maneuver combines [[fox-trotting]] and dash-dancing: the player inputs a dash and returns the control stick to a neutral position, and then inputs another dash in the same direction and quickly flicks the control stick in the opposite direction, which causes the character to change directions without going into their turn-around animation. The timing for this varies depending on each character's fox-trot window. Some characters, such as {{SSB4|Cloud}}, {{SSB4|Luigi}}, {{SSB4|Mario}}, and {{SSB4|Lucario}}, gain very little benefit from extended dash-dancing, as they can simply fox-trot in alternating directions for nearly identical results without any extra effort, due to the lenient [[interruptibility]] window after their initial dash. On the other hand, there are characters like {{SSB4|Captain Falcon}}, {{SSB4|Lucina}}, {{SSB4|Marth}}, and {{SSB4|Little Mac}}, that greatly benefit from extended dash-dancing over alternating fox-trots, as their initial dash takes much longer than average and their turn-around animation can be triggered even after their initial dash has already ended. Other characters, including Lucario, {{SSB4|Bowser}}, {{SSB4|Charizard}}, and {{SSB4|Ganondorf}}, have short skidding animations after their run, so they can quickly perform dashes in the other direction after letting go of their run, giving them more options outside of extended dash-dancing. | |||
In terms of appearance, extended dash-dancing is slower than dash-dancing in ''Melee''; this makes it less versatile while being more difficult to perform due to more frequent inputs and tighter timings, but it is still a useful technique worth considering for players to make the most of their character's mobility. | |||
==See also== | ==See also== | ||
Line 43: | Line 29: | ||
*[[Fox-trot]] | *[[Fox-trot]] | ||
{{AllGames|Techniques}} | {{AllGames|Techniques}} | ||
[[Category:Advanced | [[Category:Advanced Techniques]] |