Editing Dash
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|series=y}} | {{ArticleIcons|series=y}} | ||
[[File:Mario Dash SSBM.gif|thumb|Mario dashing in ''Melee'']] | [[File:Mario Dash SSBM.gif|thumb|Mario dashing in ''Melee'']] | ||
[[File: | [[File:Dash.jpg|thumb|Mario dashing in ''Brawl'']] | ||
{{redirect|Run|information on the CPU mode in ''Brawl''|List of CPU modes#Evade|List of CPU modes}} | {{redirect|Run|information on the CPU mode in ''Brawl''|List of CPU modes#Evade|List of CPU modes}} | ||
{{for|the Japanese term "Dash Fighter"|Clone}} | {{for|the Japanese term "Dash Fighter"|Clone}} | ||
Line 18: | Line 18: | ||
The '''skidding animation''' plays when the character stops running after their initial dash and attempts to stop their momentum. The length of this animation varies between characters, but it can also vary depending on the speed the character is running at relative to their maximum running speed. Shorter skidding animations are preferred, particularly in ''Smash'' games where dash canceling is impossible. For example, in ''Smash 4'', {{SSB4|Bowser}}, {{SSB4|Charizard}}, {{SSB4|Ganondorf}}, and {{SSB4|Lucario}} have extremely short skidding animations even after stopping at maximum speed, which effectively allows them to do any attack out of their runs with little lag in between, or even seamlessly begin another dash in the opposite direction. This animation can only be canceled with a jump, or with an [[item]] pick up if one is nearby. Its first few frames can also be canceled into any special move. | The '''skidding animation''' plays when the character stops running after their initial dash and attempts to stop their momentum. The length of this animation varies between characters, but it can also vary depending on the speed the character is running at relative to their maximum running speed. Shorter skidding animations are preferred, particularly in ''Smash'' games where dash canceling is impossible. For example, in ''Smash 4'', {{SSB4|Bowser}}, {{SSB4|Charizard}}, {{SSB4|Ganondorf}}, and {{SSB4|Lucario}} have extremely short skidding animations even after stopping at maximum speed, which effectively allows them to do any attack out of their runs with little lag in between, or even seamlessly begin another dash in the opposite direction. This animation can only be canceled with a jump, or with an [[item]] pick up if one is nearby. Its first few frames can also be canceled into any special move. | ||
==In ''[[Super Smash Bros. Melee]]''== | == In ''[[Super Smash Bros. Melee]]'' == | ||
===Initial dash=== | === Initial dash === | ||
Because the initial dash animation translates into the running animation much later than in ''[[Brawl]]'', it is a vital tool for movement in general and [[dash-dancing]] in particular. | Because the initial dash animation translates into the running animation much later than in ''[[Brawl]]'', it is a vital tool for movement in general and [[dash-dancing]] in particular. | ||
During the initial dash, the following actions can be used: | During the initial dash, the following actions can be used: | ||
* Altering the speed of the dash with the control stick, most notably backward to [[Moonwalk]]. | * Altering the speed of the dash with the control stick, most notably backward to [[Moonwalk]]. | ||
* [[Turn]]ing around by mashing the control stick in the opposite direction. Turning around takes one frame during which the character is standing and can do all ground attacks except neutral | * [[Turn]]ing around by mashing the control stick in the opposite direction. Turning around takes one frame during which the character is standing and can do all ground attacks except neutral B. If the control stick stays in a neutral position after this pivot frame, the character will keep standing. | ||
* Pressing A or C-Stick forward/backward during the first 3 frames to do a [[small step forward smash]]. This is only possible after dashing forward, not backward. | * Pressing A or C-Stick forward/backward during the first 3 frames to do a [[small step forward smash]]. This is only possible after dashing forward, not backward. | ||
* Pressing A after the first 3 frames to do a [[dash attack]]. | * Pressing A after the first 3 frames to do a [[dash attack]]. | ||
Line 30: | Line 30: | ||
* Jumping and [[jump cancel]]ing. | * Jumping and [[jump cancel]]ing. | ||
* Using forward special. | * Using forward special. | ||
* Pressing forward again to enter run break animation. From here | * Pressing forward again to enter run break animation. From here you can crouch immediately and do any move. This can be used for a quick dash into dtilt, or a non-JC down special. | ||
===Run=== | === Run === | ||
During the run—the later part of the dash—different options are available: | During the run—the later part of the dash—different options are available: | ||
* Pressing down to crouch. (Spending 1 frame in the ''RunBrake'' animation is necessary before the crouch can start.) | * Pressing down to crouch. (Spending 1 frame in the ''RunBrake'' animation is necessary before the crouch can start.) | ||
Line 46: | Line 46: | ||
===''[[Super Smash Bros.]]'' rankings=== | ===''[[Super Smash Bros.]]'' rankings=== | ||
<center> | <center> | ||
{| class="wikitable sortable" style="text-align:center; display:inline-table;" | {| class="wikitable sortable" style="text-align:center; display:inline-table;" | ||
Line 598: | Line 596: | ||
==''Super Smash Bros. for Wii U'' digital manual description== | ==''Super Smash Bros. for Wii U'' digital manual description== | ||
''"Quickly tap {{Button|Wii U|Control Stick|s=25px}} left or right to dash. You will continue dashing until you release {{Button|Wii U|Control Stick|s=25px}}."'' | ''"Quickly tap {{Button|Wii U|Control Stick|s=25px}} left or right to dash. You will continue dashing until you release {{Button|Wii U|Control Stick|s=25px}}."'' | ||
== | |||
==See also== | |||
Dash | *[[Dash-dancing]] | ||
*[[Dash-canceling]] | |||
*[[Pivoting]] | |||
==Trivia== | ==Trivia== | ||
*In ''SSB4'' and ''Ultimate'', Dr. Mario's dash speed (along with most of his other attributes) is actually coded to be identical to Mario's. However, due to external multipliers, his dash speed is slower in-game as a result. | *In ''SSB4'' and ''Ultimate'', Dr. Mario's dash speed (along with most of his other attributes) is actually coded to be identical to Mario's. However, due to external multipliers, his dash speed is slower in-game as a result. | ||
*In ''Smash 4'', Sonic and Lucas are the only characters whose dashing speeds remain | *In ''Smash 4'', Sonic and Lucas are the only characters whose dashing speeds remain untouched from their previous appearances. | ||
*Mewtwo is the character who holds the title for the largest dashing speed increase from one game to another; its dashing speed was increased by 0.65 units in its transition from ''Melee'' to ''Smash 4''. Conversely, Ganondorf holds the title for the largest decrease from one game to another; his dashing speed was decreased by 0.19 units in his transition from ''Melee'' to ''Brawl''. | *Mewtwo is the character who holds the title for the largest dashing speed increase from one game to another; its dashing speed was increased by 0.65 units in its transition from ''Melee'' to ''Smash 4''. Conversely, Ganondorf holds the title for the largest decrease from one game to another; his dashing speed was decreased by 0.19 units in his transition from ''Melee'' to ''Brawl''. | ||
*Charizard is the character who holds the title for the largest initial dash increase from one game to another; its initial dash was increased by 1.288 units in its transition from ''Smash 4'' to ''Ultimate''. | *Charizard is the character who holds the title for the largest initial dash increase from one game to another; its initial dash was increased by 1.288 units in its transition from ''Smash 4'' to ''Ultimate''. | ||
Line 613: | Line 612: | ||
**In most ''Mario'' series spin-offs, Bowser often has among the lowest speed stats, but has above average run speed in all ''Super Smash Bros. '' games featuring him, especially ''Super Smash Bros. 4'' and ''Super Smash Bros. Ultimate''. | **In most ''Mario'' series spin-offs, Bowser often has among the lowest speed stats, but has above average run speed in all ''Super Smash Bros. '' games featuring him, especially ''Super Smash Bros. 4'' and ''Super Smash Bros. Ultimate''. | ||
**Wolf and Falco dash slower than Fox, despite being faster than him in ''Star Fox: Assault''. | **Wolf and Falco dash slower than Fox, despite being faster than him in ''Star Fox: Assault''. | ||
**Ike is a generally slow character in the ''Smash'' games, despite having great speed stats in ''Fire Emblem: Path of Radiance'' and ''Radiant Dawn''. | **Ike is a generally slow character in the ''Smash'' games, despite having great speed stats in ''Fire Emblem: Path of Radiance'' and ''Radiant Dawn''. Also the case with [[Byleth]]. | ||
***However, in ''Fire Emblem: Fates'' as a secret Amiibo fighter, Ike has poor speed stats, likely in reference to his Smash appearances. | ***However, in ''Fire Emblem: Fates'' as a secret Amiibo fighter, Ike has poor speed stats, likely in reference to his Smash appearances. | ||
**Lucario dashes significantly slower than Pikachu, Pichu, and Ivysaur (in ''Brawl'') despite Pikachu having the same base Speed stat and Pichu and Ivysaur being slower in the ''Pokémon'' games. | **Lucario dashes significantly slower than Pikachu, Pichu, and Ivysaur (in ''Brawl'') despite Pikachu having the same base Speed stat and Pichu and Ivysaur being slower in the ''Pokémon'' games. | ||
***Also, in ''Pokémon'', Mega Lucario gets a notable speed increase, but Mega Lucario runs slower than regular Lucario in ''Smash 4''. | ***Also, in ''Pokémon'', Mega Lucario gets a notable speed increase, but Mega Lucario runs slower than regular Lucario in ''Smash 4''. | ||
**King K. Rool is faster than Donkey Kong and Diddy Kong in the ''Donkey Kong Country'' games when running away, yet is immensely slower than them in ''Ultimate''. | **King K. Rool is faster than Donkey Kong and Diddy Kong in the ''Donkey Kong Country'' games when running away, yet is immensely slower than them in ''Ultimate''. | ||
[[Category:Game controls]] | [[Category:Game controls]] | ||
[[Category:Character attributes]] | [[Category:Character attributes]] |