Editing Dash attack canceled up smash

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==Performing the technique==
==Performing the technique==
As its name implies, a dash attack canceled up smash is performed by inputting a dash attack and then quickly inputting an up smash. There are multiple ways to perform a DACUS but the simplest way is to input a dash attack with the [[C-Stick]] (or [[D-Pad]] if the player is using the Nunchuk) and then inputting an up smash with the normal control stick and an attack button. Pressing down on the C-stick/D-pad is the best way to start a DACUS (assuming the C-stick/D-pad is set to smash attacks) as if the player hits forward during the beginning of the dash, they will perform a forward smash instead. This makes hitting down rather than forward both easier and more optimal. The up smash must be performed on at least frame 3 of the dash attack's animation although most characters can perform it slightly later than frame 3. However, the up smash can be buffered on the previous frame, or alternatively be replaced with a [[grab]] to perform a [[Boost grab]].
As its name implies, a dash attack canceled up smash is performed by inputting a dash attack and then quickly inputting an up smash. There are multiple ways to perform a DACUS but the simplest way is to input a dash attack with the [[C-Stick]] (or [[D-Pad]] if the player is using the Nunchuk) and then inputting an up smash with a normal control stick. Pressing down on the C-stick/D-pad is the best way to start a DACUS (assuming the C-stick/D-pad is set to smash attacks) as if the player hits forward during the beginning of the dash, they will perform a forward smash instead. This makes hitting down rather than forward both easier and more optimal. The up smash must be performed on at least frame 3 of the dash attack's animation although most characters can perform it slightly later than frame 3. However, the up smash can be buffered on the previous frame, or alternatively be replaced with a [[grab]] to perform a [[Boost grab]].


Any character can perform a DACUS, but only certain characters can take advantage of it, as the distance a DACUS travels depends on the character. Each character has a different window where they can DACUS, with the exact length of the window being 1 frame shorter than the length of their jumpsquat. For example, {{SSBB|Snake}} has a very large DACUS window from frames 3-8 (due to his 9 frame jumpsquat), making his easier to perform than a character like {{SSBB|Sheik}} who has a short DACUS window on only frame 3 (due to her 4 frame jumpsquat). A thing to note is that the window is based on the coded length of a character's jumpsquat and not the length of their jumpsquat in game. Ike and Charizard for example have 7 frame jumpsquats in game but their jumpsquats are only coded to be 6 frames long, making their DACUS windows last from frames 3-5, rather than frames 3-6. The exact frame a character initiates a DACUS can also affect how much distance it gains. For example, {{SSBB|Falco}} can DACUS from frame 3-5 of his dash attack but he gains less distance the later he inputs his up smash. {{SSBB|Link}} can DACUS from frame 3-6 of his dash attack but he gains the most distance when he inputs his up smash on frame 5.
Any character can perform a DACUS, but only certain characters can take advantage of it, as the distance a DACUS travels depends on the character. Each character has a different window where they can DACUS, with the exact length of the window being 1 frame shorter than the length of their jumpsquat. For example, {{SSBB|Snake}} has a very large DACUS window from frames 3-8 (due to his 9 frame jumpsquat), making his easier to perform than a character like {{SSBB|Sheik}} who has a short DACUS window on only frame 3 (due to her 4 frame jumpsquat). A thing to note is that the window is based on the coded length of a character's jumpsquat and not the length of their jumpsquat in game. Ike and Charizard for example have 7 frame jumpsquats in game but their jumpsquats are only coded to be 6 frames long, making their DACUS windows last from frames 3-5, rather than frames 3-6. The exact frame a character initiates a DACUS can also affect how much distance it gains. For example, {{SSBB|Falco}} can DACUS from frame 3-5 of his dash attack but he gains less distance the later he inputs his up smash. {{SSBB|Link}} can DACUS from frame 3-6 of his dash attack but he gains the most distance when he inputs his up smash on frame 5.
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==Buffered dash attack canceled up smash==
==Buffered dash attack canceled up smash==
[[File:FalcoBDACUS.gif|thumb|Falco performing a BDACUS after retreating with a roll.]]
[[File:FalcoBDACUS.gif|thumb|Falco performing a BDACUS after retreating with a roll.]]
The '''buffered dash attack canceled up smash''' (shortened to '''BDACUS''') is another variant of DACUS. A BDACUS basically involves [[buffer]]ing a dash attack out of another action (during the 10 frame buffer window) and then cancelling the dash attack with an up smash. Buffering a dash attack allows the player to perform a dash attack immediately, rather than having to run for a frame before being able to input a dash attack. A BDACUS allows the player to cancel the dash attack during its first or second frame which is normally not possible. In order to perform a buffered dash attack, the player has to quickly tap the stick forward, let go and then press attack, all within the 10 frame buffer window. In order to do a BDACUS, the player then has to input an up smash during the buffered dash attack. The easiest way to perform a BDACUS is to quickly tap the stick forward, let go and then tap the C-stick up twice (if the C stick is set to smash attacks). This works because when an up smash is buffered out of a buffered dash input, the game will strangely buffer a dash attack instead.  
The '''buffered dash attack canceled up smash''' (shortened to '''BDACUS''') is another variant of DACUS. A BDACUS basically involves [[buffer]]ing a dash attack out of another action (during the 10 frame buffer window) and then cancelling the dash attack with an up smash. This allows the player to cancel the dash attack during its first or second frame which is normally not possible. In order to perform a buffered dash attack, the player has to quickly tap the stick forward, let go and then press attack, all within the 10 frame buffer window. In order to do a BDACUS, the player then has to input an up smash during the buffered dash attack. The easiest way to perform a BDACUS is to quickly tap the stick forward, let go and then tap the C-stick up twice (if the C stick is set to smash attacks). This works because when an up smash is buffered out of a buffered dash input, the game will strangely buffer a dash attack instead.  


When the dash attack is cancelled on the first possible frame (which can be buffered by buffering the up smash after the dash attack), it has a similar effect to a running up smash. This is naturally useful as a punishment option, especially for characters with long running up smashes but this is not what is referred to as a BDACUS.
When the dash attack is cancelled on the first possible frame (which can be buffered by buffering the up smash after the dash attack), it has a similar effect to a running up smash. This is naturally useful as a punishment option, especially for characters with long running up smashes but this is not what is referred to as a BDACUS.


A perfect BDACUS occurs when the dash attack is cancelled on the second frame. This is very difficult to achieve due to its frame perfect nature. Inputting up smash too early will result in the aforementioned instant running up smash and inputting the up smash too late will either lead to a regular DACUS (albeit performed out of a buffered dash attack) or a standard buffered dash attack depending on the timing. A perfect BDACUS is 2 frames faster than a perfectly executed regular DACUS. The distance a perfect BDACUS covers can vary from a regular DACUS. For most characters, it either covers less distance or a similar distance compared to a normal DACUS, although there are a few characters who gain more distance from a perfect BDACUS.  
A perfect BDACUS occurs when the dash attack is cancelled on the second frame. This is very difficult to achieve due to its frame perfect nature. Inputting up smash too early will result in the aforementioned instant running up smash and inputting the up smash too late will either lead to a regular DACUS (albeit performed out of a buffered dash attack) or a standard buffered dash attack depending on the timing. The distance a perfect BDACUS covers can vary from a regular DACUS. For most characters, it either covers less distance or a similar distance compared to a normal DACUS, although there are a few characters who gain more distance from a perfect BDACUS.  


For the most part, the only characters who gain any significant millage out of a BDACUS are characters who already have a strong DACUS. A BDACUS is particularly useful for Falco and Jigglypuff since their perfect BDACUS covers more distance than their regular DACUS. Even for characters who get less out of a perfect BDACUS (such as Wolf), they can still buffer a dash attack and wait for the appropriate window to do their DACUS, which is overall slightly faster than performing a standard DACUS albeit at the cost of covering slightly less distance. The only character who solely benefits from BDACUS over a regular DACUS is {{SSBB|Diddy Kong}}. Diddy Kong's regular DACUS covers less distance than his running up smash but his BDACUS covers much more distance, covering more than half of Final Destination.
For the most part, the only characters who gain any significant millage out of a BDACUS are characters who already have a strong DACUS. A BDACUS is particularly useful for Falco and Jigglypuff since their perfect BDACUS covers more distance than their regular DACUS. Even for characters who get less out of a perfect BDACUS (such as Wolf), they can still buffer a dash attack and wait for the appropriate window to do their DACUS, which is overall slightly faster than performing a standard DACUS albeit at the cost of covering slightly less distance. The only character who solely benefits from BDACUS over a regular DACUS is {{SSBB|Diddy Kong}}. Diddy Kong's regular DACUS covers less distance than his running up smash but his BDACUS covers much more distance, covering more than half of Final Destination.

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