Editing Fox-trotting
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In ''Super Smash Bros. Melee'', fox-trotting can also be performed by [[jump-canceling]] a dash into a [[wavedash]], then dashing again, or by [[dash-canceling]] a full dash into another dash. | In ''Super Smash Bros. Melee'', fox-trotting can also be performed by [[jump-canceling]] a dash into a [[wavedash]], then dashing again, or by [[dash-canceling]] a full dash into another dash. | ||
Fox-trotting in ''Smash 4'' is close to the same as in ''Brawl'', but without the chance of tripping. ''Smash 4'' does tend to maintain more slide momentum during each dash brake animation (the period after | Fox-trotting in ''Smash 4'' is close to the same as in ''Brawl'', but without the chance of tripping. ''Smash 4'' does tend to maintain more slide momentum during each dash brake animation (the period after you let go of the stick during each fox-trot), which allows for longer and more variable back-and-forth dancetrots than ''Brawl''. A fox-trot can be performed on frame 16 of every dash if the character has not entered their run animation, which means characters with an initial dash animation length of 16 or 17 frames have an easier time fox-trotting than other characters. | ||
In ''Ultimate'', all characters have significantly higher initial dash speeds, making the technique much more effective than in previous games. | In ''Ultimate'', all characters have significantly higher initial dash speeds, making the technique much more effective than in previous games. |