Super Smash Bros. series

Dash: Difference between revisions

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m (Reverted edits by Diddy Kongstar (talk) to last version by PorpleBot.)
Tag: Rollback
(Mobile and e-reader friendly table stacking. I'll change how the columns are merged later because the current way is horrid and confusing)
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{{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}}
A '''dash''' is a form of ground movement faster than [[walking]]. It is performed by [[tap]]ping sideways on the [[control stick]]. The player's [[character]] enters their initial dash animation, in which they change directions with very little lag, and then proceeds to their running animation. In ''[[Brawl]]'', a character attempting to dash can [[trip]] instead. In ''[[Smash 4]]'' and ''[[Ultimate]]'', dashing off a platform will cause the character to perform a short flipping animation, and landing on another platform while continuing to hold the control stick in that direction will allow them to continue dashing. While dashing, characters can also perform their [[dash attack]], shield, or jump. The [[Bunny Hood]] and [[Super Mushroom]] items increases a character's running speed.
A '''dash''' is a form of ground movement faster than [[walking]]. It is performed by [[tap]]ping sideways on the [[control stick]]. The player's [[character]] enters their initial dash animation, in which they change directions with very little lag, and then proceeds to their running animation. In ''[[Super Smash Bros. Brawl]]'', a character attempting to dash can [[trip]] instead. In ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', dashing off a platform will cause the character to perform a short flipping animation, and landing on another platform while continuing to hold the control stick in that direction will allow them to continue dashing. While dashing, characters can also perform their [[dash attack]], shield, or jump. The [[Bunny Hood]] and [[Super Mushroom]] items increases a character's running speed.


==Initial dash==
==Initial dash==
The '''initial dash''' is the first part of a character's dash, during which a character gains a quick burst of speed before transitioning into their run. During a character's initial dash, they accelerate significantly more quickly than they do while in their run animation, and this applies to the dash turnaround animation as well, allowing a fighter to turn around relatively quickly. In addition, during an initial dash, certain options that are normally available to the player cannot be performed, such as shielding, and in ''Ultimate'', canceling into a tilt. Initial dashes have their own speed limits independent from a character's regular running speed, and these speeds are rarely the same as a character's running speed.
The '''initial dash''' is the first part of a character's dash, during which a character gains a quick burst of speed before transitioning into their run. During a character's initial dash, they accelerate significantly more quickly than they do while in their run animation, and this applies to the dash turnaround animation as well, allowing a fighter to turn around relatively quickly. In addition, during an initial dash, certain options that are normally available to the player cannot be performed, such as shielding, and in ''Ultimate'', canceling into a tilt. Initial dashes have their own speed limits independent from a character's regular running speed, and these speeds are rarely the same as a character's running speed.


The concept of the initial dash is vital to many forms of ground movement, especially in ''Melee'', such as [[dash-dancing]], [[fox-trotting]], and [[pivoting]]. However, from ''Brawl'' onwards, the window for turning around during an initial dash does not last for the entire dash, instead only lasting for the first 6 frames, making dash-dancing much harder, and fox-trotting is also not entirely dependent on the length of the initial dash. An example of this is {{SSB4|Sheik}} and {{SSB4|Roy}} in ''Smash 4'', who have nearly identical fox-trots despite Roy's initial dash being over twice as long as Sheik's (17 frames to her 8 frames). In ''Ultimate'', a pivot dash can be performed at the end of a character's initial dash, similarly to dash dancing, but with much more restrictive timing, and with the additional 2 frames of startup that pivot dashes have in ''Ultimate''.
The concept of the initial dash is vital to many forms of ground movement, especially in ''[[Super Smash Bros. Melee]]'', such as [[dash-dancing]], [[fox-trotting]], and [[pivoting]]. However, from ''Brawl'' onwards, the window for turning around during an initial dash does not last for the entire dash, instead only lasting for the first 6 frames, making dash-dancing much harder, and fox-trotting is also not entirely dependent on the length of the initial dash. An example of this is {{SSB4|Sheik}} and {{SSB4|Roy}} in ''Smash 4'', who have nearly identical fox-trots despite Roy's initial dash being over twice as long as Sheik's (17 frames to her 8 frames). In ''Ultimate'', a pivot dash can be performed at the end of a character's initial dash, similarly to dash dancing, but with much more restrictive timing, and with the additional 2 frames of startup that pivot dashes have in ''Ultimate''.


==Other terminology==
==Other terminology==
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=== 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.)  
* Turning around by mashing or pushing the control stick in the opposite direction. Turning around takes very long, up to 51 frames (Marth). During the turnaround animation, only a jump can interrupt it.
* Turning around by mashing or pushing the control stick in the opposite direction. Turning around takes very long, up to 51 frames (Marth). During the turnaround animation, only a jump can interrupt it.
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===''[[Super Smash Bros.]]'' rankings===
===''[[Super Smash Bros.]]'' rankings===
{|style="margin:1em auto 1em auto"
<center>
|width="33%" style="vertical-align:top"|
{| class="wikitable sortable" style="text-align:center; display:inline-table;"
{| class="wikitable sortable" style="text-align:center"
|+JPN
|+JPN
! Rank!!Character!!Run speed
! Rank!!Character!!Run speed
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|{{CharHead|Ness|SSB|hsize=15px}}
|{{CharHead|Ness|SSB|hsize=15px}}
|}
|}
|width="33%" style="vertical-align:top"|
 
{| class="wikitable sortable" style="text-align:center"
{| class="wikitable sortable" style="text-align:center; display:inline-table;"
|+NA
|+NA
! Rank!!Character!!Initial Dash!!Run speed
! Rank!!Character!!Initial Dash!!Run speed
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|{{CharHead|Luigi|SSB|hsize=15px}}||50
|{{CharHead|Luigi|SSB|hsize=15px}}||50
|}
|}
|}
</center>
The Japanese version data and NA dash data was taken from [http://www.smashboards.com/showthread.php?t=100456 Antdgar's Frame Data]
The Japanese version data and NA dash data was taken from [http://www.smashboards.com/showthread.php?t=100456 Antdgar's Frame Data]


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{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
! Rank!!Character!!Initial Dash!!Run Speed!!Dash Frames!!data-sort-type="number"|Base Acceleration!!data-sort-type="number"|Additional Acceleration
! Rank!!Character!!Initial Dash!!Run Speed!!Dash Frames!!Base Acceleration!!Additional Acceleration
|-
|-
|'''1'''||{{CharHead|Captain Falcon|SSBM|hsize=20px}}||2||2.3||15||+.01||+.15
|'''1'''||{{CharHead|Captain Falcon|SSBM|hsize=20px}}||2||2.3||15||+.01||+.15
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===''[[Super Smash Bros. Brawl]]'' rankings===
===''[[Super Smash Bros. Brawl]]'' rankings===
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
! Rank!!Character!!Initial Dash!!Run Speed!!Dash Frames!!data-sort-type="number"|Base Acceleration!!data-sort-type="number"|Additional Acceleration
! Rank!!Character!!Initial Dash!!Run Speed!!Dash Frames!!Base Acceleration!!Additional Acceleration
|-  
|-  
|'''1'''||{{CharHead|Sonic|SSBB|hsize=20px}}||1.5||3.5||11||+.04||+.15
|'''1'''||{{CharHead|Sonic|SSBB|hsize=20px}}||1.5||3.5||11||+.04||+.15
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===''[[Super Smash Bros. 4]]'' rankings===
===''[[Super Smash Bros. 4]]'' rankings===
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
! Rank!!Character!!Initial Dash!!Run Speed!!Dash Frames!!data-sort-type="number"|Base Acceleration!!data-sort-type="number"|Additional Acceleration
! Rank!!Character!!Initial Dash!!Run Speed!!Dash Frames!!Base Acceleration!!Additional Acceleration
|-
|-
|'''1'''||{{CharHead|Sonic|SSB4|hsize=20px}}||1.5||3.5||11||+.04||+.15
|'''1'''||{{CharHead|Sonic|SSB4|hsize=20px}}||1.5||3.5||11||+.04||+.15
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{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
!Rank!!Character!!Initial Dash!!Run Speed!!Dash Frames!!Pivot Dash Frames!!data-sort-type="number"|Base Acceleration!!data-sort-type="number"|Additional Acceleration!!Max acceleration
!Rank!!Character!!Initial Dash!!Run Speed!!Dash Frames!!Pivot Dash Frames!!Base Acceleration!!Additional Acceleration!!Max acceleration
|-
|-
|'''1'''||{{CharHead|Sonic|SSBU|hsize=20px}}||2.31||3.85||10||12||+ 0.044||+ 0.165||0.209
|'''1'''||{{CharHead|Sonic|SSBU|hsize=20px}}||2.31||3.85||10||12||+ 0.044||+ 0.165||0.209
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***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]]

Revision as of 05:53, June 6, 2022

Mario dashing in Melee
Mario dashing in Brawl
"Run" redirects here. For information on the CPU mode in Brawl, see List of CPU modes.
For the Japanese term "Dash Fighter", see Clone.

A dash is a form of ground movement faster than walking. It is performed by tapping sideways on the control stick. The player's character enters their initial dash animation, in which they change directions with very little lag, and then proceeds to their running animation. In Super Smash Bros. Brawl, a character attempting to dash can trip instead. In Super Smash Bros. 4 and Super Smash Bros. Ultimate, dashing off a platform will cause the character to perform a short flipping animation, and landing on another platform while continuing to hold the control stick in that direction will allow them to continue dashing. While dashing, characters can also perform their dash attack, shield, or jump. The Bunny Hood and Super Mushroom items increases a character's running speed.

Initial dash

The initial dash is the first part of a character's dash, during which a character gains a quick burst of speed before transitioning into their run. During a character's initial dash, they accelerate significantly more quickly than they do while in their run animation, and this applies to the dash turnaround animation as well, allowing a fighter to turn around relatively quickly. In addition, during an initial dash, certain options that are normally available to the player cannot be performed, such as shielding, and in Ultimate, canceling into a tilt. Initial dashes have their own speed limits independent from a character's regular running speed, and these speeds are rarely the same as a character's running speed.

The concept of the initial dash is vital to many forms of ground movement, especially in Super Smash Bros. Melee, such as dash-dancing, fox-trotting, and pivoting. However, from Brawl onwards, the window for turning around during an initial dash does not last for the entire dash, instead only lasting for the first 6 frames, making dash-dancing much harder, and fox-trotting is also not entirely dependent on the length of the initial dash. An example of this is Sheik and Roy in Smash 4, who have nearly identical fox-trots despite Roy's initial dash being over twice as long as Sheik's (17 frames to her 8 frames). In Ultimate, a pivot dash can be performed at the end of a character's initial dash, similarly to dash dancing, but with much more restrictive timing, and with the additional 2 frames of startup that pivot dashes have in Ultimate.

Other terminology

The turn-around animation plays when the character attempts to change directions after their initial dash. Unlike in an initial dash, attempting to turn around during a run can take as long as 51 frames (Marth in Melee), and before Smash 4, it can only be canceled with a jump (and therefore up smash and up special) or reversed side special. However, from Brawl onwards, canceling the jump with an up smash or up special also reverses its direction, and in Smash 4, the turn-around animation can be canceled with a reversed forward tilt or forward smash. In Ultimate it can be canceled with all ground moves, doing which will make characters keep some momentum from the animation. Coupled with the universal speed buffs, this allows characters like Chrom and Sheik with high ground speed but laggy dash attacks to use running forward tilt as an approach option. Any shield input is also ignored during this animation, and due to the way the Ultimate input system works, pressing the grab button will produce a 1 frame attack input, allowing for uncharged smash attacks.

A stutter step is the term for when a character begins to dash but stops almost immediately, often used for positioning and mind games. Along with merely stopping, characters can also dash cancel via a variety of other methods.

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, Bowser, Charizard, Ganondorf, and 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

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. 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.
  • Turning 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 after the first 3 frames to do a dash attack.
  • Pressing L or R to shield. During the first two frames of a forward dash, L/R always triggers a roll. On frame 3, they trigger the shield, but with 1 frame delay.
  • Pressing L+A, R+A or Z to do a dash grab.
  • Jumping and jump canceling.
  • Using forward special.
  • 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

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.)
  • Turning around by mashing or pushing the control stick in the opposite direction. Turning around takes very long, up to 51 frames (Marth). During the turnaround animation, only a jump can interrupt it.
  • 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 to do a dash attack.
  • Pressing L or R to shield.
  • Pressing L+A, R+A, or Z to do a dash grab.
  • Jumping and jump canceling.
  • Using special moves.

Running speed

Running speed is the rate at which a character can run.

Super Smash Bros. rankings

JPN
Rank Character Run speed
1 Captain Falcon (SSB) Captain Falcon 70
2 Fox (SSB) Fox 60
3 Pikachu (SSB) Pikachu 55
4 Samus (SSB) Samus 54
5 Yoshi (SSB) Yoshi 50
6-7 Donkey Kong (SSB) Donkey Kong 48
Kirby (SSB) Kirby
8 Mario (SSB) Mario 44
9-10 Link (SSB) Link 42
Jigglypuff (SSB) Jigglypuff
11-12 Luigi (SSB) Luigi 40
Ness (SSB) Ness
NA
Rank Character Initial Dash Run speed
1 Captain Falcon (SSB) Captain Falcon 80 75
2 Fox (SSB) Fox 81 60
3 Pikachu (SSB) Pikachu 60 55
4 Samus (SSB) Samus 56 54
5 Yoshi (SSB) Yoshi 40 50
6-7 Kirby (SSB) Kirby 61 48
Donkey Kong (SSB) Donkey Kong 60
8 Mario (SSB) Mario 54 44
9-10 Link (SSB) Link 68 42
Jigglypuff (SSB) Jigglypuff 50
11-12 Ness (SSB) Ness 68 40
Luigi (SSB) Luigi 50

The Japanese version data and NA dash data was taken from Antdgar's Frame Data

Super Smash Bros. Melee rankings

Starting in Melee, much like with air acceleration, there exist two acceleration values for each character's initial dash speed until it reaches their run speed: a base value that determines the minimum acceleration, and an additional value that is scaled based on how much the control stick is tilted. A character's maximum potential acceleration is the sum of these two values. For example, Pikachu has a base value of 0.01 and an additional value of 0.15, so its dash acceleration can vary from 0.01 at minimum input to 0.16 at maximum input. If the character's initial dash speed is equal to their run speed, the acceleration values are not used, while if it is higher, the character's traction value is used to decrease it down to their run speed.

Rank Character Initial Dash Run Speed Dash Frames Base Acceleration Additional Acceleration
1 Captain Falcon (SSBM) Captain Falcon 2 2.3 15 +.01 +.15
2 Fox (SSBM) Fox 1.9 2.2 11 +.02 +.10
3 Pikachu (SSBM) Pikachu 1.8 1.8 13 +.08
4 Sheik (SSBM) Sheik 1.7 7 +.10
5 Marth (SSBM) Marth 1.5 15 +.00 +.06
6 Pichu (SSBM) Pichu 1.8 1.72 13 +.02 -.08
7 Roy (SSBM) Roy 1.4 1.61 15 +.00 +.07
8 Young Link (SSBM) Young Link 1.8 1.6 13 +.02 -.08
9 Donkey Kong (SSBM) Donkey Kong 1.6 15 +.05
10 Yoshi (SSBM) Yoshi 1.33 13 +.08
11 Falco (SSBM) Falco 1.9 1.5 11 -.08
12-13 Mario (SSBM) Mario 1.5 1.5 10 +.06
Dr. Mario (SSBM) Dr. Mario
14 Mr. Game & Watch (SSBM) Mr. Game & Watch 8
15 Bowser (SSBM) Bowser 1 13 +.04
16 Samus (SSBM) Samus 1.86 1.4 8 -.10
17 Mewtwo (SSBM) Mewtwo 1.4 1.4 18 +.10 +.00
18 Ice Climbers (SSBM) Ice Climbers 13 +.02 +.05
19 Kirby (SSBM) Kirby 12 +.08
20 Ness (SSBM) Ness 1.3 13 +.04
21 Ganondorf (SSBM) Ganondorf 1.3 1.35 15 +.01 +.08
22 Luigi (SSBM) Luigi 1.34 1.34 10 +.02 +.06
23 Peach (SSBM) Peach 1.3 1.3 15 +.10
24 Link (SSBM) Link 12
25 Jigglypuff (SSBM) Jigglypuff 1.4 1.1 13 -.065
26 Zelda (SSBM) Zelda 1.1 15 +.10

Source

Super Smash Bros. Brawl rankings

Rank Character Initial Dash Run Speed Dash Frames Base Acceleration Additional Acceleration
1 Sonic (SSBB) Sonic 1.5 3.5 11 +.04 +.15
N/A Wario-Man 1.3 3.5 13 +.04 +.0954
2 Captain Falcon (SSBB) Captain Falcon 2.05 2.18 16 +.02 +.1618
3 Fox (SSBB) Fox 2.1 2.08 11 +.04 +.1111
4 Zero Suit Samus (SSBB) Zero Suit Samus 1.7 1.93 13 +.04 +.0942
5 Sheik (SSBB) Sheik 1.92 8 +.1143
6 Meta Knight (SSBB) Meta Knight 1.75 1.847 13 +.0948
7 Charizard (SSBB) Charizard 1.3 1.8 11 +.02 +.0963
8 Pikachu (SSBB) Pikachu 1.8 1.765 14 +.04 +.0912
9 Diddy Kong (SSBB) Diddy Kong 1.7 1.721 11 +.15
10 Marth (SSBB) Marth 1.5 1.7 17 +.01 +.082
N/A Giga Bowser 1.9 1.7 15 +.05 +.12
11 Yoshi (SSBB) Yoshi 1.33 1.68 15 +.04 +.096
12 Toon Link (SSBB) Toon Link 1.5 1.65 13 +.0998
13 Donkey Kong (SSBB) Donkey Kong 1.6 1.622 16 +.0667
14 Pit (SSBB) Pit 1.5 1.583 13 +.1134
15 Mr. Game & Watch (SSBB) Mr. Game & Watch 1.553 9 +.0823
16 Bowser (SSBB) Bowser 1 1.527 14 +.0648
17 Mario (SSBB) Mario 1.5 1.5 11 +.0998
18 Ivysaur (SSBB) Ivysaur 1.4 +.08
19 R.O.B. (SSBB) R.O.B. 1.3 +.1128
20 Lucas (SSBB) Lucas +.02 +.0756
21 Samus (SSBB) Samus 1.86 1.445 9 +.04 +.12
22 Falco (SSBB) Falco 1.9 1.432 12 +.112
23 Lucario (SSBB) Lucario 1.8 1.414 11 +.15
24 Wolf (SSBB) Wolf 1.7 1.4 +.0998
25 Olimar (SSBB) Olimar 1.4 +.0872
26 Ness (SSBB) Ness 1.3 1.393 14 +.0651
27 Ice Climbers (SSBB) Ice Climbers 1.4 1.388 +.0736
28 Ike (SSBB) Ike 1.5 1.371 11 +.01 +.0724
29 Kirby (SSBB) Kirby 1.4 13 +.04 +.0954
30 Squirtle (SSBB) Squirtle 1.6 1.37 11 +.1 +.2
31 Snake (SSBB) Snake 1.1 1.35 13 +.04 +.1154
32 Peach (SSBB) Peach 1.5 16 +.1181
33 Wario (SSBB) Wario 1.3 13 +.0954
34 Luigi (SSBB) Luigi 1.28 1.34 11 +.0786
35 Link (SSBB) Link 1.3 1.328 13 +.1197
36 Zelda (SSBB) Zelda 1.25 1.224 16 +.1175
37 King Dedede (SSBB) King Dedede 1.4 1.22 11 +.01 +.0858
38 Ganondorf (SSBB) Ganondorf 1.3 1.16 16 +.02 +.0963
39 Jigglypuff (SSBB) Jigglypuff 1.4 1.1 14 +.04 +.0829

Note that several slow runners can use their dash attack to travel a far distance quicker, and some characters have a DACUS to increase mobility. The most notable case of this is Snake, whose DACUS gives him much more stage control and ability to evade opponents.

Super Smash Bros. 4 rankings

Rank Character Initial Dash Run Speed Dash Frames Base Acceleration Additional Acceleration
1 Sonic (SSB4) Sonic 1.5 3.5 11 +.04 +.15
N/A Wario-Man 1.3 3.5 13 +.04 +.0998
N/A Giga Mac 2.05 2.8 16 +.06 +.1618
2 Captain Falcon (SSB4) Captain Falcon 1.7 2.32 16 +.1 +.06
3 Little Mac (SSB4) Little Mac 2.05 2.24 +.02 +.1618
4 Fox (SSB4) Fox 2.4 2.184 11 +.04 +.1111
5 Zero Suit Samus (SSB4) Zero Suit Samus 1.7 2.1 13 +.0942
N/A Mii Brawler (SSB4) Mii Brawler (lightest) 1.952 2.0984 11 +.0488 +.0998
6 Greninja (SSB4) Greninja 1.6 2.08 11 +.05 +.12
7 Mewtwo (SSB4) Mewtwo 1.4 2.05 +.1 0
8 Sheik (SSB4) Sheik 1.7 2.016 8 +.04 +.1143
9 Charizard (SSB4) Charizard 1 2 11 +.015 +.0963
N/A Giga Bowser 1.9 2 14 +.05 +.12
10 Cloud (SSB4) Cloud 1.8 1.97 11 +.01 +.09
11 Roy (SSB4) Roy 1.4 1.95 17 0 +.07
12 Meta Knight (SSB4) Meta Knight 1.7 1.9 13 +.04 +.0948
13 Palutena (SSB4) Palutena 1.5 1.888 14 +.1181
14 Yoshi (SSB4) Yoshi 1.33 1.86 15 +.096
15 Pikachu (SSB4) Pikachu 1.8 1.85325 14 +.0912
N/A Mii Swordfighter (SSB4) Mii Swordfighter (lightest) 1.586 1.83 13 +.0488 +.1197
16 Diddy Kong (SSB4) Diddy Kong 1.7 1.824 11 +.04 +.15
17 Bowser (SSB4) Bowser 1 1.792 14 +.0648
18-19 Marth (SSB4) Marth 1.5 1.785 17 +.01 +.082
Lucina (SSB4) Lucina
20 Toon Link (SSB4) Toon Link 1.7325 13 +.04 +.0998
21 Mii Brawler (SSB4) Mii Brawler (default) 1.6 1.72 11
22 Donkey Kong (SSB4) Donkey Kong 1.7031 16 +.0667
23 Wii Fit Trainer (SSB4) Wii Fit Trainer 1.5 1.696 +.0998
24-25 Pit (SSB4) Pit 1.5 1.66215 13 +.1134
Dark Pit (SSB4) Dark Pit
26 Rosalina & Luma (SSB4) Rosalina & Luma 1.632 16 +.1181
27 Duck Hunt (SSB4) Duck Hunt 1.55 1.63 11 +.0998
28 Bayonetta (SSB4) Bayonetta 1.7 1.6 +.0942
29-30 Mario (SSB4) Mario 1.6 +.0998
Ryu (SSB4) Ryu
N/A Mii Gunner (SSB4) Mii Gunner (lightest) 1.952 1.586 9 +.0488 +.0998
31 Kirby (SSB4) Kirby 1.5 1.57 13 +.04 +.0954
32 R.O.B. (SSB4) R.O.B. 1.3 1.568 11 +.1128
33 Lucario (SSB4) Lucario 1.8 1.55 +.15
34 Mr. Game & Watch (SSB4) Mr. Game & Watch 1.5 1.5264 9 +.0823
35-36 Pac-Man (SSB4) Pac-Man 1.6 1.52 11 +.0998
Shulk (SSB4) Shulk 1.5 1.52 +.01 +.0724
37 Samus (SSB4) Samus 1.86 1.504 9 +.04 +.12
38-42 Ike (SSB4) Ike 1.5 1.5 11 +.01 +.0724
Lucas (SSB4) Lucas 1.3 +.02 +.08
Mii Swordfighter (SSB4) Mii Swordfighter (default) 13 +.04 +.1197
Wario (SSB4) Wario +.0954
Luigi (SSB4) Luigi 1.28 11 +.0786
N/A Mega Lucario 1.8 1.4847 11 +.04 +.15
43 Falco (SSB4) Falco 1.9 1.472 12 +.04 +.112
44 Olimar (SSB4) Olimar 1.6 1.47 11 +.0998
45 Ness (SSB4) Ness 1.3 1.46265 14 +.0651
46 Mega Man (SSB4) Mega Man 1.5 1.456 11 +.0998
47 Corrin (SSB4) Corrin 1.8 1.45 8 +.01 +.0724
48 Bowser Jr. (SSB4) Bowser Jr. 1.6 1.424 11 +.04 +.0998
49 Peach (SSB4) Peach 1.5 1.4175 16 +.1181
N/A Mii Brawler (SSB4) Mii Brawler (heaviest) 1.312 1.4104 11 +.0328 +.0998
50 Link (SSB4) Link 1.3 1.3944 11 +.04 +.1197
51 King Dedede (SSB4) King Dedede 1.4 1.36 +.01 +.0858
52 Dr. Mario (SSB4) Dr. Mario 1.3312 1.3312 11 +.03328 +.0830336
53-54 Mii Gunner (SSB4) Mii Gunner (default) 1.6 1.3 9 +.04 +.0998
Zelda (SSB4) Zelda 16 +.1175
55 Villager (SSB4) Villager 1.5 1.27 14 +.0998
N/A Mii Swordfighter (SSB4) Mii Swordfighter (heaviest) 1.066 1.23 13 +.0328 +.1197
56 Ganondorf (SSB4) Ganondorf 1.3 1.218 16 +.02 +.0963
57 Jigglypuff (SSB4) Jigglypuff 1.4 1.155 14 +.04 +.0829
58 Robin (SSB4) Robin 1.5 1.15 17 +.01 +.082
N/A Mii Gunner (SSB4) Mii Gunner (heaviest) 1.312 1.066 9 +.0328 +.0998

Update history

1.1.3
  • Buff Kirby's run speed: 1.5 → 1.57
  • Buff Lucario's run speed: 1.4847 → 1.55
  • Buff Mewtwo's run speed: 1.696 → 1.9
1.1.5
  • Nerf Corrin's run speed: 1.5 → 1.45
  • Buff Mewtwo's run speed: 1.9 → 2.05

Super Smash Bros. Ultimate rankings

In Ultimate, run speeds have been buffed across the board by roughly 10%, with the exception of a few characters (for example, Snake's run speed was increased by more than 10%, Ike and Dr. Mario's were increased by less than 10%, and Ryu's wasn't changed at all). Additionally, most initial dashes have seen significant speed increases, which when combined with the altered foxtrot mechanics gives all characters an effective dash-dance. However, turnaround dashes now have 3 frames of delay before fighters begin accelerating, as opposed to the 1 frame delay of a regular dash, making it take slightly longer for fighters to begin retreating by dashing.

Rank Character Initial Dash Run Speed Dash Frames Pivot Dash Frames Base Acceleration Additional Acceleration Max acceleration
1 Sonic (SSBU) Sonic 2.31 3.85 10 12 + 0.044 + 0.165 0.209
2 Captain Falcon (SSBU) Captain Falcon 1.98 2.552 15 17 + 0.11 + 0.066 0.176
3 Little Mac (SSBU) Little Mac 2.365 2.464 + 0.033 + 0.17798 0.21098
4 Sheik (SSBU) Sheik 2.178 2.42 7 9 + 0.044 + 0.121 0.165
5 Mythra (SSBU) Mythra 2.45 2.41 10 13 + 0.02 + 0.12 0.14
6 Fox (SSBU) Fox 2.09 2.402 12 + 0.044 + 0.12221 0.16621
7 Zero Suit Samus (SSBU) Zero Suit Samus 2.42 2.31 12 14 + 0.10362 0.14762
8 Greninja (SSBU) Greninja 2.178 2.288 10 12 + 0.055 + 0.132 0.187
9 Mewtwo (SSBU) Mewtwo 2.255 2.255 + 0.11 + 0 0.11
10-11 Charizard (SSBU) Charizard 2.288 2.2 + 0.0165 + 0.10593 0.12243
Ridley (SSBU) Ridley 1.8 + 0.04 + 0.0998 0.1398
12 Banjo & Kazooie (SSBU) Banjo & Kazooie 1.68 2.18 + 0.08 + 0.07 0.15
13 Cloud (SSBU) Cloud 2.145 2.167 + 0.011 + 0.099 0.11
14-15 Roy (SSBU) Roy 2.2 2.145 + 0.033 + 0.077 0.11
Chrom (SSBU) Chrom
16 Meta Knight (SSBU) Meta Knight 2.211 2.09 12 14 + 0.044 + 0.10428 0.14828
17 Palutena (SSBU) Palutena 2.035 2.077 10 12 + 0.12991 0.17391
18 Joker (SSBU) Joker 1.9 2.06 + 0.04 + 0.11 0.15
19 Yoshi (SSBU) Yoshi 1.98 2.046 14 16 + 0.044 + 0.1056 0.1496
20 Pikachu (SSBU) Pikachu 2.039 13 15 + 0.132 0.176
21 Diddy Kong (SSBU) Diddy Kong 2.09 2.006 10 12 + 0.165 0.209
22 Bowser (SSBU) Bowser 2.255 1.971 13 15 + 0.07128 0.11528
23-24 Marth (SSBU) Marth 1.964 10 12 + 0.0902 0.1342
Lucina (SSBU) Lucina
25 Inkling (SSBU) Inkling 2.118 1.925 + 0.10978 0.15378
26 Mii Brawler (SSBU) Mii Brawler 1.87 1.92
27 Toon Link (SSBU) Toon Link 1.914 1.906 12 14
28 Pichu (SSBU) Pichu 1.98 1.892 10 12 + 0.06 + 0.14 0.2
29 Donkey Kong (SSBU) Donkey Kong 2.09 1.873 15 17 + 0.044 + 0.07337 0.11737
30 Wii Fit Trainer (SSBU) Wii Fit Trainer 2.024 1.866 + 0.10978 0.15378
31 Sephiroth (SSBU) Sephiroth 1.92 1.86 10 12 + 0.03 + 0.09 0.12
32 Hero (SSBU) Hero 1.88 1.84 + 0.03 + 0.08 0.11
33-34 Pit (SSBU) Pit 2.09 1.828 12 14 + 0.044 + 0.12474 0.16874
Dark Pit (SSBU) Dark Pit
35 Rosalina & Luma (SSBU) Rosalina & Luma 2.035 1.795 15 17 + 0.12991 0.17391
36 Duck Hunt (SSBU) Duck Hunt 1.76 1.793 10 12 + 0.10978 0.15378
37-40 Mario (SSBU) Mario 1.936 1.76
Ken (SSBU) Ken + 0.11 0.154
Bayonetta (SSBU) Bayonetta + 0.10362 0.14762
Squirtle (SSBU) Squirtle + 0.088 0.132
41 Young Link (SSBU) Young Link 2.09 1.749 12 14 + 0.0902 0.1342
42 Kirby (SSBU) Kirby 1.9 1.727 + 0.10494 0.14894
43 R.O.B. (SSBU) R.O.B. 2.002 1.725 10 12 + 0.12408 0.16808
44-45 Piranha Plant (SSBU) Piranha Plant 1.82 1.72 + 0.06 + 0.08 0.14
Terry (SSBU) Terry 1.65 + 0.04 + 0.12 0.16
46 Lucario (SSBU) Lucario 2.255 1.705 + 0.044 + 0.165 0.209
N/A Ice Climbers (SSBU) Ice Climbers (partner) 1.68 1.683 12 10 + 0.0484 + 0.089056 0.137456
47 Mr. Game & Watch (SSBU) Mr. Game & Watch 1.98 1.679 8 + 0.044 + 0.09053 0.13453
48-49 Shulk (SSBU) Shulk 1.87 1.672 10 12 + 0.011 + 0.07964 0.09064
Pac-Man (SSBU) Pac-Man 1.87 1.672 + 0.044 + 0.10978 0.15378
50-51 Samus (SSBU) Samus 1.654 + 0.132 0.176
Dark Samus (SSBU) Dark Samus 15
52-54 Wario (SSBU) Wario 1.837 1.65 12 14 + 0.10494 0.14894
Lucas (SSBU) Lucas 1.815 10 12 + 0.022 + 0.088 0.11
Luigi (SSBU) Luigi 1.815 + 0.044 + 0.08646 0.13046
55 Falco (SSBU) Falco 2.035 1.619 11 13 + 0.1232 0.1672
56 Olimar (SSBU) Olimar 1.606 1.617 10 12 + 0.09592 0.13992
57 Ness (SSBU) Ness 1.826 1.609 13 15 + 0.07161 0.11561
58 Mega Man (SSBU) Mega Man 1.958 1.602 10 12 + 0.10978 0.15378
59 Ryu (SSBU) Ryu 1.76 1.6 + 0.04 + 0.1 0.14
60-64 Ivysaur (SSBU) Ivysaur 1.903 1.595 + 0.044 + 0.099 0.143
Corrin (SSBU) Corrin 1.892 7 9 + 0.011 + 0.07964 0.09064
Peach (SSBU) Peach 1.826 15 17 + 0.044 + 0.12991 0.17391
Daisy (SSBU) Daisy
Snake (SSBU) Snake 1.76 10 12 + 0.12694 0.17094
65-66 Sora (SSBU) Sora 1.78 1.58 11 13 + 0.04 + 0.06 0.1
Mii Swordfighter (SSBU) Mii Swordfighter 1.74 12 14 + 0.044 + 0.13167 0.17567
67 Bowser Jr. (SSBU) Bowser Jr. 1.76 1.566 10 12 + 0.10978 0.15378
68-69 Min Min (SSBU) Min Min 1.9 1.55 + 0.04 + 0.11 0.15
Kazuya (SSBU) Kazuya 1.58
70 Wolf (SSBU) Wolf 2.09 1.54 + 0.044 + 0.10978 0.15378
71 Link (SSBU) Link 1.98 1.534 12 14 + 0.13167 0.17567
72 Ice Climbers (SSBU) Ice Climbers (leader) 1.68 1.53 10 + 0.08096 0.12496
73-74 Simon (SSBU) Simon 1.73 1.52 10 12 + 0.04 + 0.0998 0.1398
Richter (SSBU) Richter
75 Ike (SSBU) Ike 1.815 1.507 + 0.02 + 0.0724 0.0924
76 King Dedede (SSBU) King Dedede 1.496 + 0.044 + 0.09438 0.13838
77 King K. Rool (SSBU) King K. Rool 1.936 1.485 + 0.066 0.11
78 Isabelle (SSBU) Isabelle 1.815 1.48 + 0.10978 0.15378
79 Steve (SSBU) Steve 1.45 1.45 + 0.115 + 0 0.115
80-81 Zelda (SSBU) Zelda 1.958 1.43 15 17 + 0.044 + 0.12925 0.17325
Byleth (SSBU) Byleth 1.8 10 12 + 0.02 + 0.13 0.15
82 Dr. Mario (SSBU) Dr. Mario 1.5375712 1.397792 + 0.0349448 + 0.087187276 0.122132076
83 Villager (SSBU) Villager 1.815 1.397 13 15 + 0.044 + 0.10978 0.15378
84 Pyra (SSBU) Pyra 1.69 1.38 11 13 + 0.015 + 0.11 0.125
85 Mii Gunner (SSBU) Mii Gunner 1.63 1.37 8 10 + 0.044 + 0.10978 0.15378
86 Ganondorf (SSBU) Ganondorf 1.87 1.34 15 17 + 0.033 + 0.10593 0.13893
87 Jigglypuff (SSBU) Jigglypuff 1.65 1.271 13 15 + 0.044 + 0.09119 0.13519
88 Robin (SSBU) Robin 1.815 1.265 16 18 + 0.011 + 0.0902 0.1012
89 Incineroar (SSBU) Incineroar 1.76 1.18 10 12 + 0.02 + 0.09 0.11

Super Smash Bros. for Wii U digital manual description

"Quickly tap Control Stick left or right to dash. You will continue dashing until you release Control Stick."

See also

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 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.
  • 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.
  • Banjo & Kazooie's dash is the Talon Trot, where Kazooie will run while carrying Banjo on her back. It is one of only two of the duo's moves that give Kazooie a hurtbox, with the other being their up tilt.
  • There are some inconsistencies for some characters' running speeds in their origin games, presumably due to balancing reasons:
    • While generally being faster than Mario in more modern Mario games, like in New Super Luigi U and the Super Mario Galaxy series, Luigi has been slower in every game in the Super Smash Bros. series to date. It likely references him being slower than Mario in earlier appearances, such as Super Mario Bros. 2, as a trade-off for higher jumps.
    • 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.
    • 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.
    • 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.
    • 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.