Dash-canceling: Difference between revisions

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==Crouching {{gameIcon|SSBM}}==
==Crouching {{gameIcon|SSBM}}==
[[File:Runcancel.gif|thumb|200px| {{SSBM|Falco}} performing actions out of a run via run-canceling.]]
[[Crouching]] is available in ''Melee'' during the [[run]], which starts anywhere from frame 8 to frame 19, depending on the character. It is thus called '''run-canceling'''. Canceling with a crouch causes the character to slide a little bit, almost like [[wavedash]]ing. From crouch, all attacks can be used immediately. Only movement, especially walking, dashing and platform-dropping, are not possible immediately. For these, waiting until the end of the crouch animation is necessary.
[[Crouching]] is available in ''Melee'' during the [[run]], which starts anywhere from frame 8 to frame 19, depending on the character. It is thus called '''run-canceling'''. Canceling with a crouch causes the character to slide a little bit, almost like [[wavedash]]ing. From crouch, all attacks can be used immediately. Only movement, especially walking, dashing and platform-dropping, are not possible immediately. For these, waiting until the end of the crouch animation is necessary.
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==Shielding==
==Shielding==
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==Pivoting {{gameIcon|SSB}} {{gameIcon|SSBM}} {{gameIcon|SSBB}} {{gameIcon|SSB4}}==
==Pivoting {{gameIcon|SSB}} {{gameIcon|SSBM}} {{gameIcon|SSBB}} {{gameIcon|SSB4}}==
[[File:Falconpivots.gif|thumb|200px| {{SSBM|Captain Falcon}} performing multiple pivots.]]
In ''Smash 64'', ''Melee'', ''Brawl'' and ''SSB4'', when initiating a dash, quickly tapping the opposite direction before the initial animation ends causes the character to [[pivot]] while sliding forward. In the former two games, the absence of the [[reverse aerial rush]] technique can make pivoting necessary in order for characters to approach with [[back aerial]]s, for example. Another use is to perform grounded attacks other than dash attacks, dash grabs (standing grabs in ''Smash 64'' because dash grabs do not exist in that game), up smashes and special moves easily, especially ones that are useful approaching/combo tools or whose hitboxes begin from the back. Yet another use is as a general movement option for spacing. This technique does not exist in ''Ultimate''.
In ''Smash 64'', ''Melee'', ''Brawl'' and ''SSB4'', when initiating a dash, quickly tapping the opposite direction before the initial animation ends causes the character to [[pivot]] while sliding forward. In the former two games, the absence of the [[reverse aerial rush]] technique can make pivoting necessary in order for characters to approach with [[back aerial]]s, for example. Another use is to perform grounded attacks other than dash attacks, dash grabs (standing grabs in ''Smash 64'' because dash grabs do not exist in that game), up smashes and special moves easily, especially ones that are useful approaching/combo tools or whose hitboxes begin from the back. Yet another use is as a general movement option for spacing. This technique does not exist in ''Ultimate''.
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==Smash attacks==
==Smash attacks==
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===Forward smash {{gameIcon|SSBM}} {{gameIcon|SSBU}}===
===Forward smash {{gameIcon|SSBM}} {{gameIcon|SSBU}}===


It is possible to cancel a dash with a [[forward smash]] in all Smash games through the use of the [[small step forward smash]] mechanic, which allows a 3 frame window to cancel the dash into a forward smash in the same direction as the dash, and a 1 frame window to forward smash in the opposite direction. Since this is a tight window, it doesn't allow the dash to extend very far before requiring a dash cancel. However, one could theoretically initiate a dash, cancel the dash with dash back, and then cancel the dash back with the small step forward smash to perform a pseudo-pivot forward smash.
It is possible to cancel a dash with a [[forward smash]] in all Smash games through the use of the [[small step forward smash]] mechanic, which allows a 3 frame window to cancel the dash into a forward smash in the same direction as the dash, and a 1 frame window to forward smash in the opposite direction.


In ''Ultimate'', the run-canceling mechanic allows forward smashes to be performed out of a full run by any character.
In ''Ultimate'', the run-canceling mechanic allows forward smashes to be performed out of a full run by any character.
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