Fox-trotting: Difference between revisions
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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 foxtrot), which allows for longer and more variable back-and-forth dancetrots than ''Brawl''. A foxtrot 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 foxtrotting than other characters. | 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 foxtrot), which allows for longer and more variable back-and-forth dancetrots than ''Brawl''. A foxtrot 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 foxtrotting than other characters. | ||
In ''Ultimate'', all characters have sigificantly higher dash speeds, making the technique much more effective than in previous games. | In ''Ultimate'', all characters have sigificantly higher initial dash speeds, making the technique much more effective than in previous games. | ||
Fox trotting is considered slightly more difficult to perform consistently in ''Smash 64'' due to the differences with the initial dash animations. | Fox trotting is considered slightly more difficult to perform consistently in ''Smash 64'' due to the differences with the initial dash animations. |