Super Smash Bros. series

Dash: Difference between revisions

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m (I cut out the last sentence of the part about the small step forward smash. "This is only possible after dashing forward, not backward." I just tested it and it seems you can in fact perform a small step forward smash out of a dashback.)
(→‎Initial dash: Nevermind, jumped the gun. I think I was pivot fsmashing.)
Tag: Manual revert
Line 24: Line 24:
* Altering the speed of the dash with the control stick, most notably backward to [[Moonwalk]].
* Altering the speed of the dash with the control stick, most notably backward to [[Moonwalk]].
* [[Turn]]ing 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.
* [[Turn]]ing 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]].
* 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 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 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.  

Revision as of 14:10, October 6, 2023

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 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. Running speed is measured in units per frame.

Super Smash Bros. rankings

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

The data shown here was taken from Antdgar's Frame Data and Madao's Character Data posts. Captain Falcon is the only character whose speed changes according to the version of the game.

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, Captain Falcon 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 Max Acceleration
1 Captain Falcon (SSBM) Captain Falcon 2 2.3 15 0.01 0.15 0.16
2 Fox (SSBM) Fox 1.9 2.2 11 0.02 0.10 0.12
3 Pikachu (SSBM) Pikachu 1.8 1.8 13 0.02 0.08 0.1
4 Sheik (SSBM) Sheik 1.7 1.8 7 0.02 0.10 0.12
5 Marth (SSBM) Marth 1.5 1.8 15 0 0.06 0.06
6 Pichu (SSBM) Pichu 1.8 1.72 13 0.02 0.08 0.1
7 Roy (SSBM) Roy 1.4 1.61 15 0 0.07 0.07
8 Young Link (SSBM) Young Link 1.8 1.6 13 0.02 0.10 0.12
9 Donkey Kong (SSBM) Donkey Kong 1.6 1.6 15 0.02 0.05 0.07
10 Yoshi (SSBM) Yoshi 1.33 1.6 13 0.02 0.08 0.1
11 Falco (SSBM) Falco 1.9 1.5 11 0.02 0.10 0.12
12-14 Mario (SSBM) Mario 1.5 1.5 10 0.02 0.06 0.08
Dr. Mario (SSBM) Dr. Mario
Mr. Game & Watch (SSBM) Mr. Game & Watch 8
15 Bowser (SSBM) Bowser 1 1.5 13 0.02 0.04 0.06
16 Samus (SSBM) Samus 1.86 1.4 8 0.02 0.10 0.12
17-19 Mewtwo (SSBM) Mewtwo 1.4 1.4 18 0.10 0 0.1
Kirby (SSBM) Kirby 12 0.02 0.08 0.1
Ice Climbers (SSBM) Ice Climbers 13 0.05 0.07
20 Ness (SSBM) Ness 1.3 1.4 13 0.02 0.04 0.06
21 Ganondorf (SSBM) Ganondorf 1.3 1.35 15 0.01 0.08 0.09
22 Luigi (SSBM) Luigi 1.34 1.34 10 0.02 0.06 0.08
23-24 Link (SSBM) Link 1.3 1.3 12 0.02 0.10 0.12
Peach (SSBM) Peach 1.2 15
25 Jigglypuff (SSBM) Jigglypuff 1.4 1.1 13 0.02 0.065 0.085
26 Zelda (SSBM) Zelda 1.1 1.1 15 0.02 0.10 0.12

Dash frame source

Super Smash Bros. Brawl rankings

Rank Character Initial Dash Run Speed Dash Frames Base Acceleration Additional Acceleration Max Acceleration
1 Sonic (SSBB) Sonic 1.5 3.5 11 0.04 0.15 0.19
N/A Wario-Man 1.3 3.5 13 0.04 0.0954 0.1354
2 Captain Falcon (SSBB) Captain Falcon 2.05 2.18 16 0.02 0.1618 0.1818
3 Fox (SSBB) Fox 2.1 2.08 11 0.04 0.1111 0.1511
4 Zero Suit Samus (SSBB) Zero Suit Samus 1.7 1.93 13 0.04 0.0942 0.1342
5 Sheik (SSBB) Sheik 1.7 1.92 8 0.04 0.1143 0.1543
6 Meta Knight (SSBB) Meta Knight 1.75 1.847 13 0.04 0.0948 0.1348
7 Charizard (SSBB) Charizard 1.3 1.8 11 0.02 0.0963 0.1163
8 Pikachu (SSBB) Pikachu 1.8 1.765 14 0.04 0.0912 0.1312
9 Diddy Kong (SSBB) Diddy Kong 1.7 1.721 11 0.04 0.15 0.19
10 Marth (SSBB) Marth 1.5 1.7 17 0.01 0.082 0.092
N/A Giga Bowser 1.9 1.7 15 0.05 0.12 0.17
11 Yoshi (SSBB) Yoshi 1.33 1.68 15 0.04 0.096 0.136
12 Toon Link (SSBB) Toon Link 1.5 1.65 13 0.04 0.0998 0.1398
13 Donkey Kong (SSBB) Donkey Kong 1.6 1.622 16 0.04 0.0667 0.1067
14 Pit (SSBB) Pit 1.5 1.583 13 0.04 0.1134 0.1534
15 Mr. Game & Watch (SSBB) Mr. Game & Watch 1.5 1.553 9 0.04 0.0823 0.1223
16 Bowser (SSBB) Bowser 1 1.527 14 0.04 0.0648 0.1048
17 Mario (SSBB) Mario 1.5 1.5 11 0.04 0.0998 0.1398
18 Ivysaur (SSBB) Ivysaur 1.4 1.5 11 0.04 0.08 0.12
19-20 R.O.B. (SSBB) R.O.B. 1.3 1.5 11 0.04 0.1128 0.1528
Lucas (SSBB) Lucas 0.02 0.0756 0.0956
21 Samus (SSBB) Samus 1.86 1.445 9 0.04 0.12 0.16
22 Falco (SSBB) Falco 1.9 1.432 12 0.04 0.112 0.156
23 Lucario (SSBB) Lucario 1.8 1.414 11 0.04 0.15 0.19
24 Wolf (SSBB) Wolf 1.7 1.4 11 0.04 0.0998 0.1398
25 Olimar (SSBB) Olimar 1.4 1.4 11 0.04 0.0872 0.1272
26 Ness (SSBB) Ness 1.3 1.393 14 0.04 0.0651 0.1051
27 Ice Climbers (SSBB) Ice Climbers 1.4 1.388 14 0.04 0.0736 0.1136
28 Ike (SSBB) Ike 1.5 1.371 11 0.01 0.0724 0.0824
29 Kirby (SSBB) Kirby 1.4 1.371 13 0.04 0.0954 0.1354
30 Squirtle (SSBB) Squirtle 1.6 1.37 11 0.1 0.2 0.3
31 Peach (SSBB) Peach 1.5 1.35 16 0.04 0.1181 0.1581
32 Wario (SSBB) Wario 1.3 1.35 13 0.04 0.0954 0.1354
33 Snake (SSBB) Snake 1.1 1.35 13 0.04 0.1154 0.1554
34 Luigi (SSBB) Luigi 1.28 1.34 11 0.04 0.0786 0.1186
35 Link (SSBB) Link 1.3 1.328 13 0.04 0.1197 0.1597
36 Zelda (SSBB) Zelda 1.25 1.224 16 0.04 0.1175 0.1575
37 King Dedede (SSBB) King Dedede 1.4 1.22 11 0.01 0.0858 0.0958
38 Ganondorf (SSBB) Ganondorf 1.3 1.16 16 0.02 0.0963 0.1163
39 Jigglypuff (SSBB) Jigglypuff 1.4 1.1 14 0.04 0.0829 0.1229

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 Max Acceleration
1 Sonic (SSB4) Sonic 1.5 3.5 11 0.04 0.15 0.19
N/A Wario-Man 1.3 3.5 13 0.04 0.0998 0.1398
N/A Giga Mac 2.05 2.8 16 0.06 0.1618 0.2218
2 Captain Falcon (SSB4) Captain Falcon 1.7 2.32 16 0.1 0.06 0.16
3 Little Mac (SSB4) Little Mac 2.05 2.24 16 0.02 0.1618 0.1818
4 Fox (SSB4) Fox 2.4 2.184 11 0.04 0.1111 0.1511
5 Zero Suit Samus (SSB4) Zero Suit Samus 1.7 2.1 13 0.04 0.0942 0.1342
N/A Mii Brawler (SSB4) Mii Brawler (lightest) 1.95328 2.099776 11 0.048832 0.0998 0.148632
6 Greninja (SSB4) Greninja 1.6 2.08 11 0.05 0.12 0.17
7 Mewtwo (SSB4) Mewtwo 1.4 2.05 11 0.1 0 0.1
8 Sheik (SSB4) Sheik 1.7 2.016 8 0.04 0.1143 0.1543
9 Charizard (SSB4) Charizard 1 2 11 0.015 0.0963 0.1113
N/A Giga Bowser 1.9 2 14 0.05 0.12 0.17
10 Cloud (SSB4) Cloud 1.8 1.97 11 0.01 0.09 0.1
11 Roy (SSB4) Roy 1.4 1.95 17 0 0.07 0.07
12 Meta Knight (SSB4) Meta Knight 1.75 1.9 13 0.04 0.0948 0.1348
13 Palutena (SSB4) Palutena 1.5 1.888 14 0.04 0.1181 0.1581
14 Yoshi (SSB4) Yoshi 1.33 1.86 15 0.04 0.096 0.136
15 Pikachu (SSB4) Pikachu 1.8 1.85325 14 0.04 0.0912 0.1312
N/A Mii Swordfighter (SSB4) Mii Swordfighter (lightest) 1.58704 1.8312 13 0.048832 0.1197 0.168532
16 Diddy Kong (SSB4) Diddy Kong 1.7 1.824 11 0.04 0.15 0.19
17 Bowser (SSB4) Bowser 1 1.792 14 0.04 0.0648 0.1048
18-19 Marth (SSB4) Marth 1.5 1.785 17 0.01 0.082 0.092
Lucina (SSB4) Lucina
20 Toon Link (SSB4) Toon Link 1.5 1.7325 13 0.04 0.0998 0.1398
21 Mii Brawler (SSB4) Mii Brawler (default) 1.6 1.72 11 0.04 0.0998 0.1398
22 Donkey Kong (SSB4) Donkey Kong 1.6 1.7031 16 0.04 0.0667 0.1067
23 Wii Fit Trainer (SSB4) Wii Fit Trainer 1.5 1.696 16 0.04 0.0998 0.1398
24-25 Pit (SSB4) Pit 1.5 1.66215 13 0.04 0.1134 0.1534
Dark Pit (SSB4) Dark Pit
26 Rosalina & Luma (SSB4) Rosalina & Luma 1.5 1.632 16 0.04 0.1181 0.1581
27 Duck Hunt (SSB4) Duck Hunt 1.55 1.63 11 0.04 0.0998 0.1398
28 Bayonetta (SSB4) Bayonetta 1.7 1.6 11 0.04 0.0942 0.1342
29-30 Mario (SSB4) Mario 1.6 1.6 11 0.04 0.0998 0.1398
Ryu (SSB4) Ryu
N/A Mii Gunner (SSB4) Mii Gunner (lightest) 1.95328 1.58704 9 0.048832 0.0998 0.148632
31 Kirby (SSB4) Kirby 1.5 1.57 13 0.04 0.0954 0.1354
32 R.O.B. (SSB4) R.O.B. 1.3 1.568 11 0.04 0.1128 0.1528
33 Lucario (SSB4) Lucario 1.8 1.55 11 0.04 0.15 0.19
34 Mr. Game & Watch (SSB4) Mr. Game & Watch 1.5 1.5264 9 0.04 0.0823 0.1223
35 Pac-Man (SSB4) Pac-Man 1.6 1.52 11 0.04 0.0998 0.1398
36 Shulk (SSB4) Shulk 1.5 1.52 0.01 0.0724 0.0824
37 Samus (SSB4) Samus 1.86 1.504 9 0.04 0.12 0.16
38 Ike (SSB4) Ike 1.5 1.5 11 0.01 0.0724 0.0824
39-41 Mii Swordfighter (SSB4) Mii Swordfighter (default) 1.3 1.5 13 0.04 0.1197 0.1597
Wario (SSB4) Wario 0.0954 0.0954
Lucas (SSB4) Lucas 11 0.02 0.08 0.1
42 Luigi (SSB4) Luigi 1.28 1.5 11 0.04 0.0786 0.1186
N/A Mega Lucario 1.8 1.4847 11 0.04 0.15 0.19
43 Falco (SSB4) Falco 1.9 1.472 12 0.04 0.112 0.152
44 Olimar (SSB4) Olimar 1.4 1.47 11 0.04 0.0872 0.1272
45 Ness (SSB4) Ness 1.3 1.46265 14 0.04 0.0651 0.1051
46 Mega Man (SSB4) Mega Man 1.5 1.456 11 0.04 0.0998 0.1398
47 Corrin (SSB4) Corrin 1.8 1.45 8 0.01 0.0724 0.0824
48 Bowser Jr. (SSB4) Bowser Jr. 1.6 1.424 11 0.04 0.0998 0.1398
49 Peach (SSB4) Peach 1.5 1.4175 16 0.04 0.1181 0.1581
N/A Mii Brawler (SSB4) Mii Brawler (heaviest) 1.3072 1.40524 11 0.03268 0.0998 0.13248
50 Link (SSB4) Link 1.3 1.3944 11 0.04 0.1197 0.1597
51 King Dedede (SSB4) King Dedede 1.4 1.36 11 0.01 0.0858 0.0958
52 Dr. Mario (SSB4) Dr. Mario 1.3312 1.3312 11 0.03328 0.0830336 0.1163136
53-54 Zelda (SSB4) Zelda 1.6 1.3 16 0.04 0.1175 0.1575
Mii Gunner (SSB4) Mii Gunner (default) 9 0.0998 0.0998
55 Villager (SSB4) Villager 1.5 1.27 14 0.04 0.0998 0.1398
N/A Mii Swordfighter (SSB4) Mii Swordfighter (heaviest) 1.0621 1.2255 13 0.03268 0.1197 0.15238
56 Ganondorf (SSB4) Ganondorf 1.3 1.218 16 0.02 0.0963 0.1163
57 Jigglypuff (SSB4) Jigglypuff 1.4 1.155 14 0.04 0.0829 0.1229
58 Robin (SSB4) Robin 1.5 1.15 17 0.01 0.082 0.092
N/A Mii Gunner (SSB4) Mii Gunner (heaviest) 1.3072 1.0621 9 0.03268 0.0998 0.13248

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 15 17 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 12 0.02 0.12 0.14
6 Fox (SSBU) Fox 2.09 2.402 10 12 0.044 0.12221 0.16621
7 Zero Suit Samus (SSBU) Zero Suit Samus 2.42 2.31 12 14 0.044 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 10 12 0.11 0 0.11
10 Charizard (SSBU) Charizard 2.288 2.2 10 12 0.0165 0.10593 0.12243
11 Ridley (SSBU) Ridley 1.8 2.2 10 12 0.04 0.0998 0.1398
12 Banjo & Kazooie (SSBU) Banjo & Kazooie 1.68 2.18 10 12 0.08 0.07 0.15
13 Cloud (SSBU) Cloud 2.145 2.167 10 12 0.011 0.099 0.11
14-15 Roy (SSBU) Roy 2.2 2.145 10 12 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 0.044 0.12991 0.17391
18 Joker (SSBU) Joker 1.9 2.06 10 12 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 1.98 2.039 13 15 0.044 0.132 0.176
21 Diddy Kong (SSBU) Diddy Kong 2.09 2.006 10 12 0.044 0.165 0.209
22 Bowser (SSBU) Bowser 2.255 1.971 13 15 0.044 0.07128 0.11528
23-24 Marth (SSBU) Marth 2.255 1.964 10 12 0.044 0.0902 0.1342
Lucina (SSBU) Lucina
25 Inkling (SSBU) Inkling 2.118 1.925 10 12 0.044 0.10978 0.15378
26 Mii Brawler (SSBU) Mii Brawler 1.87 1.92 10 12 0.044 0.10978 0.15378
27 Toon Link (SSBU) Toon Link 1.914 1.906 12 14 0.044 0.10978 0.15378
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 15 17 0.044 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 10 12 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 0.044 0.12991 0.17391
36 Duck Hunt (SSBU) Duck Hunt 1.76 1.793 10 12 0.044 0.10978 0.15378
37-40 Ken (SSBU) Ken 1.936 1.76 10 12 0.044 0.11 0.154
Mario (SSBU) Mario 0.10978 0.15378
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 0.044 0.0902 0.1342
42 Kirby (SSBU) Kirby 1.9 1.727 12 14 0.044 0.10494 0.14894
43 R.O.B. (SSBU) R.O.B. 2.002 1.725 10 12 0.044 0.12408 0.16808
44 Piranha Plant (SSBU) Piranha Plant 1.82 1.72 10 12 0.06 0.08 0.14
45 Terry (SSBU) Terry 1.65 1.72 10 12 0.04 0.12 0.16
46 Lucario (SSBU) Lucario 2.255 1.705 10 12 0.044 0.165 0.209
N/A Ice Climbers (SSBU) Ice Climbers (partner) 1.68 1.683 13 10 0.0484 0.089056 0.137456
47 Mr. Game & Watch (SSBU) Mr. Game & Watch 1.98 1.679 8 10 0.044 0.09053 0.13453
48-49 Pac-Man (SSBU) Pac-Man 1.87 1.672 10 12 0.044 0.10978 0.15378
Shulk (SSBU) Shulk 1.87 1.672 0.011 0.07964 0.09064
50-51 Samus (SSBU) Samus 1.87 1.654 10 12 0.044 0.132 0.176
Dark Samus (SSBU) Dark Samus 15
52 Wario (SSBU) Wario 1.837 1.65 12 14 0.044 0.10494 0.14894
53-54 Luigi (SSBU) Luigi 1.815 1.65 10 12 0.044 0.08646 0.13046
Lucas (SSBU) Lucas 0.022 0.088 0.11
55 Falco (SSBU) Falco 2.035 1.619 11 13 0.044 0.1232 0.1672
56 Olimar (SSBU) Olimar 1.606 1.617 10 12 0.044 0.09592 0.13992
57 Ness (SSBU) Ness 1.826 1.609 13 15 0.044 0.07161 0.11561
58 Mega Man (SSBU) Mega Man 1.958 1.602 10 12 0.044 0.10978 0.15378
59 Ryu (SSBU) Ryu 1.76 1.6 10 12 0.04 0.1 0.14
60 Ivysaur (SSBU) Ivysaur 1.903 1.595 10 12 0.044 0.099 0.143
61 Corrin (SSBU) Corrin 1.892 1.595 7 9 0.011 0.07964 0.09064
62-63 Peach (SSBU) Peach 1.826 1.595 15 17 0.044 0.12991 0.17391
Daisy (SSBU) Daisy
64 Snake (SSBU) Snake 1.76 1.595 10 12 0.044 0.12694 0.17094
65 Sora (SSBU) Sora 1.78 1.58 10 12 0.04 0.06 0.1
66 Mii Swordfighter (SSBU) Mii Swordfighter 1.74 1.58 12 14 0.044 0.13167 0.17567
67 Bowser Jr. (SSBU) Bowser Jr. 1.76 1.566 10 12 0.044 0.10978 0.15378
68 Min Min (SSBU) Min Min 1.9 1.55 10 12 0.04 0.11 0.15
69 Kazuya (SSBU) Kazuya 1.58 1.55 10 12 0.04 0.11 0.15
70 Wolf (SSBU) Wolf 2.09 1.54 10 12 0.044 0.10978 0.15378
71 Link (SSBU) Link 1.98 1.534 12 14 0.044 0.13167 0.17567
72 Ice Climbers (SSBU) Ice Climbers (leader) 1.68 1.53 13 10 0.044 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 10 12 0.02 0.0724 0.0924
76 King Dedede (SSBU) King Dedede 1.815 1.496 10 12 0.044 0.09438 0.13838
77 King K. Rool (SSBU) King K. Rool 1.936 1.485 10 12 0.044 0.066 0.11
78 Isabelle (SSBU) Isabelle 1.815 1.48 10 12 0.044 0.10978 0.15378
79 Steve (SSBU) Steve 1.45 1.45 10 12 0.115 0 0.115
80 Zelda (SSBU) Zelda 1.958 1.43 15 17 0.044 0.12925 0.17325
81 Byleth (SSBU) Byleth 1.8 1.43 10 12 0.02 0.13 0.15
82 Dr. Mario (SSBU) Dr. Mario 1.5375712 1.397792 10 12 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 10 12 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.