Dash attack canceled up smash: Difference between revisions
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|Frame 3||{{Head|Samus|g=SSBB|s=24px}}{{Head|Kirby|g=SSBB|s=24px}}{{Head|Fox|g=SSBB|s=24px}}{{Head|Pikachu|g=SSBB|s=24px}}{{Head|Ice Climbers|g=SSBB|s=24px}}{{Head|Sheik|g=SSBB|s=24px}}{{Head|Meta Knight|g=SSBB|s=24px}}{{Head|Zero Suit Samus|g=SSBB|s=24px}}{{Head|Squirtle|g=SSBB|s=24px}}{{Head|Diddy Kong|g=SSBB|s=24px}} | |Frame 3||{{Head|Samus|g=SSBB|s=24px}}{{Head|Kirby|g=SSBB|s=24px}}{{Head|Fox|g=SSBB|s=24px}}{{Head|Pikachu|g=SSBB|s=24px}}{{Head|Ice Climbers|g=SSBB|s=24px}}{{Head|Sheik|g=SSBB|s=24px}}{{Head|Meta Knight|g=SSBB|s=24px}}{{Head|Zero Suit Samus|g=SSBB|s=24px}}{{Head|Squirtle|g=SSBB|s=24px}}{{Head|Diddy Kong|g=SSBB|s=24px}} | ||
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|Frames 3-4||{{Head|Mario|g=SSBB|s=24px}}{{Head|Luigi|g=SSBB|s=24px}}{{Head|Ness|g=SSBB|s=24px}}{{Head|Captain Falcon|g=SSBB|s=24px}}{{Head|Marth|g=SSBB|s=24px}}{{Head|Mr. Game & Watch|g=SSBB|s=24px}}{{Head|Pit|g=SSBB|s=24px}}{{Head|Ivysaur|g=SSBB|s=24px}}{{Head|Lucas|g=SSBB|s=24px}}{{Head|Sonic|g=SSBB|s=24px}}{{Head|R.O.B.|g=SSBB|s=24px}}{{Head|Lucario|g=SSBB|s=24px}}{{Head|Toon Link|g=SSBB|s=24px}}{{Head|Wolf|g=SSBB|s=24px}} | |Frames 3-4||{{Head|Mario|g=SSBB|s=24px}}{{Head|Luigi|g=SSBB|s=24px}}{{Head|Ness|g=SSBB|s=24px}}{{Head|Captain Falcon|g=SSBB|s=24px}}{{Head|Marth|g=SSBB|s=24px}}{{Head|Mr. Game & Watch|g=SSBB|s=24px}}{{Head|Pit|g=SSBB|s=24px}}{{Head|Ivysaur|g=SSBB|s=24px}}{{Head|Lucas|g=SSBB|s=24px}}{{Head|Olimar|g=SSBB|s=24px}}{{Head|Sonic|g=SSBB|s=24px}}{{Head|R.O.B.|g=SSBB|s=24px}}{{Head|Lucario|g=SSBB|s=24px}}{{Head|Toon Link|g=SSBB|s=24px}}{{Head|Wolf|g=SSBB|s=24px}} | ||
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|Frames 3-5||{{Head|Donkey Kong|g=SSBB|s=24px}}{{Head|Yoshi|g=SSBB|s=24px}}{{Head|Jigglypuff|g=SSBB|s=24px}}{{Head|Peach|g=SSBB|s=24px}}{{Head|Zelda|g=SSBB|s=24px}}{{Head|Falco | |Frames 3-5||{{Head|Donkey Kong|g=SSBB|s=24px}}{{Head|Yoshi|g=SSBB|s=24px}}{{Head|Jigglypuff|g=SSBB|s=24px}}{{Head|Peach|g=SSBB|s=24px}}{{Head|Zelda|g=SSBB|s=24px}}{{Head|Falco|g=SSBB|s=24px}}{{Head|Charizard|g=SSBB|s=24px}}{{Head|Ike|g=SSBB|s=24px}}{{Head|King Dedede|g=SSBB|s=24px}}{{Head|Wario|g=SSBB|s=24px}} | ||
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|Frames 3-6||{{Head|Link|g=SSBB|s=24px}}{{Head|Ganondorf|g=SSBB|s=24px}} | |Frames 3-6||{{Head|Link|g=SSBB|s=24px}}{{Head|Ganondorf|g=SSBB|s=24px}} |
Revision as of 07:03, October 20, 2020
The dash attack canceled up smash (abbreviated to DACUS, also referred to as Boost Smashing) is an advanced technique in Super Smash Bros. Brawl. It is similar to the slide smash, but more difficult to pull off and has the potential to be much longer. As its name implies, it is performed by initiating a dash attack with the C-Stick (or D-Pad if the player is using the Nunchuk; this is much easier when the C-Stick or D-Pad is angled downwards) and immediately afterward canceling the dash attack with an up smash command. The up smash must be performed on at least frame 3 of the dash attack's animation although most characters can perform it slightly later than frame 3. Any character can perform a DACUS, but only certain characters gain a noteworthy addition to their attack strategies because of it. Each character has a different window where they can DACUS. For example, Snake has a very large DACUS window from frames 3-7, making his easier to perform than a character like Sheik who has a short DACUS window on only frame 3. If a character increases in size (with a Super Mushroom or a Lightning Bolt), their DACUS window will be extended, making it easier for them to perform a DACUS. The opposite applies if the character decreases in size. The furthest DACUS requires precise timing and is timed differently for each character. The up-smash can also be replaced with a grab to perform a Boost grab.
Performing a DACUS was briefly possible in early updates of Super Smash Bros. for Nintendo 3DS, prior to patch 1.0.4. It is no longer possible in any later updates of the 3DS version nor at any time in the Wii U version, although Shulk is able to perform a similar technique named MonaDACUS by using the momentum of a canceled Speed Monado Art to boost himself forward.
Uses
Uses of the DACUS are somewhat analogous to those of wavedashing from the previous game. A DACUS is useful when the character physics behind it allow the up-smash to slide significantly far and fast across the stage while charging. It adds an extra factor to a character's KO potential, or can simply be used to surprise a distant opponent in the interest of maintaining close quarters. With good timing, it is possible for both the initial hit of the dash attack and the up-smash to connect, providing extra damage. Charizard's DACUS has a niche use as while it completely stops Charizard, this actually allows Charizard to more reliably connect its up smash in situations where it otherwise would not work due to Charizard sliding too far to connect the second hit.
Dash attack canceled up smash windows
Window length: | Characters |
---|---|
Frame 3 | |
Frames 3-4 | |
Frames 3-5 | |
Frames 3-6 | |
Frames 3-7 |
Gatling Combo
The Gatling Combo is similar to the DACUS, but the dash attack is cancelled after the hitbox comes out, meaning that both the dash attack and the up smash have the potential to hit. It only gains distance similar to that of a slide smash, with the exception of Snake's. The Gatling Combo is performed by inputting a dash attack and then performing an up smash while the opponent is in hitlag. It functions in a very similar way to the jab grab technique in Smash 64, except the player is performing a dash attack into an up smash, rather than a jab into grab.
The combo is usually used to rack up some early-percent damage, and sometimes used against shielding opponents, as the opponent may drop their shield after the dash attack and then get hit by the up smash. However, at higher percentages, the opponent will be knocked away too far by the dash attack for the up smash to be able to connect properly. The Gatling Combo will only work with characters who have a dash attack which comes out at least two frames before their DACUS window ends. Falco, Snake, and Wario are the only characters who can perform the Gatling Combo; as their dash attacks are fast enough and they have a long enough DACUS window to perform it. However, Snake's slides too far for both the dash attack and the up smash to reliably hit when Snake doesn't slide into an edge, and Wario's Gatling Combo will only fully connect at low percents due to his up smash's poor range.
More characters gain access to the Gatling Combo if they increase in size due to their extended DACUS windows and likewise, the few characters who can perform the Gatling Combo will lose the ability to do so if they shrink although this has no effect in competitive play.
Characters with a sliding DACUS
- Falco: Falco's best DACUS (performed on frame 3) will slide halfway across Final Destination, and gives him yet another follow-up option to consider after connecting with a silent laser shot, laser lock, or his down throw. Falco can also easily chain the actual dash attack into the up-smash, although it can be performed with a different set of commands.
- Link: Useful in its ability to make the normally slow Link move much faster while attacking, and excellent when combined with Link's strong projectile game. Link has a wide DACUS window and interestingly enough, he has to perform his up smash later on into his dash attack's animation on frame 5 to cover the most distance.
- Jigglypuff: Like Link, Jigglypuff's DACUS assists its slow ground game by giving it this sliding smash. One of the easier DACUSes to perform.
- Sheik: The most useful DACUS for KOing, as Sheik's up smash is her strongest KOing move, but is unfortunately difficult to sweetspot under normal, stationary circumstances. It is one of the more difficult DACUSes as it requires frame perfect timing, but it is also tied with Snake's for being the farthest and fastest.
- Snake: The most useful DACUS for stage control, as well as the easiest one to connect both the dash attack and the up smash, as Snake has the widest DACUS window (tied with Bowser) from frames 3-7. A well-known maneuver for any advanced Snake player, as its speed and range are excellent at both interrupting and launching yet another explosive into the battleground. This one, even if it does not connect, is still very easy to time with. It also gives the generally slow Snake great speed, and is one of his best approach strategies.
- Wolf: Wolf's DACUS gives him two sliding smashes, as opposed to just forward smash. This one, however, is significantly more powerful. Very useful for KOing, and makes his already good approach excellent.
- Wario: Covers a great distance. The initial frames of his dash attack can also cancel into his up smash. At low percentages, Chomp can combo into a DACUS.
- Sonic: Can slide three quarters across Final Destination with his DACUS and can be used for a mix-up game. However, as his up smash is weak in terms of knockback, it is not very useful. It also does not cover much more distance than his running up smash unless performed out of an initial dash.
- Fox: If performed, Fox's DACUS will only cover a slightly larger distance than his running up smash. While Fox's up smash is stronger than Falco's, it has higher ending lag. Unlike Falco, Fox only has a one frame window to perform his DACUS, making it much harder to perform and preventing him from being able to perform a gatling combo. This combined with its miniscule distance increase, makes it see little use in competitive play except as a surprise KO option. Interestingly, when used as a BDACUS there is no extra distance gained compared to just buffering a dashing up smash.
- Mario: Mario's DACUS covers slightly more distance than his running up smash. Not very useful due to the small amount of distance is gains but can still be used.
- Luigi: Similar to Mario's, although if Luigi charges his up smash, he will cover a lot more distance due to his lower traction.
- Squirtle: While Squirtle's DACUS covers a slightly larger distance than its running up smash, it is not very useful as Squirtle's pump slide covers a significantly larger amount of distance.
- Ike: Ike's DACUS gains slightly more distance than his running up smash, slightly improving its approach potential.
- Olimar: Olimar's DACUS can cover nearly twice as much distance compared to his running up smash. Olimar's up smash is a strong move with good range and his DACUS improves its approach potential aiding Olimar's poor approach.
- R.O.B.: R.O.B.'s DACUS covers a slightly larger distance compared to his running up smash. His DACUS slightly improves his up smash's approach potential and makes it slightly easier to land especially on grounded opponents.
In the 1.0.0 to 1.0.3 versions of Super Smash Bros. for Nintendo 3DS, all characters could DACUS, with Sheik, Wario, Donkey Kong, Villager, Robin, Greninja and Rosalina & Luma notably benefitting from the technique. As of version 1.0.4, however, no characters can DACUS at all. This also applies to Super Smash Bros. for Wii U, as the two games are meant to share the same core mechanics. In Super Smash Bros. Ultimate, the DACUS continues to remain absent from the game, which notably nerfs Snake, as his DACUS is a vital part of his metagame in Brawl.
Buffered dash attack canceled up smash
The buffered dash attack canceled up smash (shortened to BDACUS) is another variant of DACUS that has different inputs and input times. A BDACUS will result in a normal DACUS, but it will slide slightly further and has to be inputted during the ending lag of another move. Every character can use this technique but only characters that have an effective DACUS will get some usefulness out of it. It requires a player to use a move that will end on the ground and have the normal ending lag of 10 frames or use a spot dodge. In this small amount of time, the control stick has to be tapped forward then returned to its neutral state followed by two upward taps on the C-Stick. A BDACUS has no frames for the dash attack and will instead only come out as an up smash with great momentum.