Dash attack: Difference between revisions
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!Damage | !Damage | ||
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|{{SSBB|Bowser}}|| | |{{SSBB|Bowser}} ||Charges forward and falls onto his belle. Good range and knockback, but has considerable ending lag. ||11% (clean), 8% (late) | ||
|- | |- | ||
|{{SSBB|Captain Falcon}}||Rams | |{{SSBB|Captain Falcon}} ||Rams his shoulder into the opponent. Quick, but extremely unsafe on shields due to lack of shieldstun and high ending lag. ||8% (clean), 6% (late) | ||
|- | |- | ||
|{{SSBB|Charizard}}|| | |{{SSBB|Charizard}} ||Slides forwards and raises one leg for a sliding kick. Has considerable ending lag. ||11% (clean), 9% (late) | ||
|- | |- | ||
|{{SSBB|Diddy Kong}}||Does a cartwheel from the ''Donkey Kong Country'' series. | |{{SSBB|Diddy Kong}} ||Does a cartwheel from the ''Donkey Kong Country'' series. The first hit of the move [[spike]]s opponents, making it easier to land all three hits. ||3% (hit 1), 2% (hit 2), 4% (hit 3) | ||
|- | |- | ||
|{{SSBB|Donkey Kong}}|| | |{{SSBB|Donkey Kong}} ||Skids to a halt while doing a side-kick. Has considerable ending lag. ||11% (clean), 9% (late) | ||
|- | |- | ||
|{{SSBB|Falco}}|| | |{{SSBB|Falco}} ||Similar to Fox's dash attack but deals more damage. ||9% (clean), 6% (late) | ||
|- | |- | ||
|{{SSBB|Fox}}|| | |{{SSBB|Fox}} ||Jumps slightly off the ground and performs a running kick. Has good comboing potential. ||7% (clean), 5% (late) | ||
|- | |- | ||
|{{SSBB|Ganondorf}}||Shoulder | |{{SSBB|Ganondorf}} ||Shoulder-charges at the opponent. Can KO at high percentages, surprisingly fast, and sends the foe skyward. Second strongest dash attack in the game. ||15% (clean), 10% (late) | ||
|- | |- | ||
|{{SSBB|Ice Climbers}}|| | |{{SSBB|Ice Climbers}} ||Leaps forward and swings their hammers in front of themselves. ||6% (leader), 4% (partner) | ||
|- | |- | ||
|{{SSBB|Ike}}|| | |{{SSBB|Ike}} ||Swings Ragnell upward after charging forward. Launches opponents upward if they hit Ike. Great range. ||7% (blade), 8% (tip) | ||
|- | |- | ||
|{{SSBB|Ivysaur}}|| | |{{SSBB|Ivysaur}} ||Slides along the ground, headbutting foes. Good power, can KO around 100% on lighter characters. ||12% (clean), 10% (late) | ||
|- | |- | ||
|{{SSBB|Jigglypuff}}|| | |{{SSBB|Jigglypuff}} ||Jumps forward and does a quick headbutt. Can be used for dash attack canceling to compensate Jigglypuff´s slow ground mobility. ||12% (clean), 8% (late) | ||
|- | |- | ||
|{{SSBB|King Dedede}}||Trips and | |{{SSBB|King Dedede}} ||Trips and face-plants forward. A powerful dash attack, capable of KOing most fighters at low percentages. Strongest dash attack in the game. ||16% (head), 14% (body) | ||
|- | |- | ||
|{{SSBB|Kirby}}||Does a breakdancing spin on his head similar to his Yoyo kick from ''Kirby Super Star''. | |{{SSBB|Kirby}} ||Does a breakdancing spin on his head similar to his Yoyo kick from ''Kirby Super Star''. Hits multiple times. ||2% (hits 1-5), 4% (hit 6) | ||
|- | |- | ||
|{{SSBB|Link}}|| | |{{SSBB|Link}} ||Does a downward strike with his sword while running to a stop. Can be dash attack canceled. ||12% (blade), 10% (tip), 11% (arm & body) | ||
|- | |- | ||
|{{SSBB|Lucario}}|| | |{{SSBB|Lucario}} ||Does a running jump kick. Aura is not involved in this attack. ||10% (clean), 7% (late) | ||
|- | |- | ||
|{{SSBB|Lucas}}|| | |{{SSBB|Lucas}} ||Lunges forward, sending forth a burst of PSI energy. Deals more damage closer to Lucas. Has considerable starting and ending lag. ||12% (sweetspot), 10% (sourspot) | ||
|- | |- | ||
|{{SSBB|Luigi}}||Swings his arms in a flurry of "sissy-fight"-like punches. Multiple hits | |{{SSBB|Luigi}} ||Swings his arms in a flurry of "sissy-fight"-like punches. Multiple hits, with the last hit having better knockback than the previous hits. ||1% (hits 1-6), 2% (hit 7) | ||
|- | |- | ||
|{{SSBB|Mario}}||Does a | |{{SSBB|Mario}} ||Does a sliding kick from ''Super Mario 64'', sending foes diagonally upwards. Has a rather long duration. ||9% (clean), 7% (late) | ||
|- | |- | ||
|{{SSBB|Marth}}|| | |{{SSBB|Marth}} ||A quick upward sweeping diagonal slash. Decent range, but has some startup. ||9% (body), 10% (blade), 12% (tip) | ||
|- | |- | ||
|{{SSBB|Meta Knight}}|| | |{{SSBB|Meta Knight}} ||Does a forward thrust kick while braking into a stop. Only non-[[throw]] move of Meta Knight's that doesn't require [[Galaxia]]. Deals more damage if the foe hits his body.||6-8% | ||
|- | |- | ||
|{{SSBB|Mr. Game & Watch}}|| | |{{SSBB|Mr. Game & Watch}} ||Slides his head along the ground while wearing a helmet. Has high ending lag, but the hitbox lasts a long duration, having [[sex kick]] properties. Originates from ''Helmet''. ||11% | ||
|- | |- | ||
|{{SSBB|Ness}}|| | |{{SSBB|Ness}} ||Sends three PSI sparks out in front of himself, with the third spark knocking the opponent up into the air. If all hits connect, it can be followed up by an aerial attack. ||5% (hit 1), 4% (hits 2-3) | ||
|- | |- | ||
|{{SSBB|Olimar}}|| | |{{SSBB|Olimar}} ||Does a forward cartwheel. Has vertical knockback. ||7% (hit 1), 4% (hit 2) | ||
|- | |- | ||
|{{SSBB|Peach}}|| | |{{SSBB|Peach}} ||Strikes with both arms extended forward, then quickly spreads her arms out. Deals two hits. ||4% (hit 1), 4% (hit 2) | ||
|- | |- | ||
|{{SSBB|Pikachu}}||Does a running headbutt. Good knockback but considerable ending lag. || 7% | |{{SSBB|Pikachu}} ||Does a running headbutt. Good knockback but has considerable ending lag. ||7% | ||
|- | |- | ||
|{{SSBB|Pit}}|| | |{{SSBB|Pit}} ||Steps forward and slashes one of his blades horizontally in front of himself. Deals below average knockback. ||11% (body), 12% (arm), 9% (blade) | ||
|- | |- | ||
|{{SSBB|R.O.B.}}|| | |{{SSBB|R.O.B.}} ||Thrusts both his arms forward. Launches opponents diagonally upwards. ||6% (arms), 5% (arms tip) | ||
|- | |- | ||
|{{SSBB|Samus}}|| | |{{SSBB|Samus}} ||Dashes using her jet boosters and hits the opponent with her left shoulder. Deals horizontal knockback. ||10% (clean), 6% (late) | ||
|- | |- | ||
|{{SSBB|Sheik}}|| | |{{SSBB|Sheik}} ||Dashes forward and swings both her arms apart. Good range and speed, can be used for dash attack canceling. ||7% (clean), 5% (late) | ||
|- | |- | ||
|{{SSBB|Snake}}||Does | |{{SSBB|Snake}} ||Does a somersault forward. Great knockback and moves Snake a great distance forward. Can be dash attack canceled. ||11%/9% (clean), 8%/6% (late) | ||
|- | |- | ||
|{{SSBB|Sonic}}||Curls | |{{SSBB|Sonic}} ||Curls into a ball to rush at any opponent in front of him. Very quick startup but has some endlag. ||6% (clean), 4% (late) | ||
|- | |- | ||
|{{SSBB|Squirtle}}|| | |{{SSBB|Squirtle}} ||Turns around while jumping, hitting opponents with the back of its shell. Knocks opponents behind Squirtle if hitbox connects. ||9% (clean), 7% (late) | ||
|- | |- | ||
|{{SSBB|Toon Link}}|| | |{{SSBB|Toon Link}} ||Slashes directly in front of himself while running forward. Deals diagonal knockback. ||10% (blade), 8% (tip) | ||
|- | |- | ||
|{{SSBB|Wario}}|| | |{{SSBB|Wario}} ||Trips and falls flat on his face, sliding a small distance forward. Very fast startup but has considerable ending lag. Can be dash attack canceled. ||7% (clean), 5% (late) | ||
|- | |- | ||
|{{SSBB|Wolf}}||Does a flip | |{{SSBB|Wolf}} ||Does a back-flip, kicking forward. Only dash move that doesn't utilize forward momentum. The trajectory of the opponent depends upon the part of Wolf's body they collide with. ||9% | ||
|- | |- | ||
|{{SSBB|Yoshi}}||Rams forward with head. Good range, speed and knockback. || 9% | |{{SSBB|Yoshi}} ||Rams forward with head. Good range, speed and knockback. ||9% (clean), 7% (late) | ||
|- | |- | ||
|{{SSBB|Zelda}}||Pushes forward with magical sparks tipping her hands. || 12% | |{{SSBB|Zelda}} ||Pushes forward with magical sparks tipping on her hands. Any foes caught in the sweetspot of the move will electrocuted and knocked upwards. ||Clean: 12% (body), 9% (hands)<br/>Late: 8% (body), 7% (hands) | ||
|- | |- | ||
|{{SSBB|Zero Suit Samus}}|| | |{{SSBB|Zero Suit Samus}} ||Does a sliding kick forward with her leg extended. Can [[lock]] if [[buffer]]ed right. ||7% (clean), 5% (late) | ||
|} | |} | ||
===Stalled dash attack=== | ===Stalled dash attack=== | ||
A '''stalled dash attack''' is essentially a dash attack that is performed at the last possible frame of the characters' running animation, similar to [[dash dancing]] in ''[[Melee]]''. The character will perform their dash attack while they appear to stand still instead of their basic [[neutral attack]]. This | A '''stalled dash attack''' is essentially a dash attack that is performed at the last possible frame of the characters' running animation, similar to [[dash dancing]] in ''[[Melee]]''. The character will perform their dash attack while they appear to stand still instead of their basic [[neutral attack]]. This is most notable when used by Snake, Luigi, and Donkey Kong. | ||
==Dash attacks in ''[[Super Smash Bros. 4]]''== | ==Dash attacks in ''[[Super Smash Bros. 4]]''== |
Revision as of 16:16, July 28, 2015
Dash attack is an attack performed by pressing the attack button while dashing. To do a dash attack immediately after starting a dash, press the C-stick down instead. Dash attacks typically use the momentum behind the dash to pull off some sort of attack, like a sliding kick. Most dash attacks come out quickly, but have noticeable ending lag and are predictable, making them very easy to punish (particularly using a shield grab).
In Brawl, certain dash attacks can be interrupted by performing an up smash, which is known as a dash attack cancelled up smash (abbreviated as DACUS). Often, a combo is used with the low, more combo based knockback of the dash attack, leading up to a more powerful up-smash. This is known as a Gatling Combo. A dash attack can also be grab cancelled, referred to as a boost grab.
Skilled players generally avoid using the majority of dash attacks by themselves to approach (with the exception of a few of the more useful ones that can also be used in combos), as they are usually predictable and can be easily punished, as mentioned above. However, many players use dash attacks to perform cross-ups, which place the user behind their opponent, putting them in a less vulnerable position. The DACUS is also a good approach option, because it sends the user a further distance and leaves them in a less vulnerable position to be punished.
Dash attacks in Super Smash Bros.
Character | Description | Damage |
---|---|---|
Captain Falcon | Does a shoulder tackle. | 12% |
Donkey Kong | Lifts up foot and slides on his other foot, has considerable ending lag. | 12% |
Fox | Leaps a bit off the ground and slides forward, sticking foot out. Very fast and has low ending lag. | 10% |
Jigglypuff | Trips and slides into opponents. | 10% |
Kirby | Does a slide tackle. | 10% |
Link | Sticks his sword straight out and stops, good range and speed. | 16% |
Luigi | Swings his arms in a flurry of "sissy-fight"-like punches. | Six hits, 2% each |
Mario | Does a slide tackle like in Super Mario 64. | 12% |
Ness | Puts both hands in front of him, low ending lag. | 10% |
Pikachu | Does a running headbutt, has considerable ending lag. Commonly considered Pikachu's second worst attack. | 12% |
Samus | Shoulder tackles foe similar to her Shinespark in Super Metroid. | 12% |
Yoshi | Rams forward with his head. | 12% |
Dash attacks in Super Smash Bros. Melee
Character | Description | Damage |
---|---|---|
Bowser | Charges forward, bad starting and ending lag. | 11% |
Captain Falcon | Does a shoulder tackle. | 10% |
Dr. Mario | Same as Mario's, but has slightly more range. | 9% |
Donkey Kong | Kicks in front, has considerable ending lag. | 11% |
Falco | Same as Fox. | 9% |
Fox | Runs forward and sticks foot out. | 7% |
Ganondorf | Does a shoulder tackle. | 14% |
Ice Climbers | Leaps and swings hammers forward. | 17% if both climbers hit |
Jigglypuff | Trips and falls head first. | 12% |
Kirby | Runs forward on fire. Kirby's movement will not stop if he reaches the edge of a ledge while during the dash, a property unique to this dash attack. | 8% |
Link | Brings sword down in front of him. | 12% |
Luigi | Dashes forward and attacks with a flurry of punches. | Five hits, 2% each |
Mario | Does a slide tackle like in Super Mario 64. | 9% |
Marth | Does a quick upward diagonal slash. | 10% base, 13% tip |
Mewtwo | Holds out arms while sliding, inflicting damage with shadow energy. | 9% |
Mr. Game & Watch | Puts on a footbal helmet and charges forward. | 9% |
Ness | Uses PK Brainshock, which releases 3 bubbles of PSI. | 12% |
Peach | Lunges forward and splits her hands apart, low ending lag. | 12% |
Pichu | Sticks its head out and trips mid-dash. | 8% |
Pikachu | Jumps forward, headbutting. | 8% |
Roy | Slashes in front of him. | 12% |
Samus | Does a shoulder tackle. | 13% |
Sheik | Spreads her arms apart and stops running, good range and speed. | 10% |
Yoshi | Rams forward with head. | 8% |
Young Link | Slashes in front of him and slows down, high knockback. | 10% |
Zelda | Shoves her hands in front, with magic sparks coming out of them. | 13% |
If either of the Shield Buttons are pressed repeatedly right after attempting a dash attack, the attack will be cancelled and turned into a dash Grab.
Dash attacks in Super Smash Bros. Brawl
Character | Description | Damage |
---|---|---|
Bowser | Charges forward and falls onto his belle. Good range and knockback, but has considerable ending lag. | 11% (clean), 8% (late) |
Captain Falcon | Rams his shoulder into the opponent. Quick, but extremely unsafe on shields due to lack of shieldstun and high ending lag. | 8% (clean), 6% (late) |
Charizard | Slides forwards and raises one leg for a sliding kick. Has considerable ending lag. | 11% (clean), 9% (late) |
Diddy Kong | Does a cartwheel from the Donkey Kong Country series. The first hit of the move spikes opponents, making it easier to land all three hits. | 3% (hit 1), 2% (hit 2), 4% (hit 3) |
Donkey Kong | Skids to a halt while doing a side-kick. Has considerable ending lag. | 11% (clean), 9% (late) |
Falco | Similar to Fox's dash attack but deals more damage. | 9% (clean), 6% (late) |
Fox | Jumps slightly off the ground and performs a running kick. Has good comboing potential. | 7% (clean), 5% (late) |
Ganondorf | Shoulder-charges at the opponent. Can KO at high percentages, surprisingly fast, and sends the foe skyward. Second strongest dash attack in the game. | 15% (clean), 10% (late) |
Ice Climbers | Leaps forward and swings their hammers in front of themselves. | 6% (leader), 4% (partner) |
Ike | Swings Ragnell upward after charging forward. Launches opponents upward if they hit Ike. Great range. | 7% (blade), 8% (tip) |
Ivysaur | Slides along the ground, headbutting foes. Good power, can KO around 100% on lighter characters. | 12% (clean), 10% (late) |
Jigglypuff | Jumps forward and does a quick headbutt. Can be used for dash attack canceling to compensate Jigglypuff´s slow ground mobility. | 12% (clean), 8% (late) |
King Dedede | Trips and face-plants forward. A powerful dash attack, capable of KOing most fighters at low percentages. Strongest dash attack in the game. | 16% (head), 14% (body) |
Kirby | Does a breakdancing spin on his head similar to his Yoyo kick from Kirby Super Star. Hits multiple times. | 2% (hits 1-5), 4% (hit 6) |
Link | Does a downward strike with his sword while running to a stop. Can be dash attack canceled. | 12% (blade), 10% (tip), 11% (arm & body) |
Lucario | Does a running jump kick. Aura is not involved in this attack. | 10% (clean), 7% (late) |
Lucas | Lunges forward, sending forth a burst of PSI energy. Deals more damage closer to Lucas. Has considerable starting and ending lag. | 12% (sweetspot), 10% (sourspot) |
Luigi | Swings his arms in a flurry of "sissy-fight"-like punches. Multiple hits, with the last hit having better knockback than the previous hits. | 1% (hits 1-6), 2% (hit 7) |
Mario | Does a sliding kick from Super Mario 64, sending foes diagonally upwards. Has a rather long duration. | 9% (clean), 7% (late) |
Marth | A quick upward sweeping diagonal slash. Decent range, but has some startup. | 9% (body), 10% (blade), 12% (tip) |
Meta Knight | Does a forward thrust kick while braking into a stop. Only non-throw move of Meta Knight's that doesn't require Galaxia. Deals more damage if the foe hits his body. | 6-8% |
Mr. Game & Watch | Slides his head along the ground while wearing a helmet. Has high ending lag, but the hitbox lasts a long duration, having sex kick properties. Originates from Helmet. | 11% |
Ness | Sends three PSI sparks out in front of himself, with the third spark knocking the opponent up into the air. If all hits connect, it can be followed up by an aerial attack. | 5% (hit 1), 4% (hits 2-3) |
Olimar | Does a forward cartwheel. Has vertical knockback. | 7% (hit 1), 4% (hit 2) |
Peach | Strikes with both arms extended forward, then quickly spreads her arms out. Deals two hits. | 4% (hit 1), 4% (hit 2) |
Pikachu | Does a running headbutt. Good knockback but has considerable ending lag. | 7% |
Pit | Steps forward and slashes one of his blades horizontally in front of himself. Deals below average knockback. | 11% (body), 12% (arm), 9% (blade) |
R.O.B. | Thrusts both his arms forward. Launches opponents diagonally upwards. | 6% (arms), 5% (arms tip) |
Samus | Dashes using her jet boosters and hits the opponent with her left shoulder. Deals horizontal knockback. | 10% (clean), 6% (late) |
Sheik | Dashes forward and swings both her arms apart. Good range and speed, can be used for dash attack canceling. | 7% (clean), 5% (late) |
Snake | Does a somersault forward. Great knockback and moves Snake a great distance forward. Can be dash attack canceled. | 11%/9% (clean), 8%/6% (late) |
Sonic | Curls into a ball to rush at any opponent in front of him. Very quick startup but has some endlag. | 6% (clean), 4% (late) |
Squirtle | Turns around while jumping, hitting opponents with the back of its shell. Knocks opponents behind Squirtle if hitbox connects. | 9% (clean), 7% (late) |
Toon Link | Slashes directly in front of himself while running forward. Deals diagonal knockback. | 10% (blade), 8% (tip) |
Wario | Trips and falls flat on his face, sliding a small distance forward. Very fast startup but has considerable ending lag. Can be dash attack canceled. | 7% (clean), 5% (late) |
Wolf | Does a back-flip, kicking forward. Only dash move that doesn't utilize forward momentum. The trajectory of the opponent depends upon the part of Wolf's body they collide with. | 9% |
Yoshi | Rams forward with head. Good range, speed and knockback. | 9% (clean), 7% (late) |
Zelda | Pushes forward with magical sparks tipping on her hands. Any foes caught in the sweetspot of the move will electrocuted and knocked upwards. | Clean: 12% (body), 9% (hands) Late: 8% (body), 7% (hands) |
Zero Suit Samus | Does a sliding kick forward with her leg extended. Can lock if buffered right. | 7% (clean), 5% (late) |
Stalled dash attack
A stalled dash attack is essentially a dash attack that is performed at the last possible frame of the characters' running animation, similar to dash dancing in Melee. The character will perform their dash attack while they appear to stand still instead of their basic neutral attack. This is most notable when used by Snake, Luigi, and Donkey Kong.
Dash attacks in Super Smash Bros. 4
Most dash attacks in SSB4 have high base knockback, but low knockback scaling. As such, most are useful for throwing the opponent off, but are ineffective KO tools for anything other than Sudden Death, Horde Battles in Special Orders, or other lightweight scenarios. Exceptions are listed below.
Character | Description | Damage |
---|---|---|
Bowser | Transitions into a running dropkick. Unlike in previous games, this is not a great KO move, but it has significantly less lag, making it more versatile. | 10% (clean) 8% (late) |
Bowser Jr. | A spinning sawblade sticks out of the clown car, while Bowser Jr. raises his right arm and orients the car upward. Not all hits likely to be made at high percentages. | up to 12% (6 hits) |
Captain Falcon | Crashes into his opponent with his right shoulder forward. | 10% (clean) 6% (late) |
Charizard | Transitions into a straight horizontal kick with one leg. (uses either, depending on orientation) . | 11% (clean) 8% (late) |
Dark Pit | Identical to Pit's. | 11% |
Diddy Kong | Does a cartwheel from the Donkey Kong Country series, hitting with the right foot, then the left, then finishing off with both hands. Only the last hit deals knockback. | 7% (3 hits) |
Donkey Kong | Does a quick forward roll attack from the Donkey Kong Country series. | 10% (clean) 8% (late) |
Dr. Mario | Identical to Mario's, except it always sends foes straight up. | 8% (clean) 6% (late) |
Duck Hunt | The dog tilts its hind legs up, propelling the duck forward with its beak. | 10% (clean) 7% (late) |
Falco | Similar to Fox's, but slightly slower and more damaging. | 9% (clean) 6% (late) |
Fox | Does a jump-kick with his left leg, then lands on his feet. | 6% (clean) 4% (late) |
Ganondorf | Similar to Captain Falcon's, but much more damaging. Good KO move at high percentages. | 14% (clean) 10% (late) |
Greninja | Does a running spin-kick with one leg. (left or right depending on orientation) Cannot hit late. | 7% |
Ike | Runs forward and slashes upward with Ragnell. Decent KO potential at high percentages. | 10% (at tip and center of blade) 8% (close to hilt) 5% (At tip if opponent is airborne) |
Jigglypuff | Jumps into a head-slam. Good KO move at an edge. | 12% (clean) 8% (late) |
King Dedede | Trips himself and falls face-first into his opponent, akin to his move in early Kirby games. Slow start-up, but great knockback, capable of KOing at moderately low percentages if hit clean. Most powerful dash attack in the game. | 16% (clean) 13% (late) |
Kirby | Does a spinning handstand, hitting with his feet extended, akin to the Yo-Yo dash move in Kirby Super Star. Only the last hit deals knockback. | 9% (6 hits) |
Link | Dashes into a Jump Strike, similar to the titular move in all 3-D Zelda games. Good KO move, akin to a Smash attack. | 14% (at tip) 13% (center) 12% (close to hilt) |
Little Mac | Slams his left fist swiftly into the ground in an arc. Good KO move at an edge. Cannot hit late. | 10% |
Lucario | Does a jump-kick with its left leg high in the air, then lands on its feet. Damage and knockback scale up as Lucario takes damage, making it a good KO move if both players are heavily injured. | 5% (clean min) 13% (clean max) 3% (late min) 10% (late max) |
Lucas | Charges forward and releases a PSI hexagon from his hand. Has a sourspot on his arm. | 13% (sweetspot) 9% (sourspot) |
Lucina | Similar to Marth's, but damage is even throughout. Cannot hit late. | 10% (Training Mode says 9%) |
Luigi | Runs forward, flailing his arms over his head repeatedly, "sissy fight" style. Only the last hit deals knockback. | 8% (7 hits) |
Mario | Does a sliding kick from Super Mario 64, sending foes diagonally upward. Has a rather long duration. If it hits late, the opponent is sent backwards. | 8% (clean) 6% (late) |
Marth | Runs into a horizontal slash. Damage and knockback depend on where it hits, with the tip having decent KO potential near a ledge. Cannot hit late. | 12% (tip) 10% (center) 9% (near hilt) |
Mega Man | Does a running Tornado Dash, covering much ground and damaging as it goes. Only the last hit deals knockback. | 10% (8 hits) |
Meta Knight | Does a swift flying kick, then lands on his feet. | 6% (clean) 5% (late) |
Mewtwo | Lunges forward, palms forward and arms outstretched. | 9% (clean) 6% (late) |
Mii Brawler | Does a flying kick, then lands on his/her feet. | 11% (clean) 6% (late)* |
Mii Gunner | Jumps forward and sets off a charge from the gun at melee range. Effect changes depending on where it hits, but knockback does not. Cannot hit late. | 10% (9% if it's the first attack used, Training Mode always says 9%)* |
Mii Swordfighter | Lunges forward and stabs horizontally with the sword. | 10% (clean) 6% (late)* |
Mr. Game & Watch | Dons a hard hat, then dives headfirst into the ground. Mr. Game & Watch does this in 4 visible frames, the first and second of which are clean, the third is late, and the fourth doing nothing. If it hits close, the opponent is sent backwards. | 10% (clean) 6% (late) |
Ness | Ness skids to a stop as he sends out three small bursts of PK energy ahead of him, all of which hit if Ness does this attack close enough. Only the last hit deals knockback. | 10% (3 hits) |
Olimar | Does a quick cartwheel forward. Only the last hit deals knockback, but strangely, the first deals more damage. Olimar does not need or use Pikmin to do this move. | 11% (2 hits) |
Pac-Man | Transforms into his original form and chomps at his opponent three times, while covering decent ground. Only the last hit deals knockback. | 9% (3 hits) |
Palutena | Bashes enemies with her shield, braking her dash quickly. Cannot hit late. | 9% |
Peach | Pushes her hands forward, dealing magical damage at her palms. Only the last hit deals knockback. | 10% (2 hits) |
Pikachu | Uses Tackle and rams headfirst into the opponent. Is a Super Effective KO move at high percentages if it hits clean. | 10% (clean) 6% (late) |
Pit | Does a quick horizontal slash with his bow without breaking it up. Cannot hit late. | 11% |
R.O.B. | Quickly slams his arms down to the ground, lifting his base up momentarily. Cannot hit late. | 7% |
Robin | Lunges forward and stabs with the bronze sword. | 10% (clean) 6% (late) |
Rosalina & Luma | Dives downward and headbutts the opponent up from below. Deals more damage if Luma hits instead. | 7% (Rosalina, 2 hits), 10% (Luma, 2 hits) |
Roy | Leaps forward briefly before pivoting to the left as he does a low-angle horizontal slash to the left. | 13% (sweetspot), 9% (sourspot) |
Ryu | Performs a leaping sidekick. Based off of his original jumping medium and heavy kick in the Street Fighter Alpha/Zero games. | 12% (clean), 8% (late) |
Samus | Dashes into the opponent using jet boosters and hits them with the left shoulder. Attack only hits at the end of the dash, making it possible to miss if Samus is too close to the enemy at the start. | 10% (clean) 6% (late) |
Sheik | Swings both arms across each-other as she dives at her opponent. Attack only hits at the end of the move, making it possible to miss if Sheik is too close to the enemy at the start. | 6% (sometimes 7%, Training Mode always says 6%) |
Shulk | Lunges and swings the Monado horizontally. Damage and knockback depend on the Monado Art being used. Cannot hit late. | 11% (Normal & Jump) 9% (Speed, Training Mode says 8%) 8% (Shield, Training Mode says 7%) 15% (Buster, sometimes 16%) 5% (Smash) |
Sonic | Curls up into a spiky ball and rolls a short distance. Hits multiple times and ends in a drop kick. | 6% (3 hits) |
Toon Link | Runs forward and quickly slashes his sword. | 8% (clean) 6% (close to hilt) |
Villager | Grabs a flower pot and trips, causing the pot to hit the ground ahead of him/her. The pot can be reflected or pocketed. | 10% (pot and Villager hit) 6% (only pot hits) |
Wario | Quickly slams his face into the ground and skids. The late hit will send opponents backwards and trip them. | 7% (clean) 4% (late) |
Wii Fit Trainer | Does the Gate pose and slides into her/his opponent. Has a lingering hitbox. | 6% |
Yoshi | Does a flying kick with his left foot, then spins back into position. | 9% (clean) 6% (late) |
Zelda | Dashes forward and delivers a magical pulse with both arms ahead. A good KO move at an edge if the sweetspot hits. Cannot hit late. | 12% (sweetspot) 9% (sourspot) |
Zero Suit Samus | Dashes forward with her jet boots and strikes with the right knee, covering significant distance. | 8% (clean) 5% (late) |
* This assumes the Mii is default height and weight.
Notable dash attacks
- Falco, Jigglypuff, Link, Sheik, Snake, Wolf, Wario and Sonic all receive a great momentum boost when using a DACUS in Brawl.
- Pit will perform an additional attack if he is wielding a battering item.
- When Mewtwo uses a dash attack with a battering item, it will spin the item in front of it, hitting enemies consecutively.
- King Dedede's dash attack is well known for its power and large hitbox duration. It is more powerful in Smash 4 than many smash attacks.
- Kirby's dash attack in Melee is the only one that can go off edges.
- Luigi's dash attack in the original Super Smash Bros. is the only one that hits multiple times. This trait is soon shared among Ness by Melee, Kirby and Diddy Kong by Brawl, and Bowser Jr., Mega Man, Sonic, and Pac-Man by 4.
- Villager's dash attack is, so far, the only one that can be reflected.
Trivia
- Kirby has a different dash attack in the first three games, being the only character to hold this trait. However, Kirby's dash attack in Super Smash Bros. 4 is visually the same as his dash attack in Brawl.
Gallery
Fox's dash attack in Brawl.
Attacks in the Super Smash Bros. series | |
---|---|
Standard ground attacks | Neutral attack · Dash attack |
Tilt attacks | Forward tilt · Up tilt · Down tilt · Crouching attack |
Smash attacks | Forward smash · Up smash · Down smash |
Aerial attacks | Neutral aerial · Forward aerial · Back aerial · Up aerial · Down aerial · Grab aerial · Glide attack |
Throws | Grab · Pummel · Forward throw · Back throw · Up throw · Down throw |
Get-up attacks | Floor attack · Edge attack |
Special moves | Neutral special move · Side special move · Up special move · Down special move · Command-input move · Final Smash |