Dash attack
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 |
---|---|---|
Mario | Does a slide tackle like in Super Mario 64. | 12% |
Luigi | Swings his arms in a flurry of "sissy-fight"-like punches. | Six hits, 2% each |
Donkey Kong | Lifts up foot and slides on his other foot, has considerable ending lag. | 12% |
Yoshi | Rams forward with his head. | 12% |
Link | Sticks his sword straight out and stops, good range and speed. | 16% |
Samus | Shoulder tackles foe similar to her Shinespark in Super Metroid. | 12% |
Kirby | Does a slide tackle. | 10% |
Fox | Leaps a bit off the ground and slides forward, sticking foot out. Very fast and has low ending lag. | 10% |
Captain Falcon | Does a shoulder tackle. | 12% |
Pikachu | Does a running headbutt, has considerable ending lag. Commonly considered Pikachu's second worst attack. | 12% |
Jigglypuff | Trips and slides into opponents. | 10% |
Ness | Puts both hands in front of him, low ending lag. | 10% |
Dash attacks in Super Smash Bros. Melee
Character | Description | Damage |
---|---|---|
Mario | Does a slide tackle like in Super Mario 64. | 9% |
Luigi | Dashes forward and attacks with a flurry of punches. | Five hits, 2% each |
Peach | Lunges forward and splits her hands apart, low ending lag. | 12% |
Dr. Mario | Same as Mario's, but has slightly more range. | 9% |
Bowser | Charges forward, bad starting and ending lag. | 11% |
Donkey Kong | Kicks in front, has considerable ending lag. | 11% |
Yoshi | Rams forward with head. | 8% |
Link | Brings sword down in front of him. | 12% |
Zelda | Shoves her hands in front, with magic sparks coming out of them. | 13% |
Sheik | Spreads her arms apart and stops running, good range and speed. | 10% |
Ganondorf | Does a shoulder tackle. | 14% |
Young Link | Slashes in front of him and slows down, high knockback. | 10% |
Samus | Does a shoulder tackle. | 13% |
Ice Climbers | Leaps and swings hammers forward. | 17% if both climbers hit |
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% |
Fox | Runs forward and sticks foot out. | 7% |
Falco | Same as Fox. | 9% |
Pikachu | Jumps forward, headbutting. | 8% |
Jigglypuff | Trips and falls head first. | 12% |
Mewtwo | Holds out arms while sliding, inflicting damage with shadow energy. | 9% |
Pichu | Sticks its head out and trips mid-dash. | 8% |
Marth | Does a quick upward diagonal slash. | 10% base, 13% tip |
Roy | Slashes in front of him. | 12% |
Ness | Uses PK Brainshock, which releases 3 bubbles of PSI. | 12% |
Mr. Game & Watch | Puts on a footbal helmet and charges forward. | 9% |
Captain Falcon | Does a shoulder tackle. | 10% |
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 |
---|---|---|
Mario | Does a sex kick slide tackle like in Super Mario 64. Very weak unless hit within initial few frames. | 9%, hits on frames 6-29 |
Luigi | Swings his arms in a flurry of "sissy-fight"-like punches. Multiple hits; last hit has better knockback than the previous hits. | Seven hits, 8%, hits on frames 4-50 |
Peach | Pushes forward and then pulls hands apart, very quick and good range. Two hits, sends foes up. | 8%, hits on frames 6-19 |
Bowser | Falls onto his belly. Good range and good knockback, but some considerable ending lag. | 11%, hits on frames 10-19 |
Donkey Kong | Lifts up foot and slides on his other foot. Moves forward a bit and has considerable ending lag. | 11%, hits on frames 9-20 |
Diddy Kong | Does a slow cartwheel. Multiple hits, last having best but bad knockback. Has minimal ending lag. Can be dash attack canceled. | 9%, hits on frames 9-23 |
Yoshi | Rams forward with head. Good range, speed and knockback. | 9%, hits on frames 10-23 |
Wario | Slides down and forward like a baseball runner getting picked off. Very fast start up lag but considerable ending lag. Can be dash attack canceled. | 7%, hits on frames 4-23 |
Link | Crosses sword in front of his body. Semi-spike occasionally. Can be dash attack canceled. | 12%, hits on frames 8-11 |
Zelda | Pushes forward with magical sparks tipping her hands. | 12% |
Sheik | Slashes hand forward. Good range and speed, moves forward a bit. Can be used for dash attack canceling. | 7% |
Ganondorf | Shoulder tackles foe. Can KO at high percentages, surprisingly fast, and sends the foe skyward. Second strongest dash attack. | 15%, hits on frame 10-19 |
Toon Link | Same as Link's, worse range and knockback, faster and better damage. | 10%, hits on frames 9-11 |
Samus | Same as Ganondorf's. Horizontal knockback, though. | 10%, hits on frames 8-16 |
Zero Suit Samus | Leaps a bit off the ground and slides forward, sticking foot out. Is a sex kick. Can lock if buffered right. | 7%, hits on frame 6 |
Pit | Slices sword before him. Good for setting up glide attacks. | 12%, hits on frames 7-9 |
Ice Climbers | Swing their hammers sideways quickly. | 11%, hits on frames 11-12 |
R.O.B. | Jabs arms quickly forward. Exact same animation as fair. | 5%, hits on frames 7-9 |
Kirby | Does a breakdancing spin on his head similar to his Yoyo kick from Kirby Super Star. Multiple hits, last with good knockback. | Six hits, 14%, hits on frame 12 |
Meta Knight | Slides forward tackling with foot. Only non-throw move of MK's that doesn't require Galaxia. More damage at body, not foot. | 8%, hits on frames 5-11 |
King Dedede | Trips and belly flops powerfully forward, though cripplingly slow. One of few dash attacks that has potential KOing power. Strongest dash attack. | 16%, hits on frame 26 |
Olimar | Cartwheels quickly forward. Bad range, but faster and stronger than Diddy's, and trips at the end. | 11%, hits on frame 8 |
Fox | Same as Zero Suit Samus's, but more vertical knockback. Good comboing potential. | 7%, hits on frames 3-6 |
Falco | Same as Fox's, but better combo potential due to dair meteor smash and dash attack canceling. | 9%, hits on frame 4 |
Wolf | Does a flip-kick forward. Only dash move that doesn't utilize forward momentum. If hit with his toes, sends the opponent forward, but if hit with his legs, it send the opponent up. Can be dash attack canceled. | 9%, hits on frames 9-18 |
Captain Falcon | Rams a shoulder into the opponent. Quick but extremely unsafe on shields due to lack of shieldstun and high ending lag. | 12%, hits on frames 7-16 |
Pikachu | Does a running headbutt. Good knockback but considerable ending lag. | 7%, hits on frames 5-16 |
Squirtle | Slams the back side of its shell at the foe. | 10%, hits on frames 6-24 |
Ivysaur | Tackles foe. Good power, can KO around 100% on lighter characters. | 12%, hits on frames 4-20 |
Charizard | Extends leg out at the foe, kicking them. Has considerable ending lag. | 11%, hits on frames 10-18 |
Lucario | Kicks forward. Foe goes up and behind Lucario. There is no aura in this attack. | 10%, hits on frames 7-18 |
Jigglypuff | Forces head through foe. Hits foe backwards and sets up for later quick combos. Can be used for dash attack canceling to compensate Jigglypuff´s slow ground mobility. | 10%, hits on frames 5-15 |
Marth | Swings sword powerfully up. Decent range, but slow. | 10% at the base, 13% at the tip, hits on frame 13 |
Ike | Brings Ragnell around about 250 degrees from back to front. Sometimes knocks foes behind him if hits with Ike or bottom of Ragnell. Great range. | 8%, hits on frames 8-18 |
Ness | Pushes three bubbles of PSI power at foe. has vertical knockback and good range. | 13%, hits on frame 7 |
Lucas | Charges forward while sliding and holding a PSI hexagon, then unleashes and jams it into foe. If hits close to Lucas, foe goes high up, with capability to Star KO. Other wise, pushes foe forward. Has considerable starting and ending lag. | 12%, hits on frames 17-22 |
Mr. Game & Watch | Dons a helmet and slides forward on the ground, like Wario. Has sex kick-like properties. Slow, but has good knockback. | 11%, hits on frames 6-29 |
Snake | Does an extremely ranged front flip. Great knockback, moves forward quite a bit. Can be dash attack canceled. | 11%, hits on frame 5 |
Sonic | Curls up into a Spinball while running. Based on the Spin Attack from Sonic the Hedgehog. | 6%, hits on frames 5-23 |
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, 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, similar to his move in Donkey Kong Country Returns. | 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 moderate 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 | unknown | unknown |
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, 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. | 10% (Luma, 2 hits) 7% (Rosalina, 2 hits) |
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 | Does a Spin Attack, hitting the opponent multiple times while covering significant ground. Very fast attack, but also very weak knockback. | 6% (4 hits, sometimes does 5% or 7%) |
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) |
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.
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 |