Super Smash Bros. series

Dash

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Mario dashing in Melee
Cloud dashing in Smash 4
"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 dashEdit

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 terminologyEdit

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. MeleeEdit

Initial dashEdit

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 special. 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 the player can crouch immediately and do any move. This can be used for a quick dash into down tilt, or a non-jump-canceled down special.

RunEdit

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 speedEdit

Running speed is the rate at which a character can run. Running speed is measured in units per frame.

Super Smash Bros. rankingsEdit

Super Smash Bros. uses a different scale for mobility specs compared to later games. The scale approximately converts to (a / 30) (so for example, Captain Falcon's NTSC run speed of 75 is about equivalent to a run speed of 2.5 in future games).

JPN
Rank Character Initial Dash Run speed
1   Captain Falcon 80 70
2   Fox 61 60
3   Pikachu 60 55
4   Samus 56 54
5   Yoshi 40 50
6   Kirby 61 48
7   Donkey Kong 60 48
8   Mario 54 44
9   Link 68 42
10   Jigglypuff 50 42
11   Ness 68 40
12   Luigi 50 40
NA, EU, AUS
Rank Character Initial Dash Run speed
1   Captain Falcon 80 75
2   Fox 81 60
3   Pikachu 60 55
4   Samus 56 54
5   Yoshi 40 50
6   Kirby 61 48
7   Donkey Kong 60 48
8   Mario 54 44
9   Link 68 42
10   Jigglypuff 50 42
11   Ness 68 40
12   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 rankingsEdit

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

Dash frame source

Super Smash Bros. Brawl rankingsEdit

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

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

Update historyEdit

1.1.3Edit
  •   Kirby's run speed: 1.5 → 1.57
  •   Lucario's run speed: 1.4847 → 1.55
  •   Mewtwo's run speed: 1.696 → 1.9
1.1.5Edit
  •   Corrin's run speed: 1.5 → 1.45
  •   Mewtwo's run speed: 1.9 → 2.05

Super Smash Bros. Ultimate rankingsEdit

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 2.31 3.85 10 12 0.044 0.165 0.209
2   Captain Falcon 1.98 2.552 15 17 0.11 0.066 0.176
3   Little Mac 2.365 2.464 15 17 0.033 0.17798 0.21098
4   Sheik 2.178 2.42 7 9 0.044 0.121 0.165
5   Mythra 2.45 2.41 10 12 0.02 0.12 0.14
6   Fox 2.09 2.402 10 12 0.044 0.12221 0.16621
7   Zero Suit Samus 2.42 2.31 12 14 0.044 0.10362 0.14762
8   Greninja 2.178 2.288 10 12 0.055 0.132 0.187
9   Mewtwo 2.255 2.255 10 12 0.11 0 0.11
10   Charizard 2.288 2.2 10 12 0.0165 0.10593 0.12243
11   Ridley 1.8 2.2 10 12 0.04 0.0998 0.1398
12   Banjo & Kazooie 1.68 2.18 10 12 0.08 0.07 0.15
13   Cloud 2.145 2.167 10 12 0.011 0.099 0.11
14-15   Roy 2.2 2.145 10 12 0.033 0.077 0.11
  Chrom
16   Meta Knight 2.211 2.09 12 14 0.044 0.10428 0.14828
17   Palutena 2.035 2.077 10 12 0.044 0.12991 0.17391
18   Joker 1.9 2.06 10 12 0.04 0.11 0.15
19   Yoshi 1.98 2.046 14 16 0.044 0.1056 0.1496
20   Pikachu 1.98 2.039 13 15 0.044 0.132 0.176
21   Diddy Kong 2.09 2.006 10 12 0.044 0.165 0.209
22   Bowser 2.255 1.971 13 15 0.044 0.07128 0.11528
23-24   Marth 2.255 1.964 10 12 0.044 0.0902 0.1342
  Lucina
25   Inkling 2.118 1.925 10 12 0.044 0.10978 0.15378
26   Mii Brawler 1.87 1.92 10 12 0.044 0.10978 0.15378
27   Toon Link 1.914 1.906 12 14 0.044 0.10978 0.15378
28   Pichu 1.98 1.892 10 12 0.06 0.14 0.2
29   Donkey Kong 2.09 1.873 15 17 0.044 0.07337 0.11737
30   Wii Fit Trainer 2.024 1.866 15 17 0.044 0.10978 0.15378
31   Sephiroth 1.92 1.86 10 12 0.03 0.09 0.12
32   Hero 1.88 1.84 10 12 0.03 0.08 0.11
33-34   Pit 2.09 1.828 12 14 0.044 0.12474 0.16874
  Dark Pit
35   Rosalina & Luma 2.035 1.795 15 17 0.044 0.12991 0.17391
36   Duck Hunt 1.76 1.793 10 12 0.044 0.10978 0.15378
37-40   Ken 1.936 1.76 10 12 0.044 0.11 0.154
  Mario 0.10978 0.15378
  Bayonetta 0.10362 0.14762
  Squirtle 0.088 0.132
41   Young Link 2.09 1.749 12 14 0.044 0.0902 0.1342
42   Kirby 1.9 1.727 12 14 0.044 0.10494 0.14894
43   R.O.B. 2.002 1.725 10 12 0.044 0.12408 0.16808
44   Piranha Plant 1.82 1.72 10 12 0.06 0.08 0.14
45   Terry 1.65 1.72 10 12 0.04 0.12 0.16
46   Lucario 2.255 1.705 10 12 0.044 0.165 0.209
N/A   Ice Climbers (partner) 1.68 1.683 13 10 0.0484 0.089056 0.137456
47   Mr. Game & Watch 1.98 1.679 8 10 0.044 0.09053 0.13453
48-49   Pac-Man 1.87 1.672 10 12 0.044 0.10978 0.15378
  Shulk 1.87 1.672 0.011 0.07964 0.09064
50-51   Samus 1.87 1.654 10 12 0.044 0.132 0.176
  Dark Samus 15
52   Wario 1.837 1.65 12 14 0.044 0.10494 0.14894
53-54   Luigi 1.815 1.65 10 12 0.044 0.08646 0.13046
  Lucas 0.022 0.088 0.11
55   Falco 2.035 1.619 11 13 0.044 0.1232 0.1672
56   Olimar 1.606 1.617 10 12 0.044 0.09592 0.13992
57   Ness 1.826 1.609 13 15 0.044 0.07161 0.11561
58   Mega Man 1.958 1.602 10 12 0.044 0.10978 0.15378
59   Ryu 1.76 1.6 10 12 0.04 0.1 0.14
60   Ivysaur 1.903 1.595 10 12 0.044 0.099 0.143
61   Corrin 1.892 1.595 7 9 0.011 0.07964 0.09064
62-63   Peach 1.826 1.595 15 17 0.044 0.12991 0.17391
  Daisy
64   Snake 1.76 1.595 10 12 0.044 0.12694 0.17094
65   Sora 1.78 1.58 10 12 0.04 0.06 0.1
66   Mii Swordfighter 1.74 1.58 12 14 0.044 0.13167 0.17567
67   Bowser Jr. 1.76 1.566 10 12 0.044 0.10978 0.15378
68   Min Min 1.9 1.55 10 12 0.04 0.11 0.15
69   Kazuya 1.58 1.55 10 12 0.04 0.11 0.15
70   Wolf 2.09 1.54 10 12 0.044 0.10978 0.15378
71   Link 1.98 1.534 12 14 0.044 0.13167 0.17567
72   Ice Climbers (leader) 1.68 1.53 13 10 0.044 0.08096 0.12496
73-74   Simon 1.73 1.52 10 12 0.04 0.0998 0.1398
  Richter
75   Ike 1.815 1.507 10 12 0.02 0.0724 0.0924
76   King Dedede 1.815 1.496 10 12 0.044 0.09438 0.13838
77   King K. Rool 1.936 1.485 10 12 0.044 0.066 0.11
78   Isabelle 1.815 1.48 10 12 0.044 0.10978 0.15378
79   Steve 1.45 1.45 10 12 0.115 0 0.115
80   Zelda 1.958 1.43 15 17 0.044 0.12925 0.17325
81   Byleth 1.8 1.43 10 12 0.02 0.13 0.15
82   Dr. Mario 1.5375712 1.397792 10 12 0.0349448 0.087187276 0.122132076
83   Villager 1.815 1.397 13 15 0.044 0.10978 0.15378
84   Pyra 1.69 1.38 10 12 0.015 0.11 0.125
85   Mii Gunner 1.63 1.37 8 10 0.044 0.10978 0.15378
86   Ganondorf 1.87 1.34 15 17 0.033 0.10593 0.13893
87   Jigglypuff 1.65 1.271 13 15 0.044 0.09119 0.13519
88   Robin 1.815 1.265 16 18 0.011 0.0902 0.1012
89   Incineroar 1.76 1.18 10 12 0.02 0.09 0.11

Super Smash Bros. for Wii U digital manual descriptionEdit

"Quickly tap   left or right to dash. You will continue dashing until you release  ."

GalleryEdit

TriviaEdit

  • 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 unchanged 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. This is 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.
    • Mewtwo dashes significantly slower than Pikachu and Pichu, (in Melee) despite Mewtwo having a higher base Speed stat than Pikachu and Pichu in the Pokémon games.
    • 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.

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