Super Smash Bros. series

Dash attack

From SmashWiki, the Super Smash Bros. wiki
Revision as of 12:26, March 26, 2019 by RandomUltimate (talk | contribs) (added links and info)
Jump to navigationJump to search
Fox's dash attack in Super Smash Bros. 4

A dash attack (ダッシュ攻撃) is an attack performed by pressing the attack button while dashing. 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). Dash attacks typically use the momentum behind the dash to pull off some sort of attack, like a sliding kick. In Brawl, Smash 4 and Ultimate, another less common way to perform dash attacks is to tilt the C-Stick down (with it set to either Smash or Attack) after initiating the dash; this can be more useful as it allows the player to instantly use a dash attack during the first frames after tapping the Control Stick to dash, without accidentally performing a forward smash.

In Brawl, many dash attacks can be interrupted by performing an up smash, which is known as a dash attack canceled up smash (abbreviated as DACUS). While this is often used to increase the distance of certain up smashes without actually hitting with the dash attack, some characters such as Falco have fast enough dash attacks that can hit the opponent before being canceled into the up smash; connecting with both is known as a Gatling Combo. A dash attack can also be grab canceled, leading into a boost grab; unlike the DACUS, which can only be done in Brawl, the boost grab can be performed in every game in the series starting with Melee.

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. In Brawl, the DACUS can also a good approach option, because depending on the character, 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 the grab button or either of the shield buttons are pressed repeatedly right after attempting a dash attack, the attack will be cancelled and turned into a boost grab.

Dash attacks in Super Smash Bros. Brawl

Character Description Damage
Bowser Charges forward and falls onto his stomach. 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 be zapped 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
Bayonetta Lunges toward the enemy with an extended gun. The Bullet Art version fires both guns in front of her. Based off of her Stiletto technique in her home series. 10% (clean), 8% (late)
Bowser Does a running dropkick. The move now has less lag, making it more versatile. 12% (clean), 10% (late)
Bowser Jr. The Junior Clown Car slashes multiple times forward with a Grinder. Harder for all hits to connect at higher percentages. 1.5% (hits 1-5), 4% (hit 6)
Captain Falcon Crashes into his opponent with his right shoulder forward. 10% (clean), 6% (late)
Cloud Slashes his opponent with an outward slash right his right arm, resembling bunting. 11% (clean), 8% (late)
Corrin Leaps forward and thrusts the Omega Yato while airborne, drilling into them multiple times. This resembles Corrin's child Kana's critical hit animation. 2% (hits 1-5), 3% (final hit)
Charizard Slides forwards and raises one leg for a sliding kick. 11% (clean), 8% (late)
Dark Pit Identical to Pit's. 11%
Diddy Kong Does a cartwheel from the Donkey Kong Country series, and ends it with a ground-slap with both hands. Only the last hit deals knockback. 2% (hits 1-2), 3% (rhit 3)
Donkey Kong Performs his trademark roll attack from Donkey Kong Country. Deals less damage towards the end. 10% (clean), 8% (late)
Dr. Mario Identical to Mario's, except that it always sends foes straight up. 8.96% (clean), 6.72% (late)
Duck Hunt The dog slides forward, with the duck attacking by thrusting its beak. 10% (clean), 7% (late)
Falco Similar to Fox's, but is slightly slower and more damaging. 9% (clean), 6% (late)
Fox Jumps slightly off the ground and performs a running kick. 6% (clean), 4% (late)
Ganondorf Shoulder-charges at the opponent. 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. 7%
Ike Swings Ragnell upward after charging forward. Decent KO potential at high percentages. 14% (clean tip), 11% (clean blade), 9% (late)
Jigglypuff Jumps forward and does a quick headbutt. Decent knockback. Can overpower weak projectiles. 12% (clean), 8% (late)
King Dedede Trips 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. 1% (hits 1-5), 4% (hit 6)
Link Link performs a leaping downward slash (his "Jump Attack" from Ocarina of Time). Deals horizontal knockback when tipped and vertical knockback when hit close, and will KO at early damages. 12% (base), 14% (tip)
Little Mac Slams his left fist swiftly into the ground in an arc. Fast with good KO potential at an edge, although notorious for being one of the most punishable dash attacks against a shield due to skilled opponents being able to gimp Little Mac with aerials after a shield grab. 10%
Lucario Does a running jump kick. Damage and knockback scale up as Lucario takes damage, making it a good KO move if both players are heavily injured. 8% (clean), 6% (late)
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. 9.975%
Luigi Runs forward, flailing his arms over his head repeatedly, "sissy fight" style. Only the last hit deals knockback. 1% (hits 1-6), 2% (hit 7)
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 A quick upward sweeping diagonal slash. 9% (body), 10% (blade), 12% (tip)
Mega Man Top Spin: Spins while moving forward, dealing multiple hits. Based on Top Man's weapon from Mega Man 3. 1% (hits 1-7), 3% (hit 8)
Meta Knight Does a swift flying kick, then lands on his feet. Possesses a disjointed hitbox, making it quite a safe approach option and combo starter. Deals vertical knockback. 6% (body), 5% (foot)
Mewtwo Extends its arm and summons dark energy while sliding. Large disjoint with the ability to combo off the late hitbox. Clean: 10% (sweetspot), 9% (sourspot)
Late: 6% (sweetspot), 4% (sourspot)
Mii Brawler Jumps and does a running kick forward. 11% (clean), 6% (late)*
Mii Gunner After a slight pause, performs a swinging punch with the arm cannon, blasting the enemy with flames. Good knockback. 10%*
Mii Swordfighter Lunges forward and stabs horizontally with their sword. 10% (clean), 6% (late)*
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. 10% (clean), 6.5% (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. The first burst launches airborne opponents upwards. The last hit has notably long range. 3-4% (hit 1 grounded), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3)
Olimar Does a quick cartwheel forward. 7% (hit 1), 4% (hit 2)
Pac-Man Transforms into his retro form and chomps at his opponent three times, while covering decent ground with little to no startup or endlag. The last hit deals stronger knockback than the first two hits, that deals weaker knockback. 2% (hits 1-2), 5% (hit 3)
Palutena Bashes the enemy with her shield. The shield can block attacks due to the Palutena having some intangibility frames. 9% (clean), 5% (late)
Peach Pushes her hands forward, dealing magical damage at her palms. Only the last hit deals knockback. 4% (hit 1), 6% (hit 2)
Pikachu Does a running headbutt. It's a KO move at high percentages if it hits clean. 10% (clean), 6% (late)
Pit Dashes forward does a quick horizontal slash with his bow. 11%
R.O.B. Dashes forward and thrusts both his arms forward. 7%
Robin Lunges forward and stabs with the Bronze Sword. High knockback makes it a good KO move at high percentages, although it carries risk due to its high ending lag. 10% (clean), 6% (late)
Rosalina & Luma Rosalina: Dives downward and creates a cosmic dust that does a effect similar to a headbutt to the opponent from below.
Luma: Performs a ramming attack.

Ideal for surprising opponents and can reposition Luma to make her advance in good distance.

Rosalina: 3% (hit 1), 4% (hit 2)
Luma: 3%
Roy Roy leaps forward briefly before dealing a low-angle horizontal slash to the left. Has good KO potential if sweetspotted. 13% (sweetspot), 9% (sourspot)
Ryu Performs a leaping sidekick. Higher than average knockback. Based off of his original jumping medium and heavy kick in the Street Fighter Alpha/Zero games. 12% (clean), 8% (late)
Samus Dashes using her jet boosters and hits the opponent with her left shoulder. Can KO at high percents As of 1.1.5, Samus can hit opponents at point-blank range. 10% (clean), 6% (late)
Sheik Dashes forward and swings both her arms apart. Has good range and speed. 6.5% (clean), 4.5% (late)
Shulk Lunges and swings the Monado horizontally. Punishable on shield due to its ending lag, and should not be used excessively. 11%
Sonic Curls up into a spiky ball and rolls a short distance before ending with a dropkick. Hits multiple times. Based on a failed/uncharged Rocket Accel from Sonic Heroes. 1% (hits 1-3), 3% (hit 4)
Toon Link Slashes directly in front of himself while running forward. Decent diagonal knockback. 6% (arm), 8% (blade)
Villager Falls over and drops a pot forward, which flies a short distance and shatters on the ground. The pot can be reflected or pocketed, and can be thrown off cliffs similar to Timber and his/her side smash. 10% (clean), 6% (late)
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 while sliding forward. Has a lingering hitbox. 6%
Yoshi Runs and 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. 12% (clean sweetspot), 9% (clean sourspot), 6% (late)
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's default height and weight.

Notable dash attacks

  • 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, Bowser Jr., Mega Man, Sonic, Pac-Man, and Corrin by Smash 4, and Simon and Richter by Ultimate.
  • Kirby's dash attack in Melee is the only one that can go off edges.
  • In Melee, Mewtwo's dash attack with battering items involves spinning the item in front of it, hitting opponents multiple times.
  • Falco, Jigglypuff, Link, Sheik, Snake, Sonic, Wario, and Wolf all receive a great momentum boost when using a DACUS in Brawl.
  • In Brawl, Pit's dash attack with battering items hits opponents twice.
  • King Dedede's dash attack is well known for its power and large hitbox duration. In Smash 4, it is more powerful than a majority of smash attacks.
  • Link's dash attack in Smash 4 and Ultimate is similar to King Dedede's in that it has slow startup, but considerably high knockback especially when hitting with the tip, working as a reliable KO move at high percentages. Its animation is reminiscent of the Jump Attack used in several Zelda games, including Twilight Princess.
  • Villager and Isabelle's dash attack is, so far, the only one that is a projectile, and thus the only one that can be reflected.
  • Mario's dash attack is based off the sliding kick from Super Mario 64, but when he's holding an item, the animation is replaced with the slide tackle from that same game.
  • Meta Knight's dash attack in Smash 4 is famous for its speed, range, and follow-up potential. It can combo into up tilt, up smash, all aerials, Mach Tornado, and Shuttle Loop at varying percents, with the most well-known combo involving multiple up aerials and finishing off with a high-altitude Shuttle Loop, KO'ing at low percents, and as a result the move is among the best combo-starters and is widely considered to be the best dash attack in the game.
  • Wario's dash attack in Ultimate is his iconic Shoulder Tackle. Its high knockback combined with its startup being a mere 5 frames makes it one of Wario's most devastating tools, working as a combo starter on the late hit against tech chases and a powerful KO move on the early hit, especially when combined with the comboability of his down tilt.

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, and in Ultimate, it was changed back to his dash attack from Melee.

Gallery