Editing Dash-dance

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{{move|dashdance|much more commonly spelled without a hyphen, this page was created back in 2006 with the current title and never moved since}}
{{ArticleIcons|allgames=y}}
{{ArticleIcons|allgames=y}}
[[File:Dashdance.gif|thumb|250px|Fox performing a frame-perfect dash-dance in ''Melee''.]]
[[File:Dashdance.gif|thumb|right|250px|Fox performing a frame-perfect dash-dance in ''Melee''.]]
The '''dash-dance''' is an advanced technique in the ''Super Smash Bros.'' games. Performed by rapidly tapping the [[analog stick]] left and right while on the ground, it cancels out the character's initial dashing animation with another animation in the opposite direction, causing the character to quickly and repeatedly dash to the right and left in a short distance.
The '''dash-dance''' is an advanced technique in the ''Super Smash Bros.'' games. Performed by rapidly tapping the [[analog stick]] left and right while on the ground, it cancels out the character's initial dashing animation with another animation in the opposite direction, causing the character to quickly and repeatedly dash to the right and left in a short distance.


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===In ''[[Super Smash Bros. Melee]]''===
===In ''[[Super Smash Bros. Melee]]''===
[[File:S2J tech-chase.gif|thumb|An application of dash-dancing in competitive ''Melee''; {{Sm|S2J}}, as {{SSBM|Captain Falcon}}, constantly uses dash-dances in order to quickly pursue {{SSBM|Fox}} out of Falcon's throws, allowing for tech-chasing.]]
[[File:S2J tech-chase.gif|thumb|right|An application of dash-dancing in competitive ''Melee''; {{Sm|S2J}}, as {{SSBM|Captain Falcon}}, constantly uses dash-dances in order to quickly pursue {{SSBM|Fox}} out of Falcon's throws, allowing for tech-chasing.]]
While dash-dancing can be performed in all five games, it sees most of its use in ''Melee''. In ''Melee'', dash-dancing is used primarily to play [[spacing]] [[mindgames]] with the opponent. By continuously switching directions, the player can confuse opponents in regards to their [[approach]], as they can potentially either backtrack or approach while dash-dancing; in addition, it can also cause opponents to attempt an attack in the dash-forward animation, only for the player to dash backwards and quickly [[punish]] the end lag of such attacks by doubling-back. As players can also jump out of a dash-dance, it can allow players to quickly use [[SHFFL]]s and [[wavedash]]es. Dash-dancing can also be used in conjunction with low-knockback [[throw]]s to perform [[tech-chase]]s, as the action allows players to quickly run in either direction, allowing for quick pursuit of rolling opponents. Characters with long dashing animations, such as {{SSBM|Fox}}, {{SSBM|Marth}}, and {{SSBM|Captain Falcon}}, make the most use of the technique, and proper use of dash-dancing is important in all of their respective metagames. {{SSBM|Sheik}} has the shortest dash, making her dash-dance harder to perform, though this also gives her a faster [[crouch cancel]] out of her run in return.
While dash-dancing can be performed in all five games, it sees most of its use in ''Melee''. In ''Melee'', dash-dancing is used primarily to play [[spacing]] [[mindgames]] with the opponent. By continuously switching directions, the player can confuse opponents in regards to their [[approach]], as they can potentially either backtrack or approach while dash-dancing; in addition, it can also cause opponents to attempt an attack in the dash-forward animation, only for the player to dash backwards and quickly [[punish]] the end lag of such attacks by doubling-back. As players can also jump out of a dash-dance, it can allow players to quickly use [[SHFFL]]s and [[wavedash]]es. Dash-dancing can also be used in conjunction with low-knockback [[throw]]s to perform [[tech-chase]]s, as the action allows players to quickly run in either direction, allowing for quick pursuit of rolling opponents. Characters with long dashing animations, such as {{SSBM|Fox}}, {{SSBM|Marth}}, and {{SSBM|Captain Falcon}}, make the most use of the technique, and proper use of dash-dancing is important in all of their respective metagames. {{SSBM|Sheik}} has the shortest dash, making her dash-dance harder to perform, though this also gives her a faster [[crouch cancel]] out of her run in return.


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===In ''[[Super Smash Bros. 4]]''===
===In ''[[Super Smash Bros. 4]]''===
[[File:Extendeddashdance.gif|thumb|{{SSB4|Pikachu}} performing an extended dash-dance in ''SSB4'']]
[[File:Extendeddashdance.gif|thumb|right|{{SSB4|Pikachu}} performing an extended dash-dance in ''SSB4'']]
In ''Super Smash Bros. 4'', the removal of random tripping allows safer dash-dances than in ''Brawl''. However, no changes have been made to the general length of initial dash animations or the reverse dash window; thus, dash-dances are still difficult to perform as in ''Brawl'', and coupled with throws that are stronger than in ''Brawl'', the technique again sees very little use in competitive play.
In ''Super Smash Bros. 4'', the removal of random tripping allows safer dash-dances than in ''Brawl''. However, no changes have been made to the general length of initial dash animations or the reverse dash window; thus, dash-dances are still difficult to perform as in ''Brawl'', and coupled with throws that are stronger than in ''Brawl'', the technique again sees very little use in competitive play.


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===In ''[[Super Smash Bros. Ultimate]]''===
===In ''[[Super Smash Bros. Ultimate]]''===
In ''Super Smash Bros. Ultimate'', the dashing mechanics have been altered. In addition to the small window at the start of the initial dash inherited from ''Brawl'' and ''SSB4'', a dash dance can be performed in a similar fashion to [[foxtrot]]s due to the interrupt frame for the initial dash animation being universally earlier, occurring on frame 15 for all characters. As such, any character is free to dash back without the laggy skid animation as long as the run phase of the dash has not begun. This revised dash-dancing mechanic benefits characters with fast initial dashes the most, such as {{SSBU|Zero Suit Samus}}, {{SSBU|Little Mac}}, {{SSBU|Charizard}}, {{SSBU|Bowser}}, and {{SSBU|Marth}}.
In ''Super Smash Bros. Ultimate'', the dashing mechanics have been altered. In addition to the small window at the start of the initial dash inherited from ''Brawl'' and ''SSB4'', a dash dance can be performed in a similar fashion to [[foxtrot]]s due to the interrupt frame for the initial dash animation being universally earlier. As such, any character is free to dash back without the laggy skid animation as long as the run phase of the dash has not begun. This revised dash-dancing mechanic benefits characters with fast initial dashes the most, such as {{SSBU|Zero Suit Samus}}, {{SSBU|Little Mac}}, {{SSBU|Charizard}}, {{SSBU|Bowser}}, and {{SSBU|Marth}}.


Unlike in previous games, however, ''Ultimate'' now features a new additional initial dash turnaround animation for all characters which is initiated when performing an initial dash in the opposite direction; this animation is similar to the regular initial dash animation, except that at the beginning of animation, characters visibly turn themselves around to face the opposite direction. While most of the characters are unaffected by it, this new animation has adversely affected {{SSBU|Captain Falcon}} more than everyone else, since his initial dash turnaround animation during its initial frames actually slides his model toward the direction he was originally facing. This is especially noteworthy since Falcon, who has the second-fastest running speed, relies heavily on his ground game when compared to other characters.
Unlike in previous games, however, ''Ultimate'' now features a new additional initial dash turnaround animation for all characters which is initiated when performing an initial dash in the opposite direction; this animation is similar to the regular initial dash animation, except that at the beginning of animation, characters visibly turn themselves around to face the opposite direction. While most of the characters are unaffected by it, this new animation has adversely affected {{SSBU|Captain Falcon}} more than everyone else, since his initial dash turnaround animation during its initial frames actually slides his model toward the direction he was originally facing. This is especially noteworthy since Falcon, who has the second-fastest running speed, relies heavily on his ground game when compared to other characters.

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