Editing Dash attack canceled up smash

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[[File:FalcoDACUSgif.gif|200px|thumb|Falco performing a perfect charging DACUS as he slides across Pictochat.]]
[[File:FalcoDACUSgif.gif|200px|thumb|right|Falco performing a perfect charging DACUS as he slides across Pictochat.]]


The '''dash attack canceled up smash''' (abbreviated to '''DACUS''', also referred to as '''Boost Smashing''') is an [[advanced technique]] in ''[[Super Smash Bros. Brawl]]''  which allows a character to cancel their dash attack with an up smash, while retaining the momentum from the dash attack. It is similar to techniques such as a [[slide smash]], a running up smash or a jump-canceled up smash, but a DACUS is executed differently and with some characters, it has the potential to cover much more distance than their other approaching up smash options.
The '''dash attack canceled up smash''' (abbreviated to '''DACUS''', also referred to as '''Boost Smashing''') is an [[advanced technique]] in ''[[Super Smash Bros. Brawl]]''  which allows a character to cancel their dash attack with an up smash, while retaining the momentum from the dash attack. It is similar to techniques such as a [[slide smash]], a running up smash or a jump-canceled up smash, but a DACUS is executed differently and with some characters, it has the potential to cover much more distance than their other approaching up smash options.
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==Performing the technique==
==Performing the technique==
As its name implies, a dash attack canceled up smash is performed by inputting a dash attack and then quickly inputting an up smash. There are multiple ways to perform a DACUS but the simplest way is to input a dash attack with the [[C-Stick]] (or [[D-Pad]] if the player is using the Nunchuk) and then inputting an up smash with the normal control stick and an attack button. Pressing down on the C-stick/D-pad is the best way to start a DACUS (assuming the C-stick/D-pad is set to smash attacks) as if the player hits forward during the beginning of the dash, they will perform a forward smash instead. This makes hitting down rather than forward both easier and more optimal. The up smash must be performed on at least frame 3 of the dash attack's animation although most characters can perform it slightly later than frame 3. However, the up smash can be buffered on the previous frame, or alternatively be replaced with a [[grab]] to perform a [[Boost grab]].
As its name implies, a dash attack canceled up smash is performed by inputting a dash attack and then quickly inputting an up smash. There are multiple ways to perform a DACUS but the simplest way is to input a dash attack with the [[C-Stick]] (or [[D-Pad]] if the player is using the Nunchuk) and then inputting an up smash with a normal control stick. Pressing down on the C-stick/D-pad is the best way to start a DACUS (assuming the C-stick/D-pad is set to smash attacks) as if the player hits forward during the beginning of the dash, they will perform a forward smash instead. This makes hitting down rather than forward both easier and more optimal. The up smash must be performed on at least frame 3 of the dash attack's animation although most characters can perform it slightly later than frame 3. However, the up smash can be buffered on the previous frame, or alternatively be replaced with a [[grab]] to perform a [[Boost grab]].


Any character can perform a DACUS, but only certain characters can take advantage of it, as the distance a DACUS travels depends on the character. Each character has a different window where they can DACUS, with the exact length of the window being 1 frame shorter than the length of their jumpsquat. For example, {{SSBB|Snake}} has a very large DACUS window from frames 3-8 (due to his 9 frame jumpsquat), making his easier to perform than a character like {{SSBB|Sheik}} who has a short DACUS window on only frame 3 (due to her 4 frame jumpsquat). A thing to note is that the window is based on the coded length of a character's jumpsquat and not the length of their jumpsquat in game. Ike and Charizard for example have 7 frame jumpsquats in game but their jumpsquats are only coded to be 6 frames long, making their DACUS windows last from frames 3-5, rather than frames 3-6. The exact frame a character initiates a DACUS can also affect how much distance it gains. For example, {{SSBB|Falco}} can DACUS from frame 3-5 of his dash attack but he gains less distance the later he inputs his up smash. {{SSBB|Link}} can DACUS from frame 3-6 of his dash attack but he gains the most distance when he inputs his up smash on frame 5.
Any character can perform a DACUS, but only certain characters can take advantage of it, as the distance a DACUS travels depends on the character. Each character has a different window where they can DACUS, with the exact length of the window being 1 frame shorter than the length of their jumpsquat. For example, {{SSBB|Snake}} has a very large DACUS window from frames 3-8 (due to his 9 frame jumpsquat), making his easier to perform than a character like {{SSBB|Sheik}} who has a short DACUS window on only frame 3 (due to her 4 frame jumpsquat). A thing to note is that the window is based on the coded length of a character's jumpsquat and not the length of their jumpsquat in game. Ike and Charizard for example have 7 frame jumpsquats in game but their jumpsquats are only coded to be 6 frames long, making their DACUS windows last from frames 3-5, rather than frames 3-6. The exact frame a character initiates a DACUS can also affect how much distance it gains. For example, {{SSBB|Falco}} can DACUS from frame 3-5 of his dash attack but he gains less distance the later he inputs his up smash. {{SSBB|Link}} can DACUS from frame 3-6 of his dash attack but he gains the most distance when he inputs his up smash on frame 5.


If a character increases in size (with a [[Super Mushroom]] or a [[Lightning Bolt]]), their DACUS window will be extended (due to their jumpsquats becoming longer), making it easier for them to perform a DACUS. The opposite applies if the character decreases in size.
If a character increases in size (with a [[Super Mushroom]] or a [[Lightning Bolt]]), their DACUS window will be extended, making it easier for them to perform a DACUS. The opposite applies if the character decreases in size.


Most notoriously, Lucas is the only character with a DACUS that stops all of his sideways momentum when performed. It is not known why he's the only one with this problem.
Most notoriously, Lucas is the only character with a DACUS that stops all of his sideways momentum when performed. It is not known why he's the only one with this problem.
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The uses a DACUS has are largely identical to that of a slide smash, a running up smash or a jump-canceled up smash although its potential greater distance makes it more applicable in more situations. It is mainly used as a punishment or an approach option, particularly from far distances. The great amount of distance it can cover with some characters makes it an excellent whiff punishment option or as an option to punish landings, especially since the player can charge the up smash to make it stronger and cover more distance.
The uses a DACUS has are largely identical to that of a slide smash, a running up smash or a jump-canceled up smash although its potential greater distance makes it more applicable in more situations. It is mainly used as a punishment or an approach option, particularly from far distances. The great amount of distance it can cover with some characters makes it an excellent whiff punishment option or as an option to punish landings, especially since the player can charge the up smash to make it stronger and cover more distance.


A DACUS can also be used as a followup in some scenarios. An example of this is that if Sheik aerial [[grab release]]s her opponent, she can then followup with a DACUS to hit or even potentially KO the opponent. As another example, Falco can use his DACUS as a followup in multiple situations including after a landing laser, after a laser [[lock]] or after a down throw (although the latter is not guaranteed).
A DACUS can also be used as a followup in some scenarios. An example of this is that if Sheik aerial [[grab release]]s her opponent, she can then followup with a DACUS to hit or even potentially KO the opponent. As another example, Falco can use his DACUS as a followup in multiple situations including after a landing laser, after a laser [[lock]] or after a down throw.


Some characters cover less distance with a DACUS than a running up smash although this does actually have a use with certain characters. {{SSBB|Captain Falcon}}'s and {{SSBB|Charizard}}'s running up smashes for example cover a lot of distance and it can often result in their up smashes either whiffing completely or they land the first hit but the opponent falls out before the second hit can connect. When they DACUS however, they cover much less distance, which can allow them to more reliably connect their up smash at close distances.
Some characters cover less distance with a DACUS than a running up smash although this does actually have a use with some characters. {{SSBB|Captain Falcon}}'s and {{SSBB|Charizard}}'s running up smashes for example cover a lot of distance and it can often result in their up smashes either whiffing completely or they land the first hit but the opponent falls out before the second hit can connect. When they DACUS however, they cover much less distance, which can allow them to more reliably connect their up smash at close distances.  


==Gatling Combo==
==Gatling Combo==
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==Characters with a sliding DACUS==
==Characters with a sliding DACUS==
[[File:Snake DACUS Brawl.gif|thumb|Snake's DACUS as performed in ''Brawl''.]]
[[File:Snake DACUS Brawl.gif|thumb|right|Snake's DACUS as performed in ''Brawl''.]]
*{{SSBB|Falco}}: Falco's best DACUS (performed on frame 3) will slide halfway across [[Final Destination (SSBB)|Final Destination]], and gives him yet another follow-up option to consider after connecting with a silent [[Blaster (Falco)|laser]] shot, [[lock|laser lock]], or his down throw. Falco can also easily chain the actual dash attack into the up-smash, although it can be performed with a different set of commands. Falco's BDACUS with perfect timing additionally goes even further than his regular furthest DACUS.
*{{SSBB|Falco}}: Falco's best DACUS (performed on frame 3) will slide halfway across [[Final Destination (SSBB)|Final Destination]], and gives him yet another follow-up option to consider after connecting with a silent [[Blaster (Falco)|laser]] shot, [[lock|laser lock]], or his down throw. Falco can also easily chain the actual dash attack into the up-smash, although it can be performed with a different set of commands. Falco's BDACUS with perfect timing additionally goes even further than his regular furthest DACUS.
*{{SSBB|Link}}: Useful in its ability to make the normally slow Link move much faster while attacking, and excellent when combined with Link's strong projectile game. Link has a wide DACUS window and interestingly enough, he has to perform his up smash later on into his dash attack's animation on frame 5 to cover the most distance.
*{{SSBB|Link}}: Useful in its ability to make the normally slow Link move much faster while attacking, and excellent when combined with Link's strong projectile game. Link has a wide DACUS window and interestingly enough, he has to perform his up smash later on into his dash attack's animation on frame 5 to cover the most distance.
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==Buffered dash attack canceled up smash==
==Buffered dash attack canceled up smash==
[[File:FalcoBDACUS.gif|thumb|Falco performing a BDACUS after retreating with a roll.]]
[[File:FalcoBDACUS.gif|thumb|Falco performing a BDACUS after retreating with a roll.]]
The '''buffered dash attack canceled up smash''' (shortened to '''BDACUS''') is another variant of DACUS. A BDACUS basically involves [[buffer]]ing a dash attack out of another action (during the 10 frame buffer window) and then cancelling the dash attack with an up smash. Buffering a dash attack allows the player to perform a dash attack immediately, rather than having to run for a frame before being able to input a dash attack. A BDACUS allows the player to cancel the dash attack during its first or second frame which is normally not possible. In order to perform a buffered dash attack, the player has to quickly tap the stick forward, let go and then press attack, all within the 10 frame buffer window. In order to do a BDACUS, the player then has to input an up smash during the buffered dash attack. The easiest way to perform a BDACUS is to quickly tap the stick forward, let go and then tap the C-stick up twice (if the C stick is set to smash attacks). This works because when an up smash is buffered out of a buffered dash input, the game will strangely buffer a dash attack instead.  
The '''buffered dash attack canceled up smash''' (shortened to '''BDACUS''') is another variant of DACUS. A BDACUS basically involves [[buffer]]ing a dash attack out of another action (during the 10 frame buffer window) and then cancelling the dash attack with an up smash. This allows the player to cancel the dash attack during its first or second frame which is normally not possible. In order to perform a buffered dash attack, the player has to quickly tap the stick forward, let go and then press attack, all within the 10 frame buffer window. In order to do a BDACUS, the player then has to input an up smash during the buffered dash attack. The easiest way to perform a BDACUS is to quickly tap the stick forward, let go and then tap the C-stick up twice (if the C stick is set to smash attacks). This works because when an up smash is buffered out of a buffered dash input, the game will strangely buffer a dash attack instead.  


When the dash attack is cancelled on the first possible frame (which can be buffered by buffering the up smash after the dash attack), it has a similar effect to a running up smash. This is naturally useful as a punishment option, especially for characters with long running up smashes but this is not what is referred to as a BDACUS.
When the dash attack is cancelled on the first possible frame (which can be buffered by buffering the up smash after the dash attack), it has a similar effect to a running up smash. This is naturally useful as a punishment option, especially for characters with long running up smashes but this is not what is referred to as a BDACUS.


A perfect BDACUS occurs when the dash attack is cancelled on the second frame. This is very difficult to achieve due to its frame perfect nature. Inputting up smash too early will result in the aforementioned instant running up smash and inputting the up smash too late will either lead to a regular DACUS (albeit performed out of a buffered dash attack) or a standard buffered dash attack depending on the timing. A perfect BDACUS is 2 frames faster than a perfectly executed regular DACUS. The distance a perfect BDACUS covers can vary from a regular DACUS. For most characters, it either covers less distance or a similar distance compared to a normal DACUS, although there are a few characters who gain more distance from a perfect BDACUS.  
A perfect BDACUS occurs when the dash attack is cancelled on the second frame. This is very difficult to achieve due to its frame perfect nature. Inputting up smash too early will result in the aforementioned instant running up smash and inputting the up smash too late will either lead to a regular DACUS or a standard dash attack depending on the timing. The distance a perfect BDACUS covers can vary from a regular DACUS. For most characters, it either covers less distance or a similar distance compared to a normal DACUS, although there are a few characters who gain more distance from a perfect BDACUS.  


For the most part, the only characters who gain any significant millage out of a BDACUS are characters who already have a strong DACUS. A BDACUS is particularly useful for Falco and Jigglypuff since their perfect BDACUS covers more distance than their regular DACUS. Even for characters who get less out of a perfect BDACUS (such as Wolf), they can still buffer a dash attack and wait for the appropriate window to do their DACUS, which is overall slightly faster than performing a standard DACUS albeit at the cost of covering slightly less distance. The only character who solely benefits from BDACUS over a regular DACUS is {{SSBB|Diddy Kong}}. Diddy Kong's regular DACUS covers less distance than his running up smash but his BDACUS covers much more distance, covering more than half of Final Destination.
For the most part, the only characters who gain any significant millage out of a BDACUS are characters who already have a strong DACUS. A BDACUS is particularly useful for Falco and Jigglypuff since their perfect BDACUS covers more distance than their regular DACUS. Even for characters who get less out of a perfect BDACUS (such as Wolf), they can still buffer a dash attack and wait for the appropriate window to do their DACUS. The only character who solely benefits from BDACUS over a regular DACUS is {{SSBB|Diddy Kong}}. Diddy Kong's regular DACUS covers less distance than his running up smash but his BDACUS covers much more distance, covering more than half of Final Destination.


BDACUS was never possible in any version of ''Super Smash Bros. 4'' due to the altered buffer system removing the ability to perform buffered dash attacks.
BDACUS was never possible in any version of Super Smash Bros. 4 due to the altered buffer system removing the ability to perform buffered dash attacks.


==In ''[[Super Smash Bros. 4]]''==
==In ''[[Super Smash Bros. 4]]''==
Prior to patch 1.0.4, DACUS was still possible in {{for3ds}}. It overall functioned the same way, with the window to perform a DACUS being based on the length of the character's jumpsquat. However, the execution was considerably harder, due to the altered functionality of the C-stick in the game (assuming the player even had access to a C-stick, via a "New Nintendo 3DS" or an external controller). {{SSB4|Sheik}}, {{SSB4|Wario}}, {{SSB4|Donkey Kong}}, {{SSB4|Villager}}, {{SSB4|Robin}}, {{SSB4|Bowser}}, {{SSB4|Jigglypuff}} and {{SSB4|Rosalina & Luma}} were a handful of characters who notably benefitted from the technique. Wario could additionally still perform his gatling combo. As of version 1.0.4, however, no characters can perform DACUS at all and the technique was never possible in {{forwiiu}}. In ''[[Super Smash Bros. Ultimate]]'', the DACUS continues to remain absent from the game, which notably hinders {{SSBU|Snake}}, as his DACUS is a vital part of his metagame in ''Brawl''.
Prior to patch 1.0.4, DACUS was still possible in {{for3ds}}. It overall functioned the same way, with the window to perform a DACUS being based on the length of the character's jumpsquat. However, the execution was considerable harder, due to the altered functionality of the C-stick in the game (assuming the player even had access to a C-stick, via a "New Nintendo 3DS" or an external controller). {{SSB4|Sheik}}, {{SSB4|Wario}}, {{SSB4|Donkey Kong}}, {{SSB4|Villager}}, {{SSB4|Robin}}, {{SSB4|Bowser}}, {{SSB4|Jigglypuff}} and {{SSB4|Rosalina & Luma}} were a handful of characters who notably benefitted from the technique. Wario could additionally still perform the gatling combo. As of version 1.0.4, however, no characters can DACUS at all and the technique was never possible in {{forwiiu}}. In ''[[Super Smash Bros. Ultimate]]'', the DACUS continues to remain absent from the game, which notably hinders {{SSBU|Snake}}, as his DACUS is a vital part of his metagame in ''Brawl''.


[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSB4-3DS)]]
[[Category:Techniques (SSB4-3DS)]]
[[Category:Advanced techniques]]
[[Category:Advanced techniques]]

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