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. The dash is a character's top sustainable speed barring the use of advanced techniques. 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. in Ultimate, the "Impact Run" Spirit ability allows the fighter to deal damage while running.

Initial dash[edit]

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 terminology[edit]

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. Melee[edit]

Initial dash[edit]

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.

Run[edit]

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 speed[edit]

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

Super Smash Bros. rankings[edit]

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

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

Dash frame source

Super Smash Bros. Brawl rankings[edit]

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

Rank Character Initial Dash Run Speed Dash Frames Base Acceleration Additional Acceleration Max Acceleration
1 Sonic (SSB4) 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 (SSB4) Captain Falcon 1.7 2.32 16 0.1 0.06 0.16
3 Little Mac (SSB4) Little Mac 2.05 2.24 16 0.02 0.1618 0.1818
4 Fox (SSB4) Fox 2.4 2.184 11 0.04 0.1111 0.1511
5 Zero Suit Samus (SSB4) Zero Suit Samus 1.7 2.1 13 0.04 0.0942 0.1342
N/A Mii Brawler (SSB4) Mii Brawler (lightest) 1.95328 2.099776 11 0.048832 0.0998 0.148632
6 Greninja (SSB4) Greninja 1.6 2.08 11 0.05 0.12 0.17
7 Mewtwo (SSB4) Mewtwo 1.4 2.05 11 0.1 0 0.1
8 Sheik (SSB4) Sheik 1.7 2.016 8 0.04 0.1143 0.1543
9 Charizard (SSB4) 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 (SSB4) Cloud 1.8 1.97 11 0.01 0.09 0.1
11 Roy (SSB4) Roy 1.4 1.95 17 0 0.07 0.07
12 Meta Knight (SSB4) Meta Knight 1.75 1.9 13 0.04 0.0948 0.1348
13 Palutena (SSB4) Palutena 1.5 1.888 14 0.04 0.1181 0.1581
14 Yoshi (SSB4) Yoshi 1.33 1.86 15 0.04 0.096 0.136
15 Pikachu (SSB4) Pikachu 1.8 1.85325 14 0.04 0.0912 0.1312
N/A Mii Swordfighter (SSB4) Mii Swordfighter (lightest) 1.58704 1.8312 13 0.048832 0.1197 0.168532
16 Diddy Kong (SSB4) Diddy Kong 1.7 1.824 11 0.04 0.15 0.19
17 Bowser (SSB4) Bowser 1 1.792 14 0.04 0.0648 0.1048
18-19 Marth (SSB4) Marth 1.5 1.785 17 0.01 0.082 0.092
Lucina (SSB4) Lucina
20 Toon Link (SSB4) Toon Link 1.5 1.7325 13 0.04 0.0998 0.1398
21 Mii Brawler (SSB4) Mii Brawler (default) 1.6 1.72 11 0.04 0.0998 0.1398
22 Donkey Kong (SSB4) Donkey Kong 1.6 1.7031 16 0.04 0.0667 0.1067
23 Wii Fit Trainer (SSB4) Wii Fit Trainer 1.5 1.696 16 0.04 0.0998 0.1398
24-25 Pit (SSB4) Pit 1.5 1.66215 13 0.04 0.1134 0.1534
Dark Pit (SSB4) Dark Pit
26 Rosalina & Luma (SSB4) Rosalina & Luma