Editing Dash-canceling
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==Jumping== | ==Jumping== | ||
The simplest way to dash cancel is to [[jump]]. Characters who have good aerial attacks, as well as characters with fast air speed values generally benefit greatly from this. In '' | The simplest way to dash cancel is to [[jump]]. Characters who have good aerial attacks, as well as characters with fast air speed values generally benefit greatly from this. In ''Melee'' but not in other ''Smash'' games, some of the momentum from the dash is carried into the character's jump, which can benefit characters with fast running speeds. It is also possible to [[jump cancel]] into a standing grab (''Melee'' only) or an up special or up smash (although jump canceling is not necessary to perform an up smash in ''Brawl'', ''SSB4'' and ''Ultimate'', or an up special in ''Ultimate''). | ||
==Crouching {{gameIcon|SSBM}}== | ==Crouching {{gameIcon|SSBM}}== | ||
[[Crouching]] is available in ''Melee'' during the [[run]], which starts anywhere from frame 8 to frame 19, depending on the character. It is thus called '''run-canceling'''. Canceling with a crouch causes the character to slide a little bit, almost like [[wavedash]]ing. From crouch, all attacks can be used immediately. Only movement, especially walking, dashing and platform-dropping, are not possible immediately. For these, waiting until the end of the crouch animation is necessary. | [[Crouching]] is available in ''[[Super Smash Bros. Melee]]'' during the [[run]], which starts anywhere from frame 8 to frame 19, depending on the character. It is thus called '''run-canceling'''. Canceling with a crouch causes the character to slide a little bit, almost like [[wavedash]]ing. From crouch, all attacks can be used immediately. Only movement, especially walking, dashing and platform-dropping, are not possible immediately. For these, waiting until the end of the crouch animation is necessary. | ||
==Shielding== | ==Shielding== | ||
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==Smash attacks== | ==Smash attacks== | ||
===Up smash=== | ===Up smash=== | ||
The small delay provided by an initial jump makes it possible to execute an [[up smash]] while running. The result is the character sliding a little while performing their up smash. This is usually a good alternative to using the character's [[dash attack]], which | The small delay provided by an initial jump makes it possible to execute an [[up smash]] while running. The result is the character sliding a little while performing their up smash. This is usually a good alternative to using the character's [[dash attack]], which can may or may not have more lag than the up smash depending on the character used. Because smash attacks can be charged from ''[[Melee]]'' onward, this allows for execution of the [[slide smash]] technique. A dash-canceled up smash is made much easier in ''[[Brawl]]'', ''[[SSB4]]'' and ''[[Ultimate]]'' as because C-stick inputs are read as Tap+A inputs, it is possible to simply flick the C-stick up at any point in the run (including the initial dash) to an up smash. | ||
===Down smash {{gameIcon|SSBM}} {{gameIcon|SSBU}}=== | ===Down smash {{gameIcon|SSBM}} {{gameIcon|SSBU}}=== | ||
In ''Melee'', within the first few frames of a crouch, it is possible to press the attack button to interrupt and perform a [[down smash]], which allows the player to slide while using the down smash if a dash is used first. This is still considered hyphen smashing as the character will slide for a short distance if charged. Down smashes are also useful approach tactics when used in this manner because they tend to sweep the ground. Unlike using the up smash though, the down smash will not cause ''all'' of the characters to slide, as some down smashes negate momentum like {{SSBM|Link}}s. This technique is not available in ''Smash 64'' and ''Brawl'', because it is not possible to cancel the dash with a crouch in these games. While dashes cannot be canceled into crouches in ''Ultimate'', canceling a full run into any attack is a built-in mechanic, meaning that down smashing immediately out of a run is possible, but not out of an initial dash. | In ''Melee'', within the first few frames of a crouch, it is possible to press the attack button to interrupt and perform a [[down smash]], which allows the player to slide while using the down smash if a dash is used first. This is still considered hyphen smashing as the character will slide for a short distance if charged. Down smashes are also useful approach tactics when used in this manner because they tend to sweep the ground. Unlike using the up smash though, the down smash will not cause ''all'' of the characters to slide, as some down smashes negate momentum like {{SSBM|Link}}s. This technique is not available in ''Smash 64'' and ''Brawl'', because it is not possible to cancel the dash with a crouch in these games. While dashes cannot be canceled into crouches in ''Ultimate'', canceling a full run into any attack is a built-in mechanic, meaning that down smashing immediately out of a run is possible, but not out of an initial dash. | ||
It is impossible to cancel a dash with a [[forward smash]] in ''Melee'' because it requires that the player tap the [[control stick]]/[[C-stick]] left or right again, which is impossible due to the effects of [[traction]]. In ''Ultimate'' however, the run-canceling mechanic allows players to effortlessly forward smash out of a full run. | |||
While it is not possible to slide with a down smash or a forward smash while dashing in ''Smash 64'', ''Brawl'' or ''SSB4'', some characters can slide while using their forward or down smashes by doing them while [[walking]] at their top speed, with an example being the [[Ice Climbers]]. This is due to those characters having low traction. | While it is not possible to slide with a down smash or a forward smash while dashing in ''Smash 64'', ''Brawl'' or ''SSB4'', some characters can slide while using their forward or down smashes by doing them while [[walking]] at their top speed, with an example being the [[Ice Climbers]]. This is due to those characters having low traction. | ||
===Forward smash | ===Forward smash {{gameIcon|SSBU}}=== | ||
In ''Ultimate'', the run-canceling mechanic allows forward smashes to be performed out of a full run by any character. | In ''Ultimate'', the run-canceling mechanic allows forward smashes to be performed out of a full run by any character. | ||
==Special moves== | ==Special moves== | ||
The player can exit an initial dash using their side or up [[special move]]s (provided the latter is also jump canceled, though that is not necessary in ''Ultimate'') and exit a full run with any special move, which is very useful for approaching. [[Approaching attack]] | The player can exit an initial dash using their side or up [[special move]]s (provided the latter is also jump canceled, though that is not necessary in ''Ultimate'') and exit a full run with any special move, which is very useful for approaching. [[Approaching attack]]s can often be useful if done out of a dash or run. Many special attacks also have good [[hitstun|stunning ability]], which allows follow-up into other attacks. | ||
==In ''Ultimate''== | ==In ''Ultimate''== |