Editing Dash
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
| Latest revision | Your text | ||
| Line 18: | Line 18: | ||
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'', {{SSB4|Bowser}}, {{SSB4|Charizard}}, {{SSB4|Ganondorf}}, and {{SSB4|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. | 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'', {{SSB4|Bowser}}, {{SSB4|Charizard}}, {{SSB4|Ganondorf}}, and {{SSB4|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]]''== | == In ''[[Super Smash Bros. Melee]]'' == | ||
===Initial dash=== | === Initial dash === | ||
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. | 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: | 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]]. | * Altering the speed of the dash with the control stick, most notably backward to [[Moonwalk]]. | ||
* [[Turn]]ing 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 | * [[Turn]]ing 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 B. 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 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 A after the first 3 frames to do a [[dash attack]]. | ||
| Line 30: | Line 30: | ||
* Jumping and [[jump cancel]]ing. | * Jumping and [[jump cancel]]ing. | ||
* Using forward special. | * Using forward special. | ||
* Pressing forward again to enter run break animation. From here | * Pressing forward again to enter run break animation. From here you can crouch immediately and do any move. This can be used for a quick dash into dtilt, or a non-JC down special. | ||
===Run=== | === Run === | ||
During the run—the later part of the dash—different options are available: | 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.) | * Pressing down to crouch. (Spending 1 frame in the ''RunBrake'' animation is necessary before the crouch can start.) | ||