Editing Dash

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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 special. If the control stick stays in a neutral position after this pivot frame, the character will keep standing.
* [[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]].
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* 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 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.
* 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.)  
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===''[[Super Smash Bros.]]'' rankings===
===''[[Super Smash Bros.]]'' rankings===
''Super Smash Bros.'' uses a different scale for mobility specs compared to later games. The scale approximately converts to <code>(a / 30)</code> (so for example, Captain Falcon's NTSC run speed of 75 is about equivalent to a run speed of 2.5 in future games).
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==Gallery==
==Gallery==
<gallery>
<gallery>
Dash.jpg|Mario dashing in ''Brawl''
Dash.jpg|Mario dashing in ''Brawl'']]
</gallery>
</gallery>
==Trivia==
==Trivia==
*In ''SSB4'' and ''Ultimate'', Dr. Mario's dash speed (along with most of his other attributes) is actually coded to be identical to Mario's. However, due to external multipliers, his dash speed is slower in-game as a result.
*In ''SSB4'' and ''Ultimate'', Dr. Mario's dash speed (along with most of his other attributes) is actually coded to be identical to Mario's. However, due to external multipliers, his dash speed is slower in-game as a result.
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**Ike is a generally slow character in the ''Smash'' games, despite having great speed stats in ''Fire Emblem: Path of Radiance'' and ''Radiant Dawn''. Also the case with [[Byleth]].
**Ike is a generally slow character in the ''Smash'' games, despite having great speed stats in ''Fire Emblem: Path of Radiance'' and ''Radiant Dawn''. Also the case with [[Byleth]].
***However, in ''Fire Emblem: Fates'' as a secret Amiibo fighter, Ike has poor speed stats, likely in reference to his Smash appearances.
***However, in ''Fire Emblem: Fates'' as a secret Amiibo fighter, Ike has poor speed stats, likely in reference to his Smash appearances.
**Mewtwo dashes significantly slower than Pikachu and Pichu, (in ''Melee'') despite Mewtwo having a higher base Speed stat than Pikachu and Pichu in the ''Pokémon'' games.
**Lucario dashes significantly slower than Pikachu, Pichu, and Ivysaur (in ''Brawl'') despite Pikachu having the same base Speed stat and Pichu and Ivysaur being slower in the ''Pokémon'' games.
**Lucario dashes significantly slower than Pikachu, Pichu, and Ivysaur (in ''Brawl'') despite Pikachu having the same base Speed stat and Pichu and Ivysaur being slower in the ''Pokémon'' games.
***Also, in ''Pokémon'', Mega Lucario gets a notable speed increase, but Mega Lucario runs slower than regular Lucario in ''Smash 4''.
***Also, in ''Pokémon'', Mega Lucario gets a notable speed increase, but Mega Lucario runs slower than regular Lucario in ''Smash 4''.
**King K. Rool is faster than Donkey Kong and Diddy Kong in the ''Donkey Kong Country'' games when running away, yet is immensely slower than them in ''Ultimate''.
**King K. Rool is faster than Donkey Kong and Diddy Kong in the ''Donkey Kong Country'' games when running away, yet is immensely slower than them in ''Ultimate''.
==See also==
==See also==
*[[Dash-dancing]]
*[[Dash-dancing]]

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