A dash is a form of ground movement faster than walking. It is performed by tapping sideways on the control stick. The player's character enters his or her initial dash animation, in which they change directions with very little lag, and then proceeds to his or her running animation. In Brawl, a character attempting to dash can trip instead. In Smash 4, 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, Superspicy Curry, and Super Mushroom items increases a character's running speed.
The initial dash is the first part of a character's dash, during which a character can change directions with only 1 frame of lag. The concept of the initial dash is vital to many forms of ground movement, 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, making dash-dancing much harder, and fox-trotting is also not entirely dependent on the length of the initial dash. The best example of this is Sheik and Roy, 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).
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 cancelled with a jump (and therefore up smash and up special) or reversed side special. However, from Brawl onwards, cancelling the jump with an up smash or up special also reverses its direction, and in Smash 4, the turn-around animation can be cancelled with a reversed forward tilt or forward smash.
A stutter step is the term for when a character begins to dash but stops almost immediately, often used for positioning and mindgames. 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 cancelling 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 cancelled with a jump, or with an item pick up if one is nearby. Its first few frames can also be cancelled into any special move.
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 run — the later part of the dash — different options are available:
Running speed is the rate at which a character can run.
Super Smash Bros. rankings
The Japanese version was taken from Antdgar's Frame Data
Super Smash Bros. Melee rankings
Super Smash Bros. Brawl rankings
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
In Smash 4, 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, Greninja has a base value of 0.05 and an additional value of 0.12, so its dash acceleration can vary from 0.05 at minimum input to 0.17 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.
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