Dash: Difference between revisions

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A '''dash''' is a form of ground movement faster than [[walking]]. It is performed by [[tap]]ping 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.
A '''dash''' is a form of ground movement faster than [[walking]]. It is performed by [[tap]]ping 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.


==Initial dash==
==The little Baby dash==
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 '''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 {{SSB4|Sheik}} and {{SSB4|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''.
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 {{SSB4|Sheik}} and {{SSB4|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 Little baby dashes are for tiny baby wimps.


==Other terminology==
==Other terminology==
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