Dash-canceling: Difference between revisions

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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 ''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'').
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 ''[[Super Smash Bros. 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 ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', or an up special in ''Ultimate'').


==Crouching {{gameIcon|SSBM}}==
==Crouching {{gameIcon|SSBM}}==
[[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.
[[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.


==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 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.
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 sometimes 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}}===