Dash-dance: Difference between revisions

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===In ''[[Super Smash Bros. 4]]''===
===In ''[[Super Smash Bros. 4]]''===
[[File:Extendeddashdance.gif|thumb|right|{{SSB4|Pikachu}} performing an extended dash-dance in ''SSB4'']]
[[File:Extendeddashdance.gif|thumb|right|{{SSB4|Pikachu}} performing an extended dash-dance in ''SSB4'']]
In ''Super Smash Bros. 4'', the removal of random tripping allows safer dash-dances than in ''Brawl''. However, no changes have been made to the length of initial dash animations or the reverse dash window; thus, dash-dances are still difficult to perform as in ''Brawl'' and the technique again sees very little use in competitive play.
In ''Super Smash Bros. 4'', the removal of random tripping allows safer dash-dances than in ''Brawl''. However, no changes have been made to the general length of initial dash animations or the reverse dash window; thus, dash-dances are still difficult to perform as in ''Brawl'' and the technique again sees very little use in competitive play.


To compensate for its continued ineffectiveness, a number of competitive players perform a very similar technique known as '''extended dash-dancing'''. This maneuver combines [[fox-trotting]] and dash-dancing: the player inputs a dash and returns the control stick to a neutral position, and then inputs another dash in the same direction and quickly flicks the control stick in the opposite direction, which causes the character to change directions without going into their turn-around animation. The timing for this varies depending on each character's fox-trot window. Some characters, such as {{SSB4|Cloud}}, {{SSB4|Luigi}}, {{SSB4|Mario}}, and {{SSB4|Lucario}}, gain very little benefit from extended dash-dancing, as they can simply fox-trot in alternating directions for nearly identical results without any extra effort, due to the lenient [[interruptibility]] window after their initial dash. On the other hand, there are characters like {{SSB4|Captain Falcon}}, {{SSB4|Lucina}}, {{SSB4|Marth}}, and {{SSB4|Little Mac}}, that greatly benefit from extended dash-dancing over alternating fox-trots, as their initial dash takes much longer than average and their turn-around animation can be triggered even after their initial dash has already ended. Other characters, including Lucario, {{SSB4|Bowser}}, {{SSB4|Charizard}}, and {{SSB4|Ganondorf}}, have short skidding animations after their run, so they can quickly perform dashes in the other direction after letting go of their run, giving them more options outside of extended dash-dancing.
====Extended dash-dancing====
To compensate for its continued ineffectiveness, a number of competitive players perform a similar technique known as '''extended dash-dancing'''. This maneuver combines [[fox-trotting]] and dash-dancing: the player inputs a dash and returns the control stick to a neutral position, and then inputs another dash in the same direction and quickly flicks the control stick in the opposite direction, which causes the character to change directions without going into their turn-around animation. The timing for this varies depending on each character's fox-trot window. Some characters, such as {{SSB4|Cloud}}, {{SSB4|Luigi}}, {{SSB4|Mario}}, and {{SSB4|Lucario}}, gain very little benefit from extended dash-dancing, as they can simply fox-trot in alternating directions for nearly identical results without any extra effort, due to the lenient [[interruptibility]] window after their initial dash. On the other hand, there are characters like {{SSB4|Captain Falcon}}, {{SSB4|Lucina}}/{{SSB4|Marth}}, {{SSB4|Little Mac}}, and {{SSB4|Shulk}}, that greatly benefit from extended dash-dancing over alternating fox-trots, as their interruptibility window on their initial dash is non-existent, rendering the turn-around animation capable of triggering even at the end of the initial dash animation. Other characters, including Lucario, {{SSB4|Bowser}}, {{SSB4|Charizard}}, and {{SSB4|Ganondorf}}, have short skidding animations after their run, so they can quickly perform dashes in the other direction after letting go of their run, giving them more options outside of extended dash-dancing.


In terms of appearance, extended dash-dancing is slower than dash-dancing in ''Melee''; this makes it less versatile while being more difficult to perform due to more frequent inputs and tighter timings, but it is still a useful technique worth considering for players to make the most of their character's mobility.
In terms of appearance, extended dash-dancing is slower than dash-dancing in ''Melee''; this makes it less versatile while being more difficult to perform due to more frequent inputs and tighter timings, but it is still a useful technique worth considering for players to make the most of their character's mobility.