Mario dashing in Melee
Mario dashing in Brawl
"Run" redirects here. For information on the CPU mode in Brawl, see List of CPU modes.
For the Japanese term "Dash Fighter", see Clone.

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 their initial dash animation, in which they change directions with very little lag, and then proceeds to their running animation. In Brawl, a character attempting to dash can trip instead. In Smash 4 and 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, Superspicy Curry, and Super Mushroom items increases a character's running speed.

Other terminology

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 (six frames in Smash 4), 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 canceled with a jump (and therefore up smash and up special) or reversed side special. However, from Brawl onwards, canceling the jump with an up smash or up special also reverses its direction, and in Smash 4, the turn-around animation can be canceled with a reversed forward tilt or forward smash. In Ultimate it can be canceled with all ground moves, doing which will make characters keep some momentum from the animation. Coupled with the universal speed buffs, this allows characters like Chrom and Sheik with high ground speed but laggy dash attacks to use running forward tilt as an approach option. Any shield input is also ignored during this animation, and due to the way the Ultimate input system works, pressing the grab button will produce a 1 frame attack input, allowing for uncharged smash attacks.

A stutter step is the term for when a character begins to dash but stops almost immediately, often used for positioning and mind games. 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 canceling 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 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

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. 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.
  • Turning 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 after the first 3 frames to do a dash attack.
  • Pressing L or R to shield. During the first two frames of a forward dash, L/R always triggers a roll. On frame 3, they trigger the shield, but with 1 frame delay.
  • Pressing L+A, R+A or Z to do a dash grab.
  • Jumping and jump canceling.
  • Using forward 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

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.)
  • Turning around by mashing or pushing the control stick in the opposite direction. Turning around takes very long, up to 51 frames (Marth). During the turnaround animation, only a jump can interrupt it.
  • 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 to do a dash attack.
  • Pressing L or R to shield.
  • Pressing L+A, R+A, or Z to do a dash grab.
  • Jumping and jump canceling.
  • Using special moves.

Running speed

Running speed is the rate at which a character can run.

Super Smash Bros. rankings

JPN
Rank Character Run speed
1   Captain Falcon 70
2   Fox 60
3   Pikachu 55
4   Samus 54
5   Yoshi 50
6-7   Donkey Kong &   Kirby 48
8   Mario 44
9-10   Link &   Jigglypuff 42
11-12   Luigi &   Ness 40
NA
Rank Character Initial Dash Run speed
1   Captain Falcon 80 75
2   Fox 81 60
3   Pikachu 60 55
4   Samus 56 54
5   Yoshi 40 50
6-7   Kirby 61 48
6-7   Donkey Kong 60 48
8   Mario 54 44
9-10   Link 68 42
9-10   Jigglypuff 50 42
11-12   Ness 68 40
11-12   Luigi 50 40

The Japanese version data and NA dash data was taken from Antdgar's Frame Data

Super Smash Bros. Melee rankings

Starting in Melee, 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, Pikachu has a base value of 0.01 and an additional value of 0.15, so its dash acceleration can vary from 0.01 at minimum input to 0.16 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.

Rank Character Initial Dash Run Speed Dash Frames Base Acceleration Additional Acceleration
1   Captain Falcon 2 2.3 15 +.1 +.15
2   Fox 1.9 2.2 11 +.02 +.10
3   Pikachu 1.8 1.8 13 +.02 +.08
4   Sheik 1.7 1.8 7 +.02 +.10
5   Marth 1.5 1.8 15 +.00 +.06
6   Pichu 1.8 1.72 13 +.02 -.08
7   Roy 1.4 1.61 15 +.00 +.07
8   Young Link 1.8 1.6 13 +.02 -.08
9   Donkey Kong 1.6 1.6 15 +.02 +.05
10   Yoshi 1.33 1.6 13 +.02 +.08
11   Falco 1.9 1.5 11 +.02 -.08
12-13   Mario,  Dr. Mario 1.5 1.5 10 +.02 +.06
14   Mr. Game & Watch 1.5 1.5 8 +.02 +.06
15   Bowser 1 1.5 13 +.02 +.04
16   Samus 1.86 1.4 8 +.02 -.10
17   Mewtwo 1.4 1.4 18 +.10 +.00
18   Ice Climbers 1.4 1.4 13 +.02 +.05
19   Kirby 1.4 1.4 12 +.02 +.08
20   Ness 1.3 1.4 13 +.02 +.04
21   Ganondorf 1.3 1.35 15 +.01 +.08
22   Luigi 1.34 1.34 10 +.02 +.06
23   Peach 1.3 1.3 15 +.02 +.10
24   Link 1.3 1.3 12 +.02 +.10
25   Jigglypuff 1.4 1.1 13 +.02 -.065
26   Zelda 1.1 1.1 15 +.02 +.10

Source

Super Smash Bros. Brawl rankings

Rank Character Initial Dash Run Speed Dash Frames Base Acceleration Additional Acceleration
1   Sonic 1.5 3.5 11 +.04 +.15
N/A Wario-Man 1.3 3.5 13 +.04 +.0954
2   Captain Falcon 2.05 2.18 16 +.02 +.1618
3   Fox 2.1 2.08 11 +.04 +.1111
4   Zero Suit Samus 1.7 1.93 13 +.04 +.0942
5   Sheik 1.7 1.92 8 +.04 +.1143
6   Meta Knight 1.75 1.847 13 +.04 +.0948
7   Charizard 1.3 1.8 11 +.02 +.0963
8   Pikachu 1.8 1.765 14 +.04 +.0912
9   Diddy Kong 1.7 1.721 11 +.04 +.15
10   Marth 1.5 1.7 17 +.01 +.082
N/A Giga Bowser 1.9 1.7 15 +.05 +.12
11   Yoshi 1.33 1.68 15 +.04 +.096
12   Toon Link 1.5 1.65 13 +.04 +.0998
13   Donkey Kong 1.6 1.622 16 +.04 +.0667
14   Pit 1.5 1.583 13 +.04 +.1134
15   Mr. Game & Watch 1.5 1.553 9 +.04 +.0823
16   Bowser 1 1.527 14 +.04 +.0648
17   Mario 1.5 1.5 11 +.04 +.0998
18   Ivysaur 1.4 1.5 11 +.04 +.08
19   R.O.B. 1.3 1.5 11 +.04 +.1128
20   Lucas 1.3 1.5 11 +.02 +.0756
21   Samus 1.86 1.445 9 +.04 +.12
22   Falco 1.9 1.432 12 +.04 +.112
23   Lucario 1.8 1.414 11 +.04 +.15
24   Wolf 1.7 1.4 11 +.04 +.0998
25   Olimar 1.4 1.4 11 +.04 +.0872
26   Ness 1.3 1.393 14 +.04 +.0651
27   Ice Climbers 1.4 1.388 14 +.04 +.0736
28   Ike 1.5 1.371 11 +.01 +.0724
29   Kirby 1.4 1.371 13 +.04 +.0954
30   Squirtle 1.6 1.37 11 +.1 +.2
31   Snake 1.1 1.35 13 +.04 +.1154
32   Peach 1.5 1.35 16 +.04 +.1181
33   Wario 1.3 1.35 13 +.04 +.0954
34   Luigi 1.28 1.34 11 +.04 +.0786
35   Link 1.3 1.328 13 +.04 +.1197
36   Zelda 1.25 1.224 16 +.04 +.1175
37   King Dedede 1.4 1.22 11 +.01 +.0858
38   Ganondorf 1.3 1.16 16 +.02 +.0963
39   Jigglypuff 1.4 1.1 14 +.04 +.0829

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

Rank Character Initial Dash Run Speed Dash Frames Base Acceleration Additional Acceleration
1   Sonic 1.5 3.5 11 +.04 +.15
N/A Wario-Man 1.3 3.5 13 +.04 +.0998
N/A Giga Mac 2.05 2.8 16 +.06 +.1618
2   Captain Falcon 1.7 2.32 16 +.1 +.06
3   Little Mac 2.05 2.24 16 +.02 +.1618
4   Fox 2.4 2.184 11 +.04 +.1111
5   Zero Suit Samus 1.7 2.1 13 +.04 +.0942
N/A   Mii Brawler (lightest) 1.952 2.0984 11 +.0488 +.0998
6   Greninja 1.6 2.08 11 +.05 +.12
7   Mewtwo 1.4 2.05 11 +.1 0
8   Sheik 1.7 2.016 8 +.04 +.1143
9   Charizard 1 2 11 +.015 +.0963
N/A Giga Bowser 1.9 2 14 +.05 +.12
10   Cloud 1.8 1.97 11 +.01 +.09
11   Roy 1.4 1.95 17 0 +.07
12   Meta Knight 1.7 1.9 13 +.04 +.0948
13   Palutena 1.5 1.888 14 +.04 +.1181
14   Yoshi 1.33 1.86 15 +.04 +.096
15   Pikachu 1.8 1.85325 14 +.04 +.0912
N/A   Mii Swordfighter (lightest) 1.586 1.83 13 +.0488 +.1197
16   Diddy Kong 1.7 1.824 11 +.04 +.15
17   Bowser 1 1.792 14 +.04 +.0648
18-19   Lucina &   Marth 1.5 1.785 17 +.01 +.082
20   Toon Link 1.5 1.7325 13 +.04 +.0998
21   Mii Brawler (default & Fighting Mii Team) 1.6 1.72 11 +.04 +.0998
22   Donkey Kong 1.6 1.7031 16 +.04 +.0667
23   Wii Fit Trainer 1.5 1.696 16 +.04 +.0998
24-25   Dark Pit &   Pit 1.5 1.66215 13 +.04 +.1134
26   Rosalina 1.5 1.632 16 +.04 +.1181
27   Duck Hunt 1.55 1.63 11 +.04 +.0998
28   Bayonetta 1.7 1.6 11 +.04 +.0942
29-30   Mario &   Ryu 1.6 1.6 11 +.04 +.0998
N/A   Mii Gunner (lightest) 1.952 1.586 9 +.0488 +.0998
31   Kirby 1.5 1.57 13 +.04 +.0954
32   R.O.B. 1.3 1.568 11 +.04 +.1128
33   Lucario 1.8 1.55 11 +.04 +.15
34   Mr. Game & Watch 1.5 1.5264 9 +.04 +.0823
35   Pac-Man 1.6 1.52 11 +.04 +.0998
36   Shulk 1.5 1.52 11 +.01 +.0724
37   Samus 1.86 1.504 9 +.04 +.12
38   Ike 1.5 1.5 11 +.01 +.0724
39-41   Lucas 1.3 1.5 11 +.02 +.08
39-41   Mii Swordfighter (default & Fighting Mii Team) 1.3 1.5 13 +.04 +.1197
39-41   Wario 1.3 1.5 13 +.04 +.0954
42   Luigi 1.28 1.5 11 +.04 +.0786
N/A Mega Lucario 1.8 1.4847 11 +.04 +.15
43   Falco 1.9 1.472 12 +.04 +.112
44   Olimar 1.6 1.47 11 +.04 +.0998
45   Ness 1.3 1.46265 14 +.04 +.0651
46   Mega Man 1.5 1.456 11 +.04 +.0998
47   Corrin 1.8 1.45 8 +.01 +.0724
48   Bowser Jr. 1.6 1.424 11 +.04 +.0998
49   Peach 1.5 1.4175 16 +.04 +.1181
N/A   Mii Brawler (heaviest) 1.312 1.4104 11 +.0328 +.0998
50   Link 1.3 1.3944 11 +.04 +.1197
51   King Dedede 1.4 1.36 11 +.01 +.0858
N/A   Mii Gunner (Fighting Mii Team) 1.6 1.35 9 +.04 +.1
52   Dr. Mario* 1.3312 1.3312 11 +.03328 +.0830336
53-54   Mii Gunner (default) 1.6 1.3 9 +.04 +.0998
53-54   Zelda 1.6 1.3 16 +.04 +.1175
55   Villager 1.5 1.27 14 +.04 +.0998
N/A   Mii Swordfighter (heaviest) 1.066 1.23 13 +.0328 +.1197
56   Ganondorf 1.3 1.218 16 +.02 +.0963
57   Jigglypuff 1.4 1.155 14 +.04 +.0829
58   Robin 1.5 1.15 17 +.01 +.082
N/A   Mii Gunner (heaviest) 1.312 1.066 9 +.0328 +.0998

Update history

1.1.3
  •   Kirby's run speed: 1.5 → 1.57
  •   Lucario's run speed: 1.4847 → 1.55
  •   Mewtwo's run speed: 1.696 → 1.9
1.1.5
  •   Corrin's run speed: 1.5 → 1.45
  •   Mewtwo's run speed: 1.9 → 2.05

Super Smash Bros. Ultimate rankings

In Ultimate, run speeds have been buffed across the board by roughly 10%, with the exception of a few characters (for example, Snake’s run speed was increased by more than 10%, Ike and Dr. Mario’s were increased by less than 10%, and Ryu’s wasn’t changed at all). Additionally, most initial dashes have seen significant speed increases, which when combined with the altered foxtrot mechanics gives all characters an effective dash-dance. However, turnaround dashes now have 3 frames of delay before fighters begin accelerating, as opposed to the 1 frame delay of a regular dash, making it take slightly longer for fighters to begin retreating by dashing.

Rank Character Initial Dash Run Speed Dash Frames Pivot Dash Frames Base Acceleration Additional Acceleration
1   Sonic 2.31 3.85 10 12 + 0.044 + 0.165
2   Captain Falcon 1.98 2.552 15 17 + 0.11 + 0.066
3   Little Mac 2.365 2.464 15 17 + 0.033 + 0.17798
4   Sheik 2.178 2.42 7 9 + 0.044 + 0.121
5   Fox 2.09 2.402 10 12 + 0.044 + 0.12221
6   Zero Suit Samus 2.42 2.31 12 14 + 0.044 + 0.10362
7   Greninja 2.178 2.288 10 12 + 0.055 + 0.132
8   Mewtwo 2.255 2.255 10 12 + 0.11 0
9-10   Charizard 2.288 2.2 10 12 + 0.0165 + 0.10593
9-10   Ridley 1.8 2.2 10 12 + 0.04 + 0.0998
11   Banjo & Kazooie 1.68 2.18 10 12 + 0.08 + 0.07
12   Cloud 2.145 2.167 10 12 + 0.011 + 0.099
13-14   Roy 2.2 2.145 10 12 + 0.033 + 0.077
13-14   Chrom 2.2 2.145 10 12 + 0.033 + 0.077
15   Meta Knight 2.211 2.09 12 14 + 0.044 + 0.10428
16   Palutena 2.035 2.077 10 12 + 0.044 + 0.12991
17   Joker 1.9 2.06 10 12 + 0.04 + 0.11
18   Yoshi 1.98 2.046 14 16 + 0.044 + 0.1056
19   Pikachu 1.98 2.039 13 15 + 0.044 + 0.132
20   Diddy Kong 2.09 2.006 10 12 + 0.044 + 0.165
21   Bowser 2.255 1.971 13 15 + 0.044 + 0.07128
22-23   Marth 2.255 1.964 10 12 + 0.044 + 0.0902
22-23   Lucina 2.255 1.964 10 12 + 0.044 + 0.0902
24   Inkling 2.118 1.925 10 12 + 0.044 + 0.10978
25   Mii Brawler 1.87 1.92 10 12 + 0.044 + 0.10978
26   Toon Link 1.914 1.906 12 14 + 0.044 + 0.10978
27   Pichu 1.98 1.892 10 12 + 0.06 + 0.14
28   Donkey Kong 2.09 1.873 15 17 + 0.044 + 0.07337
29   Wii Fit Trainer 2.024 1.866 15 17 + 0.044 + 0.10978
30   Sephiroth 1.92 1.86 ? ? + ? + ?
31   Hero 1.88 1.84 10 12 + 0.03 + 0.08
32-33   Pit 2.09 1.828 12 14 + 0.044 + 0.12474
32-33   Dark Pit 2.09 1.828 12 14 + 0.044 + 0.12474
34   Rosalina & Luma 2.035 1.795 15 17 + 0.044 + 0.12991
35   Duck Hunt 1.76 1.793 10 12 + 0.044 + 0.10978
36-39   Mario 1.936 1.76 10 12 + 0.044 + 0.10978
36-39   Ken 1.936 1.76 10 12 + 0.044 + 0.11
36-39   Bayonetta 1.936 1.76 10 12 + 0.044 + 0.10362
36-39   Squirtle 1.936 1.76 10 12 + 0.044 + 0.088
40   Young Link 2.09 1.749 12 14 + 0.044 + 0.0902
41   Kirby 1.9 1.727 12 14 + 0.044 + 0.10494
42   R.O.B. 2.002 1.725 10 12 + 0.044 + 0.12408
43-44   Piranha Plant 1.82 1.72 10 12 + 0.06 + 0.08
43-44   Terry 1.65 1.72 10 12 + 0.04 + 0.12
45   Lucario 2.255 1.705 10 12 + 0.044 + 0.165
46   Ice Climbers (partner) 1.68 1.683 12 10 + 0.0484 + 0.089056
47   Mr. Game & Watch 1.98 1.679 8 10 + 0.044 + 0.09053
48-49   Shulk 1.87 1.672 10 12 + 0.011 + 0.07964
48-49   Pac-Man 1.87 1.672 10 12 + 0.044 + 0.10978
50-51   Samus 1.87 1.654 10 12 + 0.044 + 0.132
50-51   Dark Samus 1.87 1.654 10 15 + 0.044 + 0.132
52-54   Wario 1.837 1.65 12 14 + 0.044 + 0.10494
52-54   Lucas 1.815 1.65 10 12 + 0.022 + 0.088
52-54   Luigi 1.815 1.65 10 12 + 0.044 + 0.08646
55   Falco 2.035 1.619 11 13 + 0.044 + 0.1232
56   Olimar 1.606 1.617 10 12 + 0.044 + 0.09592
57   Ness 1.826 1.609 13 15 + 0.044 + 0.07161
58   Mega Man 1.958 1.602 10 12 + 0.044 + 0.10978
59   Ryu 1.76 1.6 10 12 + 0.04 + 0.1
60-64   Ivysaur 1.903 1.595 10 12 + 0.044 + 0.099
60-64   Corrin 1.892 1.595 7 9 + 0.011 + 0.07964
60-64   Peach 1.826 1.595 15 17 + 0.044 + 0.12991
60-64   Daisy 1.826 1.595 15 17 + 0.044 + 0.12991
60-64   Snake 1.76 1.595 10 12 + 0.044 + 0.12694
65   Mii Swordfighter 1.74 1.58 12 14 + 0.044 + 0.13167
66   Bowser Jr. 1.76 1.566 10 12 + 0.044 + 0.10978
67   Min Min 1.9 1.55 10 12 + 0.04 + 0.11
68   Wolf 2.09 1.54 10 12 + 0.044 + 0.10978
69   Link 1.98 1.534 12 14 + 0.044 + 0.13167
70   Ice Climbers (leader) 1.68 1.53 12 10 + 0.044 + 0.08096
71-72   Simon 1.73 1.52 10 12 + 0.04 + 0.0998
71-72   Richter 1.73 1.52 10 12 + 0.04 + 0.0998
73   Ike 1.815 1.507 10 12 + 0.02 + 0.0724
74   King Dedede 1.815 1.496 10 12 + 0.044 + 0.09438
75   King K. Rool 1.936 1.485 10 12 + 0.044 + 0.066
76   Isabelle 1.815 1.48 10 12 + 0.044 + 0.10978
77   Steve 1.45 1.45 10 12 + 0.115 0
78-79   Zelda 1.958 1.43 15 17 + 0.044 + 0.12925
78-79   Byleth 1.8 1.43 15 17 + 0.02 + 0.13
80   Dr. Mario* 1.5375712 1.397792 10 12 + ??? + ???
81   Villager 1.815 1.397 13 15 + 0.044 + 0.10978
82   Mii Gunner 1.63 1.37 8 10 + 0.044 + 0.10978
83   Ganondorf 1.87 1.34 15 17 + 0.033 + 0.10593
84   Jigglypuff 1.65 1.271 13 15 + 0.044 + 0.09119
85   Robin 1.815 1.265 16 18 + 0.011 + 0.0902
86   Incineroar 1.76 1.18 10 12 + 0.02 + 0.09

Super Smash Bros. for Wii U digital manual description

"Quickly tap   left or right to dash. You will continue dashing until you release  ."

See also

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 Smash 4, Sonic and Lucas are the only characters whose dashing speeds remain untouched from their previous appearances.
  • Mewtwo is the character who holds the title for the largest dashing speed increase from one game to another; its dashing speed was increased by 0.65 units in its transition from Melee to Smash 4. Conversely, Ganondorf holds the title for the largest decrease from one game to another; his dashing speed was decreased by 0.19 units in his transition from Melee to Brawl.
  • There are some inconsistencies for some characters' running speeds in their origin games, presumably due to balancing reasons:
    • While generally being faster than Mario in the Mario games, like in New Super Luigi U and the Super Mario Galaxy series, Luigi has been slower in every game in the Super Smash Bros. series to date.
      • This is likely a reference to him being slower than Mario in earlier and possibly outdated appearances, such as Super Mario Bros. 2, as a trade-off for higher jumps.
    • In most Mario series spin-offs, Bowser often has among the lowest speed stats, but has above average run speed in all Super Smash Bros. games featuring him.
    • Wolf and Falco dash slower than Fox, despite being faster than him in Star Fox: Assault.
    • Ike is a generally slow character in the Smash games, despite having good speed stats in Fire Emblem: Path of Radiance and Radiant Dawn.
      • However, in Fire Emblem: Fates as a secret Amiibo fighter, Ike has poor speed stats, likely in reference to his Smash appearances.
    • Lucario dashes significantly slower than Pikachu, Pichu, and Ivysaur (in Brawl) despite Pikachu having the same base Speed stat and the Pichu and Ivysaur being slower in the Pokémon games.
      • Also, in Pokémon, Mega Lucario gets a slight speed increase, but Mega Lucario runs slower than regular Lucario in Smash 4.
    • King K. Rool is canonically faster than Donkey Kong and Diddy Kong in the Donkey Kong Country games when running away, yet is immensely slower than them in Ultimate.
  • Donkey Kong, Diddy Kong, Samus, Zero Suit Samus, Kirby, Villager, Banjo & Kazooie, and Steve all dash the same way they do in their origin games.
    • In the case of Banjo & Kazooie, their dash is the Talon Trot, which causes Kazooie to take the forefront while Banjo stays behind; this adjusts the positions of their hurtboxes accordingly, with Kazooie temporarily gaining one.