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Dash attack: Difference between revisions

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[[File:FoxSSB4DashAttack.png|300px|thumb|[[Fox]]'s dash attack in ''[[Super Smash Bros. 4]]'']]
[[File:FoxSSB4DashAttack.png|300px|thumb|[[Fox]]'s dash attack in ''[[Super Smash Bros. 4]]'']]
{{incomplete|Smash 4}}
'''Dash attack''' is an attack performed by pressing the [[attack]] button while [[dashing]]. To do a dash attack immediately after starting a dash, press the [[C-stick]] down instead.
'''Dash attack''' is an attack performed by pressing the [[attack]] button while [[dashing]]. To do a dash attack immediately after starting a dash, press the [[C-stick]] down instead.
Dash attacks typically use the momentum behind the dash to pull off some sort of attack, like a sliding kick. Most dash attacks come out quickly, but have noticeable [[ending lag]] and are predictable, making them very easy to [[punish]] (particularly using a [[shield grab]]).
Dash attacks typically use the momentum behind the dash to pull off some sort of attack, like a sliding kick. Most dash attacks come out quickly, but have noticeable [[ending lag]] and are predictable, making them very easy to [[punish]] (particularly using a [[shield grab]]).

Revision as of 23:43, May 31, 2015

A screenshot of Fox found from the Smash Bros. site http://www.smashbros.com/us/characters/fox.html here].
Fox's dash attack in Super Smash Bros. 4

Dash attack is an attack performed by pressing the attack button while dashing. To do a dash attack immediately after starting a dash, press the C-stick down instead. Dash attacks typically use the momentum behind the dash to pull off some sort of attack, like a sliding kick. Most dash attacks come out quickly, but have noticeable ending lag and are predictable, making them very easy to punish (particularly using a shield grab).

In Brawl, certain dash attacks can be interrupted by performing an up smash, which is known as a dash attack cancelled up smash (abbreviated as DACUS). Often, a combo is used with the low, more combo based knockback of the dash attack, leading up to a more powerful up-smash. This is known as a Gatling Combo. A dash attack can also be grab cancelled, referred to as a boost grab.

Skilled players generally avoid using the majority of dash attacks by themselves to approach (with the exception of a few of the more useful ones that can also be used in combos), as they are usually predictable and can be easily punished, as mentioned above. However, many players use dash attacks to perform cross-ups, which place the user behind their opponent, putting them in a less vulnerable position. The DACUS is also a good approach option, because it sends the user a further distance and leaves them in a less vulnerable position to be punished.

Dash attacks in Super Smash Bros.

Character Description Damage
Mario Does a slide tackle like in Super Mario 64. 12%
Luigi Swings his arms in a flurry of "sissy-fight"-like punches. Six hits, 2% each
Donkey Kong Lifts up foot and slides on his other foot, has considerable ending lag. 12%
Yoshi Rams forward with his head. 12%
Link Sticks his sword straight out and stops, good range and speed. 16%
Samus Shoulder tackles foe similar to her Shinespark in Super Metroid. 12%
Kirby Does a slide tackle. 10%
Fox Leaps a bit off the ground and slides forward, sticking foot out. Very fast and has low ending lag. 10%
Captain Falcon Does a shoulder tackle. 12%
Pikachu Does a running headbutt, has considerable ending lag. Commonly considered Pikachu's second worst attack. 12%
Jigglypuff Trips and slides into opponents. 10%
Ness Puts both hands in front of him, low ending lag. 10%

Dash attacks in Super Smash Bros. Melee

Character Description Damage
Mario Does a slide tackle like in Super Mario 64. 9%
Luigi Dashes forward and attacks with a flurry of punches. Five hits, 2% each
Peach Lunges forward and splits her hands apart, low ending lag. 12%
Dr. Mario Same as Mario's, but has slightly more range. 9%
Bowser Charges forward, bad starting and ending lag. 11%
Donkey Kong Kicks in front, has considerable ending lag. 11%
Yoshi Rams forward with head. 8%
Link Brings sword down in front of him. 12%
Zelda Shoves her hands in front, with magic sparks coming out of them. 13%
Sheik Spreads her arms apart and stops running, good range and speed. 10%
Ganondorf Does a shoulder tackle. 14%
Young Link Slashes in front of him and slows down, high knockback. 10%
Samus Does a shoulder tackle. 13%
Ice Climbers Leaps and swings hammers forward. 17% if both climbers hit
Kirby Runs forward on fire. Kirby's movement will not stop if he reaches the edge of a ledge while during the dash, a property unique to this dash attack. 8%
Fox Runs forward and sticks foot out. 7%
Falco Same as Fox. 9%
Pikachu Jumps forward, headbutting. 8%
Jigglypuff Trips and falls head first. 12%
Mewtwo Holds out arms while sliding, inflicting damage with shadow energy. 9%
Pichu Sticks its head out and trips mid-dash. 8%
Marth Does a quick upward diagonal slash. 10% base, 13% tip
Roy Slashes in front of him. 12%
Ness Uses PK Brainshock, which releases 3 bubbles of PSI. 12%
Mr. Game & Watch Puts on a footbal helmet and charges forward. 9%
Captain Falcon Does a shoulder tackle. 10%

If either of the Shield Buttons are pressed repeatedly right after attempting a dash attack, the attack will be cancelled and turned into a dash Grab.

Dash attacks in Super Smash Bros. Brawl

Fox's dash attack.
Fox's dash attack in Brawl
Character Description Damage
Mario Does a sex kick slide tackle like in Super Mario 64. Very weak unless hit within initial few frames. 9%, hits on frames 6-29
Luigi Swings his arms in a flurry of "sissy-fight"-like punches. Multiple hits; last hit has better knockback than the previous hits. Seven hits, 8%, hits on frames 4-50
Peach Pushes forward and then pulls hands apart, very quick and good range. Two hits, sends foes up. 8%, hits on frames 6-19
Bowser Falls onto his belly. Good range and good knockback, but some considerable ending lag. 11%, hits on frames 10-19
Donkey Kong Lifts up foot and slides on his other foot. Moves forward a bit and has considerable ending lag. 11%, hits on frames 9-20
Diddy Kong Does a slow cartwheel. Multiple hits, last having best but bad knockback. Has minimal ending lag. Can be dash attack canceled. 9%, hits on frames 9-23
Yoshi Rams forward with head. Good range, speed and knockback. 9%, hits on frames 10-23
Wario Slides down and forward like a baseball runner getting picked off. Very fast start up lag but considerable ending lag. Can be dash attack canceled. 7%, hits on frames 4-23
Link Crosses sword in front of his body. Semi-spike occasionally. Can be dash attack canceled. 12%, hits on frames 8-11
Zelda Pushes forward with magical sparks tipping her hands. 12%
Sheik Slashes hand forward. Good range and speed, moves forward a bit. Can be used for dash attack canceling. 7%
Ganondorf Shoulder tackles foe. Can KO at high percentages, surprisingly fast, and sends the foe skyward. Second strongest dash attack. 15%, hits on frame 10-19
Toon Link Same as Link's, worse range and knockback, faster and better damage. 10%, hits on frames 9-11
Samus Same as Ganondorf's. Horizontal knockback, though. 10%, hits on frames 8-16
Zero Suit Samus Leaps a bit off the ground and slides forward, sticking foot out. Is a sex kick. Can lock if buffered right. 7%, hits on frame 6
Pit Slices sword before him. Good for setting up glide attacks. 12%, hits on frames 7-9
Ice Climbers Swing their hammers sideways quickly. 11%, hits on frames 11-12
R.O.B. Jabs arms quickly forward. Exact same animation as fair. 5%, hits on frames 7-9
Kirby Does a breakdancing spin on his head similar to his Yoyo kick from Kirby Super Star. Multiple hits, last with good knockback. Six hits, 14%, hits on frame 12
Meta Knight Slides forward tackling with foot. Only non-throw move of MK's that doesn't require Galaxia. More damage at body, not foot. 8%, hits on frames 5-11
King Dedede Trips and belly flops powerfully forward, though cripplingly slow. One of few dash attacks that has potential KOing power. Strongest dash attack. 16%, hits on frame 26
Olimar Cartwheels quickly forward. Bad range, but faster and stronger than Diddy's, and trips at the end. 11%, hits on frame 8
Fox Same as Zero Suit Samus's, but more vertical knockback. Good comboing potential. 7%, hits on frames 3-6
Falco Same as Fox's, but better combo potential due to dair meteor smash and dash attack canceling. 9%, hits on frame 4
Wolf Does a flip-kick forward. Only dash move that doesn't utilize forward momentum. If hit with his toes, sends the opponent forward, but if hit with his legs, it send the opponent up. Can be dash attack canceled. 9%, hits on frames 9-18
Captain Falcon Rams a shoulder into the opponent. Quick but extremely unsafe on shields due to lack of shieldstun and high ending lag. 12%, hits on frames 7-16
Pikachu Does a running headbutt. Good knockback but considerable ending lag. 7%, hits on frames 5-16
Squirtle Slams the back side of its shell at the foe. 10%, hits on frames 6-24
Ivysaur Tackles foe. Good power, can KO around 100% on lighter characters. 12%, hits on frames 4-20
Charizard Extends leg out at the foe, kicking them. Has considerable ending lag. 11%, hits on frames 10-18
Lucario Kicks forward. Foe goes up and behind Lucario. There is no aura in this attack. 10%, hits on frames 7-18
Jigglypuff Forces head through foe. Hits foe backwards and sets up for later quick combos. Can be used for dash attack canceling to compensate Jigglypuff´s slow ground mobility. 10%, hits on frames 5-15
Marth Swings sword powerfully up. Decent range, but slow. 10% at the base, 13% at the tip, hits on frame 13
Ike Brings Ragnell around about 250 degrees from back to front. Sometimes knocks foes behind him if hits with Ike or bottom of Ragnell. Great range. 8%, hits on frames 8-18
Ness Pushes three bubbles of PSI power at foe. has vertical knockback and good range. 13%, hits on frame 7
Lucas Charges forward while sliding and holding a PSI hexagon, then unleashes and jams it into foe. If hits close to Lucas, foe goes high up, with capability to Star KO. Other wise, pushes foe forward. Has considerable starting and ending lag. 12%, hits on frames 17-22
Mr. Game & Watch Dons a helmet and slides forward on the ground, like Wario. Has sex kick-like properties. Slow, but has good knockback. 11%, hits on frames 6-29
Snake Does an extremely ranged front flip. Great knockback, moves forward quite a bit. Can be dash attack canceled. 11%, hits on frame 5
Sonic Curls up into a Spinball while running. Based on the Spin Attack from Sonic the Hedgehog. 6%, hits on frames 5-23

Stalled dash attack

A stalled dash attack is essentially a dash attack that is performed at the last possible frame of the characters' running animation, similar to dash dancing in Melee. The character will perform their dash attack while they appear to stand still instead of their basic neutral attack. This is most notable when used by Snake, Luigi, and Donkey Kong.

Dash attacks in Super Smash Bros. 4

An icon for denoting incomplete things.

Most dash attacks in SSB4 have high base knockback, but low knockback scaling. As such, most are useful for throwing the opponent off, but are ineffective KO tools for anything other than Sudden Death, Horde Battles in Special Orders, or other lightweight scenarios. Exceptions are listed below.

Character Description Damage
Bowser Transitions into a running dropkick. Unlike in previous games, this is not a great KO move, but it has significantly less lag, making it more versatile. 10% (clean) 8% (late)
Bowser Jr. A spinning sawblade sticks out of the clown car, while Bowser Jr. raises his right arm and orients the car upward. Not all hits likely to be made at high percentages. up to 12% (6 hits)
Captain Falcon Crashes into his opponent with his right shoulder forward. 10% (clean) 6% (late)
Charizard Transitions into a straight horizontal kick with one leg. (uses either, depending on orientation) . 11% (clean) 8% (late)
Dark Pit Identical to Pit's. 11%
Diddy Kong Does a cartwheel, hitting with the right foot, then the left, then finishing off with both hands. Only the last hit deals knockback. 7% (3 hits)
Donkey Kong Does a quick forward roll, similar to his move in Donkey Kong Country Returns. 10% (clean) 8% (late)
Dr. Mario Identical to Mario's, except it always sends foes straight up. 8% (clean) 6% (late)
Duck Hunt The dog tilts its hind legs up, propelling the duck forward with its beak. 10% (clean) 7% (late)
Falco Similar to Fox's, but slightly slower and more damaging. 9% (clean) 6% (late)
Fox Does a jump-kick with his left leg, then lands on his feet. 6% (clean) 4% (late)
Ganondorf Similar to Captain Falcon's, but much more damaging. Good KO move at high percentages. 14% (clean) 10% (late)
Greninja Does a running spin-kick with one leg. (left or right depending on orientation) Cannot hit late. 7%
Ike Runs forward and slashes upward with Ragnell. Decent KO potential at high percentages. 10% (at tip and center of blade) 8% (close to hilt) 5% (At tip if opponent is airborne)
Jigglypuff Jumps into a head-slam. Good KO move at an edge. 12% (clean) 8% (late)
King Dedede Trips himself and falls face-first into his opponent, akin to his move in early Kirby games. Slow start-up, but great knockback, capable of KOing at moderate percentages if hit clean. Most powerful dash attack in the game. 16% (clean) 13% (late)
Kirby Does a spinning handstand, hitting with his feet extended, akin to the yo-yo dash move in Kirby Super Star. Only the last hit deals knockback. 9% (6 hits)
Link Dashes into a Jump Strike, similar to the titular move in all 3-D Zelda games. Good KO move, akin to a Smash attack. 14% (at tip) 13% (center) 12% (close to hilt)
Little Mac Slams his left fist swiftly into the ground in an arc. Good KO move at an edge. Cannot hit late. 10%
Lucario Does a jump-kick with its left leg high in the air, then lands on its feet. Damage and knockback scale up as Lucario takes damage, making it a good KO move if both players are heavily injured. 5% (clean min) 13% (clean max) 3% (late min) 10% (late max)
Lucas unknown unknown
Lucina Similar to Marth's, but damage is even throughout. Cannot hit late. 10% (Training Mode says 9%)
Luigi Runs forward, flailing his arms over his head repeatedly, "sissy fight" style. Only the last hit deals knockback. 8% (7 hits)
Mario Does a sliding kick, sending foes diagonally upward. Has a rather long duration. If it hits late, the opponent is sent backwards. 8% (clean) 6% (late)
Marth Runs into a horizontal slash. Damage and knockback depend on where it hits, with the tip having decent KO potential near a ledge. Cannot hit late. 12% (tip) 10% (center) 9% (near hilt)
Mega Man Does a running Tornado Dash, covering much ground and damaging as it goes. Only the last hit deals knockback. 10% (8 hits)
Meta Knight Does a swift flying kick, then lands on his feet. 6% (clean) 5% (late)
Mewtwo Lunges forward, palms forward and arms outstretched. 9% (clean) 6% (late)
Mii Brawler Does a flying kick, then lands on his/her feet. 11% (clean) 6% (late)
Mii Gunner Jumps forward and sets off a charge from the gun at melee range. Effect changes depending on where it hits, but knockback does not. Cannot hit late. 10% (9% if it's the first attack used, Training Mode always says 9%)
Mii Swordfighter Lunges forward and stabs horizontally with the sword. 10% (clean) 6% (late)
Mr. Game & Watch Dons a hard hat, then dives headfirst into the ground. Mr. Game & Watch does this in 4 visible frames, the first and second of which are clean, the third is late, and the fourth doing nothing. If it hits close, the opponent is sent backwards. 10% (clean) 6% (late)
Ness Ness skids to a stop as he sends out three small bursts of PK energy ahead of him, all of which hit if Ness does this attack close enough. Only the last hit deals knockback. 10% (3 hits)
Olimar Does a quick cartwheel forward. Only the last hit deals knockback, but strangely, the first deals more damage. Olimar does not need or use Pikmin to do this move. 11% (2 hits)
Pac-Man Transforms into his original form and chomps at his opponent three times, while covering decent ground. Only the last hit deals knockback. 9% (3 hits)
Palutena Bashes enemies with her shield, braking her dash quickly. Cannot hit late. 9%
Peach Pushes her hands forward, dealing magical damage at her palms. Only the last hit deals knockback. 10% (2 hits)
Pikachu Uses Tackle and rams headfirst into the opponent. Is a Super Effective KO move at high percentages if it hits clean. 10% (clean) 6% (late)
Pit Does a quick horizontal slash with his bow without breaking it up. Cannot hit late. 11%
R.O.B. Quickly slams his arms down to the ground, lifting his base up momentarily. Cannot hit late. 7%
Robin Lunges forward and stabs with the bronze sword. 10% (clean) 6% (late)
Rosalina & Luma Dives downward and headbutts the opponent up from below. Deals more damage if Luma hits instead. 10% (Luma, 2 hits) 7% (Rosalina, 2 hits)
Samus Dashes into the opponent using jet boosters and hits them with the left shoulder. Attack only hits at the end of the dash, making it possible to miss if Samus is too close to the enemy at the start. 10% (clean) 6% (late)
Sheik Swings both arms across each-other as she dives at her opponent. Attack only hits at the end of the move, making it possible to miss if Sheik is too close to the enemy at the start. 6% (sometimes 7%, Training Mode always says 6%)
Shulk Lunges and swings the Monado horizontally. Damage and knockback depend on the Monado Art being used. Cannot hit late. 11% (Normal & Jump) 9% (Speed, Training Mode says 8%) 8% (Shield, Training Mode says 7%) 15% (Buster, sometimes 16%) 5% (Smash)
Sonic Does a Spin Attack, hitting the opponent multiple times while covering significant ground. Very fast attack, but also very weak knockback. 6% (4 hits, sometimes does 5% or 7%)
Toon Link Runs forward and quickly slashes his sword. 8% (clean) 6% (close to hilt)
Villager Grabs a flower pot and trips, causing the pot to hit the ground ahead of him/her. The pot can be reflected or pocketed. 10% (pot and Villager hit) 6% (only pot hits)
Wario Quickly slams his face into the ground and skids. The late hit will send opponents backwards and trip them. 7% (clean) 4% (late)
Wii Fit Trainer Does the Gate pose and slides into her/his opponent. Has a lingering hitbox. 6%
Yoshi Does a flying kick with his left foot, then spins back into position. 9% (clean) 6% (late)
Zelda Dashes forward and delivers a magical pulse with both arms ahead. A good KO move at an edge if the sweetspot hits. Cannot hit late. 12% (sweetspot) 9% (sourspot)
Zero Suit Samus Dashes forward with her jet boots and strikes with the right knee, covering significant distance. 8% (clean) 5% (late)

Notable dash attacks

  • Falco, Jigglypuff, Link, Sheik, Snake, Wolf, Wario and Sonic all receive a great momentum boost when using a DACUS in Brawl.
  • Pit will perform an additional attack if he is wielding a battering item.
  • When Mewtwo uses a dash attack with a battering item, it will spin the item in front of it, hitting enemies consecutively.
  • King Dedede's dash attack is well known for its power and large hitbox duration. It is more powerful in Smash 4 than many smash attacks.
  • Kirby's dash attack in Melee is the only one that can go off edges.
  • Luigi's dash attack in the original Super Smash Bros. is the only one that hits multiple times. This trait is soon shared among Ness by Melee, Kirby and Diddy Kong by Brawl, and Bowser Jr., Mega Man, Sonic, and Pac-Man by 4.
  • Villager's dash attack is, so far, the only one that can be reflected.

Trivia

Kirby's dash attack from Melee.
  • Kirby has a different dash attack in the first three games, being the only character to hold this trait. However, Kirby's dash attack in Super Smash Bros. 4 is visually the same as his dash attack in Brawl.