Dash attack canceled up smash: Difference between revisions

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==Buffered dash attack canceled up smash==
==Buffered dash attack canceled up smash==
[[File:FalcoBDACUS.gif|thumb|Falco performing a BDACUS after retreating with a roll.]]
[[File:FalcoBDACUS.gif|thumb|Falco performing a BDACUS after retreating with a roll.]]
The '''buffered dash attack canceled up smash''' (shortened to '''BDACUS''') is another variant of DACUS that has different inputs and input times. A BDACUS will result in a normal DACUS, but it will slide slightly further and has to be inputted during the ending lag of another move. Every character can use this technique but only characters that have an effective DACUS will get some usefulness out of it. It requires a player to use a move that will end on the ground and have the normal ending lag of 10 [[frame]]s or use a [[spot dodge]]. In this small amount of time, the control stick has to be tapped forward then returned to its neutral state followed by two upward taps on the C-Stick. A BDACUS has no frames for the dash attack and will instead only come out as an up smash with great momentum.
The '''buffered dash attack canceled up smash''' (shortened to '''BDACUS''') is another variant of DACUS. A BDACUS basically involves [[buffer]]ing a dash attack out of another action (during the 10 frame buffer window) and then cancelling the dash attack with an up smash. This allows the player to cancel the dash attack during its first or second frame which is normally not possible. In order to perform a buffered dash attack, the player has to quickly tap the stick forward, let go and then press attack, all within the 10 frame buffer window. In order to do a BDACUS, the player then has to input an up smash during the buffered dash attack. The easiest way to perform a BDACUS is to quickly tap the stick forward, let go and then tap the C-stick up twice (if the C stick is set to smash attacks). This works because when an up smash is buffered out of a buffered dash input, the game will strangely buffer a dash attack instead.  


When the dash attack is cancelled on the first possible frame (which can be buffered by buffering the up smash after the dash attack), it has a similar effect to a running up smash. This is naturally useful as a punishment option, especially for characters with long running up smashes but this is not what is referred to as a BDACUS.
A perfect BDACUS occurs when the dash attack is cancelled on this second frame. This is very difficult to achieve due to its frame perfect nature. Inputting up smash too early will result in the aforementioned instant running up smash and inputting the up smash too late will either lead to a regular DACUS or a standard dash attack depending on the timing. The distance a perfect BDACUS covers can vary from a regular DACUS. For most characters, it either covers less distance or a similar distance compared to a normal DACUS, although there are a few characters who gain more distance from a perfect BDACUS.
For the most part, the only characters who gain any significant millage out of a BDACUS are characters who already have a strong DACUS. A BDACUS is particularly useful for Falco and Jigglypuff since their perfect BDACUS covers more distance than their regular DACUS. Even for characters who get less out of a perfect BDACUS (such as Wolf), they can still buffer a dash attack and wait for the appropriate window to do their DACUS. The only character who solely benefits from BDACUS over a regular DACUS is {{SSBB|Diddy Kong}}. Diddy Kong's regular DACUS covers less distance than his running up smash but his BDACUS covers much more distance, covering more than half of Final Destination.
BDACUS was never possible in any version of Super Smash Bros. 4 due to the altered buffer system removing the ability to perform buffered dash attacks.
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]
[[Category:Advanced techniques]]
[[Category:Advanced techniques]]
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