How to dash dance in smash ultimate
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Fox performing a frame-perfect dash-dance in Melee.
The dash-dance is an advanced technique in the Super Smash Bros. games. Performed by rapidly tapping the analog stick left and right while on the ground, it cancels out the character's initial dashing animation with another animation in the opposite direction, causing the character to quickly and repeatedly dash to the right and left in a short distance.
In Melee, the time window in which a character can dash and then change directions by dash-dancing matches the amount of frames in their initial dash animation. After they complete their initial dashing animation, they'll transition to their standard running animation; at this point, tapping the analog stick in the opposite direction will cause the character to enter their turnaround animation, during which no attacks can be performed. In Brawl and Smash 4, characters can only reverse their direction within the first six frames of their initial dash animation, making dash dancing more difficult to perform and also less useful.
Contents
- 1 In competitive play
- 1.1 In Super Smash Bros.
- 1.2 In Super Smash Bros. Melee
- 1.3 In Super Smash Bros. Brawl
- 1.4 In Super Smash Bros. 4
- 1.4.1 Extended dash-dancing
- 1.5 In Super Smash Bros. Ultimate
- 2 See also
In competitive play[edit]
In
Super Smash Bros.[edit]In the original Super Smash Bros., dash-dancing takes longer to perform, because no matter how fast it is performed, there is a small turnaround animation (except for Captain Falcon). This long window leads to generally fewer applications for dash-dancing than seen in Melee; however, this also allows for pivoting to be easier to perform than in Melee.
In
Super Smash Bros. Melee[edit]An application of dash-dancing in competitive Melee; S2J, as Captain Falcon, constantly uses dash-dances in order to quickly pursue Fox out of Falcon's throws, allowing for tech-chasing.
While dash-dancing can be performed in all five games, it sees most of its use in Melee. In Melee, dash-dancing is used primarily to play spacing mindgames with the opponent. By continuously switching directions, the player can confuse opponents in regards to their approach, as they can potentially either backtrack or approach while dash-dancing; in addition, it can also cause opponents to attempt an attack in the dash-forward animation, only for the player to dash backwards and quickly punish the end lag of such attacks by doubling-back. As players can also jump out of a dash-dance, it can allow players to quickly use SHFFLs and wavedashes. Dash-dancing can also be used in conjunction with low-knockback throws to perform tech-chases, as the action allows players to quickly run in either direction, allowing for quick pursuit of rolling opponents. Characters with long dashing animations, such as Fox, Marth, and Captain Falcon, make the most use of the technique, and proper use of dash-dancing is important in all of their respective metagames. Sheik has the shortest dash, making her dash-dance harder to perform, though this also gives her a faster crouch cancel out of her run in return.
In
Super Smash Bros. Brawl[edit]In Brawl, dash-dancing is more difficult to perform, as every character now has a short initial dash animation, and the window for reverse dashes ceases before the animation completes, making it difficult to consistently perform. In addition, many throws have increased knockback, which, coupled with Brawl's hitstun cancelling, makes tech-chasing more difficult. Random tripping can also interrupt dash-dancing whenever the dash input is performed, leaving the player vulnerable should it occur; as random tripping can occur whenever the control stick is tapped to the left or right on the ground, dash-dancing increases the number of opportunities for a random trip. As a result of these changes, dash-dancing is considerably less useful than it was in Melee and therefore sees little use in competitive play. The technique, however, does see some use in Sonic's metagame, as it heavily relies on mindgames and punishment to garner KOs.
Brawl introduced a new method of dash-dancing, called extended dash-dancing. However, this variant also sees little use in competitive Brawl, as it increases the number of opportunities for tripping.
In
Super Smash Bros. 4[edit]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 general length of initial dash animations or the reverse dash window; thus, dash-dances are still difficult to perform as in Brawl, and coupled with throws that are stronger than in Brawl, the technique again sees very little use in competitive play.
Extended dash-dancing[edit]
To compensate for dash-dancing's continued ineffectiveness, a number of competitive players perform a similar technique known as extended dash-dancing, which returns from Brawl. 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. 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 that improves many characters' mobility. If one is adept with the inputs, mixing up between the two techniques is possible, potentially confusing opponents and pressuring them to approach or dodge.
In Brawl and SSB4, a dash can be cancelled with a new dash on frame 16. If a character's dash animation is shorter than 16 frames, they must return the control stick to neutral in order to avoid entering their run animation before they can dash again, so characters with longer dash animation have an easier time extended dash-dancing.
Extended dash-dancing has varying degrees of usefulness on each character:
- Characters such as Captain Falcon, Little Mac, Lucina, Marth, Roy, Wii Fit Trainer, and Donkey Kong can use extended dash-dancing easily as their dash animations last 16 or more frames.
- Characters like Shulk and Wii Fit Trainer benefit from using extended dash-dancing over alternating foxtrots because their foxtrots cannot be interrupted quickly.
- Characters such as Bayonetta, Corrin, Diddy Kong, Fox, Falco, Luigi, Mario, Sheik, and Zero Suit Samus gain little benefit from extended dash-dancing without frame-perfect inputs because they can simply fox-trot in alternating directions for similar results without any extra effort, due to the lenient interruptibility window after their initial dash.
- Cloud, Lucario, and Mr. Game & Watch gain no advantage from extended dash-dancing over alternating fox-trots even with perfect timing, as their dashes have the fastest interruptibility in the game at frame 18.
In
Super Smash Bros. Ultimate[edit]In Super Smash Bros. Ultimate, the dashing mechanics have been altered. In addition to the small window at the start of the initial dash inherited from Brawl and SSB4, a dash dance can be performed in a similar fashion to foxtrots due to the interrupt frame for the initial dash animation being universally earlier. As such, any character is free to dash back without the laggy skid animation as long as the run phase of the dash has not begun. This revised dash-dancing mechanic benefits characters with fast initial dashes the most, such as Zero Suit Samus, Little Mac, Charizard, Bowser, and Marth.
Unlike in previous games, however, Ultimate now features a new additional initial dash turnaround animation for all characters which is initiated when performing an initial dash in the opposite direction; this animation is similar to the regular initial dash animation, except that at the beginning of animation, characters visibly turn themselves around to face the opposite direction. While most of the characters are unaffected by it, this new animation has adversely affected Captain Falcon more than everyone else, since his initial dash turnaround animation during its initial frames actually slides his model toward the direction he was originally facing. This is especially noteworthy since Falcon, who has the second-fastest running speed, relies heavily on his ground game when compared to other characters.
See also[edit]
- Pivoting
- Fox-trot
Dash Dancing: How to move the stick fast enough
Predatoria
Smash Journeyman
- #1
I've seen some players do a move where they pretty much spin in place, kind of like in this video:
https://www. youtube.com/watch?v=TnuLlFrz-rA
I went ahead and looked at this, at least with Ridley, and found by methodically going frame by frame in training mode, to do this, I'd need to move the analog stick left to right to left six times in the timespan of one second in order to reach the minimum threshold to perform a dash dance, as you must reverse the dash on the 5th frame of the dash animation (or less) to meet the requirement. (Basically, going left right left right left right left right left right left right, within one second of time, on the analog stick).
My question is.... how? How do players physically move their analog stick that fast? Is there some trick to it that I'm missing? It seems almost superhuman to be able to move the analog stick as fast as it seems like you'd need to in order to do this.
In particular, again for reference, you can see Kvothe do the same move here (and several other times) during this tournament, in particular at time 1:18 (right after the singular fireball during Captain Falcon's respawn).
https://youtu.be/0-au6a0tLGU?t=77
I've tried, and the best I can do is do this on 1/2 speed in training mode.
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DelugeFGC
Smash Stick Space Cowboy
- #2
I'm bred from the days of Melee dash dancing where mistakes would result in tap jump screwing you, so it comes pretty naturally to me by this point in Ultimate. There's a definite rhythm to it and it can vary from character to character.. some have much worse options than other ones. As a Falcon main I'm pretty used to dash dancing all the time and it's pretty much reflex. Don't practice it on 1/2, just keep at it and at it and at it at full speed until you get it. Ridley may not have a great one though, I'm unsure.
Inkling has a lightning fast, amazing dash dance.. one of if not the best in the entire game for sure. It's not the best comparison for a character like, say, Ridley.
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Just starting to play Super Smash Bros. ultimate? Let's get acquainted with the basics of the game! | News
01/16/2019
Super Smash Bros. Ultimate for Nintendo Switch is now available! For beginners, this game may seem too complicated, because there are so many fighters and even more variety of techniques. But it is specially designed so that all categories of players can enjoy it, including even those who hear about fighting games for the first time!
Let's start with the most important question. How to play it?
Yes, how to play?
In Super Smash Bros. Ultimate your goal is to knock your opponent out of the arena! The more damage a fighter takes, the further he will fly when someone knocks the ground out from under him. And if your fighter is not lucky and he suddenly finds himself in the air - do not despair. Try to get back to the arena and keep fighting!
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How to knock a fighter out of the arena?
Press the A button to perform a standard attack such as a punch. Yes, nothing supernatural, but even such a blow can help. If you press the mini-stick in the right direction and the A button at the same time, you will perform a more powerful blend attack. With the help of a mix, you can knock your opponent out of the arena!
Which fighter should I choose?
As we have already mentioned, there are a lot of fighters in the game. Some of them you know well, but there are also dark horses here. Well-balanced fighters like Mario or Kirby are good choices for beginners, but don't be afraid to experiment. Try different fighters! All characters have their strengths and weaknesses.
They are all different, aren't they?
Yes, of course! The B button is responsible for special attacks, and they are special for each fighter. But performing different special attacks is quite simple: just press the mini-stick up, down or sideways and at the same time press the B button. Here is a visual diagram of the attacks for Mario, but do not forget to try these button combinations for other fighters. See what happens! To view a list of strikes for a specific fighter, simply pause the game during a match and select "Attacks"!
What are the items for?
If you want to add an element of surprise, try playing with objects. Random items will appear in the arena and give the fighters various effects. For example, a black hole will suck in fighters and other items. Or do you prefer bananagan? How about a stylish Bill Bullet?
Respond instantly to different situations. This is one of the main challenges of the game. This is exactly what Super Smash Bros does…. well, Super Smash Bros.
What about arenas?
Remember when we said that it is important to be able to respond to different situations? This also applies to arenas. On them you will meet a variety of obstacles, including changing landscapes and unexpected guests.
What else do I need to know?
Great question! In conclusion, we recommend that you look into the "Workout" section in the "Games and other" menu. Here you can calmly and slowly get acquainted with the attacks and fighting style of each character. Once you're done with training, you can fight with a computer player and consolidate your skills!
For details, see Super Smash Bros. official website. Ultimate or Community Smash Bros. on Facebook !
How to start a local or online multiplayer game (Super Smash Bros. Ultimate) | Support
Technical support for Nintendo
consoles, games, apps and servicesSupport | Nintendo Switch
Instructions for setting up a multiplayer game in Super Smash Bros. ultimate.
Additional information.
- Be sure to pair additional Nintendo Switch Pro controllers with your Nintendo Switch console before playing.
- The GameCube Controller Adapter is required to use the GameCube controller.
- Four GameCube controllers can be connected to one adapter.
- Two adapters can be used to connect up to eight GameCube controllers at the same time.
What mode do you want to play?
Mode | Players |
Brigade combat Up to 8 players can battle on the same Nintendo Switch console. |
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Online . Battles with players from all over the world. |
|
Local mode . 2-4 players can fight as different fighters in different arenas. |
|
Do the following:
- From the main menu, select Online.
This feature requires a Nintendo Account with an active Nintendo Switch Online membership. - If "Notes on Playing Online" appears, read it carefully and click OK.
- Select "Battle" to start battles with players from all over the world.
You can also select the "Spectator" option if you only want to watch other people's fights, and not take part. - Choose the type of battle you want ("Quick Battle", where you can immediately rush into battle, or "Battle Arena", where you can set the necessary rules yourself).
- Choose between solo (1 player) or together (2 players).
- If more than 1 person will be playing on the console, follow the steps below.
- Select the controller type for each player. Each player can choose between one Joy-Con, two Joy-Con controllers, a Nintendo Switch Pro controller, or a GameCube controller (requires an adapter for GameCube controllers).
- To select one Joy-Con, hold the controller horizontally and press SL and SR.
- To select two Joy-Con controllers, hold them vertically and press L and R.
- Select the controller type for each player. Each player can choose between one Joy-Con, two Joy-Con controllers, a Nintendo Switch Pro controller, or a GameCube controller (requires an adapter for GameCube controllers).