
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. The timing for this varies depending on each character's fox-trot window. 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. 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. 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. 4, the removal of random tripping allows safer dash-dances than in Brawl. Pikachu performing an extended dash-dance in SSB4

However, this variant also sees little use in competitive Brawl, as it increases the number of opportunities for tripping. The technique, however, does see some use in Sonic's metagame, as it heavily relies on mindgames and punishment to garner KOs.īrawl introduced a new method of dash-dancing, called extended dash-dancing. 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. 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. In addition, many throws have increased knockback, which, coupled with Brawl's hitstun cancelling, makes tech-chasing more difficult. 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. 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. 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. 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. As players can also jump out of a dash-dance, it can allow players to quickly use SHFFLs and wavedashes. 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. In Melee, dash-dancing is used primarily to play spacing mindgames with the opponent.

While dash-dancing can be performed in all five games, it sees most of its use in Melee. 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.Īn 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. 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 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. 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.

The dash-dance is an advanced technique in the Super Smash Bros. Fox performing a frame-perfect dash-dance in Melee.
