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Dash Dancing 101

Dash Dancing 101

Dash Dance Variants

Frame Perfect/Very Little Delay Dash Dancing is a 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.

Figure 1 shows a frame perfect dash dance in which Fox cancels his initial dash animation within the first available frame in the opposite direction.

Figure 1

The maximum time a character can dash in one direction and still change direction by dash dancing is the same as the number of frames in their initial dash animation. After this animation is over, the character will enter their regular dashing 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.

Applications: The dash dance in Figure 1 has very little practical uses due to your stationary positioning. However, it can be used to play mind games on missed techs, similarly to repeated turnarounds as seen here. https://youtu.be/wkRaoABLIMM?t=3

Delayed Dash Dancing is a technique used in Super Smash Bros. Melee and Project M. It is performed by tapping the analog stick left or right, a slight delay, then tapping the stick in the opposite direction of the initial dash. The delay time depends on the number of frames the character goes into in their initial dash animation. The longer the delay, the farther the delayed dash dance.

Figure 2 shows how the Fox uses delayed dash dances in order to pressure and punish a reaction. In this case, Peach, pressured by little stage control goes for a hasty dash attack, only to miss and get punished.

Figure 2


Applications: This form of dash dancing is the strongest universal form of grounded mobility in both Melee and Project M. The list below shows its applications.

Scouting: This form of dash dancing lets you see how your opponent responds to your approach. This opens the option of making reads, which ultimately creates mindgames.https://youtu.be/azRrqKUJ-5o?t=173

Punishing: By dashing you have access to virtually your whole offense toolkit depending on what option you choose. Know all your options while dashing and try to convert into the strongest punishes.Through dashes you also can cover many options which give you more opportunities to punish. In the gif, DK could easily could have got hit with a dash attack but the opponent used a forward smash. You need to always know how your opponent responds to your dashes! Shorter dashes are more punishable but they give you the option for stronger punishes. http://gfycat.com/ClumsyZestyAnura

Pressuring: Depending on stage positioning you can effectively pressure your opponent into alleviating it, which is more often than risky and can be easily punished as shown in Figure 2. http://gfycat.com/AcrobaticFlamboyantElephantbeetle

Spacing: The reason why this form of dash dancing is so useful is because you can effectively space yourself from your opponent and easily dash back and forth responding to their movement. PewPewU dashed back out of Fox’s SH n-air range and when he saw no commitment he went in for the grab .http://gfycat.com/SoupyCheerfulAmericanlobster

Low Risk Approach: Delayed Dash Dances give you a low risk approach, which is an invaluable tool in neutral. With good reaction speed, you can effectively react to any incoming projectile. http://gfycat.com/TiredColorfulIbis

Mindgames: Dash Dances hide your attentions effectively forcing the player to think about what you are going to do, creating mindgames. This all ranges from how long you’re dashes are and when you are dash dancing.

Extended Dash Dancing is an advanced technique in Super Smash Bros. for Wii U and 3DS. Performed by tapping the stick rapidly left/right twice then again in the opposite direction.

This technique has virtually the same benefits in melee, however it is not as useful due to the generally bigger stages and prevalence of zoning.

When to Dash Dance

Knowing when to Dash Dance is the most important part of the technique and ultimately relies on many factors such as the stage, matchup, and opponent’s habits. Generally, you want to dash dance whenever your opponent is at a disadvantageous position in which you can cover many options. These can include tech chases, you have center stage, after a grounded poke, when the opponent is on the platform, when opponent is on the ledge, etc. The most important part to knowing about when to Dash Dance is how your opponent react to being in a bad position and your dashes. With experience, you will eventually always know when to dash dance.

Knowing your Dash

One key thing about Dash Dances is knowing how fast your character’s initial dash speed is, how long the dash is, and when it’s interruptible. Characters that have fast and long initial dashes with low traction can use dashes more effectively since they naturally exert more pressure and can change their spacing more quickly.


Optimizing your Dashes
It’s very important to know your options out of dashing, which allows you to convert into stronger punishes or defense. In Smash 4, you can use perfect pivots and turnaround f-smash and f-tilt out of your dashes as well as jumps, and many other options to strengthen your punish. In Melee, Falco can use his SH Laser out of dash dances to create more pressure by forcing shield.

Example
https://youtu.be/yUSwaCv7mm8?t=444
As you can see PPMD uses Dash Dances and wave dashes in the beginning of the set to approach with little commitment, scout for habits, as well as having the opportunity to punish if possible. However, he doesn't achieve one critical thing to spawn punish opportunites: pressure. Mew2King is semi-pressured but doesn't commit to anything punishable by reaction and instead uses relatively safe choices such as wave dashes, needle toss and running shield to approach. Neither does he try to overextend with burst options such as dash attack or boost grab. There is a lot more to analyze in these few seconds but let's look at the 7th minute and 38th second mark.

So, PPMD gets a hit confirm from d-tilt and runs back. Why? To punish M2K of trying to relieve pressure via roll forward or jump away. He can also punish shield and spot dodge with dash grab out his dash back. This is Dash Dancing 101. The opponent is hit in a pressured state and a dash back allows you to cover virtually all of their defensive options with good reaction time. The same thing could've been done in the middle of the stage as well, in fact PPMD does the same thing in the Marth Ditto earlier in the video. M2K probably though PPMD might try to go for SH f-air after the d-tilt hit confirm so he throws out an f-tilt. Either way, M2K chose an offensive retaliation to defuse pressure.



I hope you enjoyed my quick guide on dash dancing and give me critique to make it better. I might write other guides on the aspects of the neutral game but with so much to cover it can become overwhelming. Also will have to make it on specific games.
Applicable Games
Melee, Project M, Smash 3DS, Smash Wii U
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I speak Spanish too
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  1. Stressing Punishes and Scouting

    http://pastebin.com/LJ6P5gG1
  2. Dash Dancing 101

    Here is an extension on dash dancing http://pastebin.com/wxbNaZvD

Latest reviews

This is very helpful.
Definitely will be useful.
Very good thx
surprisingly in-depth, full of information!
Very In-depth!
This was very good. Helps a lot on the idea of dash dancing and how useful it is. Thanks.
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