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Dash Attack and Dash Dancing Tactics

Mark The Page

Smash Apprentice
Joined
May 15, 2015
Messages
96
Dash dancing and foxtrotting are huge universal buffs to just about every fighter, but I thought it should be brought up here. Keep in mind that you can now perform an instant dash attack by flicking the control stick and a tilt stick in the same direction. This is particularly useful if you have a fast dash attack with a reach that none of your other attacks can match.

Let me know if this helps or if you've found any other useful dash strategies.


FRAME DATA

Villager's dash attack is one of the few buffs he's gotten, and Isabelle's is identical--it deals 12 damage, the hitbox begins at frame 9, the pot is active until frame 23, Villager travels 25 Training Stage Units, and the pot travels 45 TSU. Note that the pot will sometimes bounce once instead of breaking immediately, but after the bounce it loses all physical properties and is now just a visual effect. Also,: if you start a new dash attack while a pot is still onscreen (it bounced or went offstage), the old pot will immediately break in mid-air when the new one spawns.

Now... here's the salty part. Isabelle's dash attack is identical to Villager's in every way, EXCEPT her pot breaks one frame sooner while seeming to travel the same distance... and Isabelle can act out of dash attacks three frames sooner than Villager can, at frame 42. No reason. Just, you know, to make sure the new character is superior.


DASH DANCING

Dashing back and forth to keep the opponent on edge. I'm also a huge fan of foxtrotting--moving only by repeating the character's initial dash instead of letting it progress into the full run. This makes it easier to stop, easier to measure your distance, easier to stay near your Lloid Rocket and react to it, etc. And we've got a fantastic dash attack that comes out fast and can move us out of the way even if it misses. Try this out--it will especially improve your close-range combat because it keeps you mobile and unpredictable, while outranging all of your other ground options. Villager has an exceptional initial dash.

His dash attack is also a good counter to dash dancing opponents, because the best way to catch dash dancers is with lasting and horizontal hitboxes. Ours travels a great distance and is active for 14 frames with disjoint. Slingshots are usually better, but this can be safer against short or full-jumping opponents.


EDGEGUARDING

If you're new here, Villager's dash attack is technically a projectile, like his side smash, so you can send it offstage. To throw a pot while on the edge of a platform, without running off, use the dash attack shortcut I described at the top of the post.

You know that satisfaction of sending a gyroid offstage, but the opponent recovers low, so you hit them with a pot that knocks them up into the gyroid for a cheap 1-2 kill? With the universal increases in base knockback and launch speed, this is basically guaranteed to connect now. The pot snipes that diagonal angle that you can't get with the horizontal gyroid or vertical bowling ball.
 
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