Dash Frame Data
Data is like so
Character X - Y - Z (W)
X is the number of frames before a dash becomes a run when you hold the control stick over.
Y is the number of frames before you can fox trot.
Z is the total number of frames in the dash animation.
W is the number of frames to complete a wavedash, included for comparison's sake and is always jump start lag + 10
*fox trotting is when you dash the same direction you just dashed after the lag of one dash has almost finished and after the full run input window is over, which seems to be 20 frames across the board.
I'll give a full break-down of your dash options below
Organized by Viability (Tier List)
Fox 11 - 20 - 21 (13)
Falco 11 - 20 - 21 (15)
Sheik 7 - 20 - 21 (13)
Marth 15 - 20 - 27 (14)
Puff 12 - 20 - 23 (15)
Peach 15 - 20 - 21 (15)
C.Falcon 15 - 20 - 28 (14)
ICs 13 - 20 - 21 (13)
Doc 10 - 20 - 21 (14)
Pikachu 13 - 20 - 22 (13)
Samus 8 - 20 - 22 (13)
Ganon 15 - 20 - 28 (16)
Luigi 10 - 20 - 21 (14)
Mario 10 - 20 - 21 (14)
Y.Link 12 - 20 - 30 (14)
Link 12 - 20 - 30 (16)
DK 15 - 20 - 30 (15)
Yoshi 13 - 20 - 26 (15)
Zelda 15 - 20 - 22 (16)
Mewtwo 18 - 20 - 29 (15)
Roy 15 - 20 - 27 (15)
G&W 8 - 17 - 17 (14)
Ness 13 - 20 - 25 (14)
Bowser 13 - 20 - 28 (18)
Kirby 12 - 20 - 23 (13)
Pichu 13 - 20 - 22 (13)
By frames before entering run:
7 - Sheik
8 - Samus, G&W
9
10 - Mario, Luigi, Doc
11 - Fox, Falco
12 - Puff, Y.Link, Link, Kirby
13 - ICs, Pikachu, Yoshi, Ness, Bowser, Pichu
14
15 - Marth, Peach, C.Falcon, Ganon, DK, Zelda, Roy
16
17
18 - Mewtwo
Full Breakdown and how to use this information:
Options available in dash or running positions
During all times dash grab, jump, JC grab, JC Up smash, JC Up B, side B, wavedash, and sheild are available options
Frames 1-3: FSmash is also an available option (either direction! C-stick only for reverse FSmash). However, out out of a dash dance* this is not an option, only the first dash (or fox trot works too). Out of dash dance another dash dance, dash attack, or pivot are additional options.
Frames 4-X: Dash dance, dash attack, or pivot are additional options.
Frames X-Y: Dash dance, dash attack, pivot, enter run are additional options.
Frames Y-Z: Dash dance, dash attack, pivot, fox trot are additional options.
Running: dash attack, crouch**, all B moves, run stop, and run turn are additional options. Those last two are pretty bad options, crouch or wavedash is better.
*Dash dance is just to dash the opposite direction of the last dash.
**technically you move into run stop for at least 1 frame (if you do it right) then crouch.
A good note:
Holding the control stick controls the length of your dash. If you were to hold the control stick for 1 frame vs 15 frames, you will go considerably further when you hold it for 15 frames. However, If you hold it for two long, you will go into your run animation, which you may not want.
An example of using this data:
Say you want to move a fairly short distance and do an ftilt with Sheik, what is the fastest way to get the ftilt out (ignoring what will cover the most distance). Well wavedash will take 13 frames. Well by dashing, entering a run on frame 8, crouching takes 2 more frames, that leaves you with 10 frames until you can start the ftilt. This assumes frame perfection though, and while you can probably get pretty close to this because an instant crouch out of run isn't that hard, the ftilt probably will be. It's a close call but the wavedash is probably easier while the run and crouch method is more ideal.