Super Smash Bros. series

Dash

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Mario dashing inMelee
Cloud dashing inSmash 4
"Run" redirects here. For information on the CPU mode inBrawl, seeList of CPU modes.
For the Japanese term "Dash Fighter", seeClone.

Adash is a form of ground movement faster thanwalking. It is performed bytapping sideways on thecontrol stick. The player'scharacter enters their initial dash animation, in which they change directions with very little lag, and then proceeds to their running animation. InSuper Smash Bros. Brawl, a character attempting to dash cantrip instead. InSuper Smash Bros. 4 andSuper Smash Bros. Ultimate, dashing off a platform will cause the character to perform a short flipping animation, and landing on another platform while continuing to hold the control stick in that direction will allow them to continue dashing. While dashing, characters can also perform theirdash attack, shield, or jump. TheBunny Hood andSuper Mushroom items increases a character's running speed.

Initial dash[edit]

Theinitial dash is the first part of a character's dash, during which a character gains a quick burst of speed before transitioning into their run. During a character's initial dash, they accelerate significantly more quickly than they do while in their run animation, and this applies to the dash turnaround animation as well, allowing a fighter to turn around relatively quickly. In addition, during an initial dash, certain options that are normally available to the player cannot be performed, such as shielding, and inUltimate, canceling into a tilt. Initial dashes have their own speed limits independent from a character's regular running speed, and these speeds are rarely the same as a character's running speed.

The concept of the initial dash is vital to many forms of ground movement, especially inSuper Smash Bros. Melee, such asdash-dancing,fox-trotting, andpivoting. However, fromBrawl onwards, the window for turning around during an initial dash does not last for the entire dash, instead only lasting for the first 6 frames, making dash-dancing much harder, and fox-trotting is also not entirely dependent on the length of the initial dash. An example of this isSheik andRoy inSmash 4, who have nearly identical fox-trots despite Roy's initial dash being over twice as long as Sheik's (17 frames to her 8 frames). InUltimate, a pivot dash can be performed at the end of a character's initial dash, similarly to dash dancing, but with much more restrictive timing, and with the additional 2 frames of startup that pivot dashes have inUltimate.

Other terminology[edit]

Theturn-around animation plays when the character attempts to change directions after their initial dash. Unlike in an initial dash, attempting to turn around during a run can take as long as 51 frames (Marth inMelee), and beforeSmash 4, it can only be canceled with a jump (and thereforeup smash andup special) or reversedside special. However, fromBrawl onwards, canceling the jump with an up smash or up special also reverses its direction, and inSmash 4, the turn-around animation can be canceled with a reversed forward tilt or forward smash. InUltimate it can be canceled with all ground moves, doing which will make characters keep some momentum from the animation. Coupled with the universal speed buffs, this allows characters likeChrom andSheik with high ground speed but laggy dash attacks to use running forward tilt as an approach option. Any shield input is also ignored during this animation, and due to the way theUltimate input system works, pressing the grab button will produce a 1 frame attack input, allowing for uncharged smash attacks.

Astutter step is the term for when a character begins to dash but stops almost immediately, often used for positioning and mind games. Along with merely stopping, characters can alsodash cancel via a variety of other methods.

Theskidding animation plays when the character stops running after their initial dash and attempts to stop their momentum. The length of this animation varies between characters, but it can also vary depending on the speed the character is running at relative to their maximum running speed. Shorter skidding animations are preferred, particularly inSmash games where dash canceling is impossible. For example, inSmash 4,Bowser,Charizard,Ganondorf, andLucario have extremely short skidding animations even after stopping at maximum speed, which effectively allows them to do any attack out of their runs with little lag in between, or even seamlessly begin another dash in the opposite direction. This animation can only be canceled with a jump, or with anitem pick up if one is nearby. Its first few frames can also be canceled into any special move.

InSuper Smash Bros. Melee[edit]

Initial dash[edit]

Because the initial dash animation translates into the running animation much later than inBrawl, it is a vital tool for movement in general anddash-dancing in particular.During the initial dash, the following actions can be used:

  • Altering the speed of the dash with the control stick, most notably backward toMoonwalk.
  • Turning around by mashing the control stick in the opposite direction. Turning around takes one frame during which the character is standing and can do all ground attacks except neutral special. If the control stick stays in a neutral position after this pivot frame, the character will keep standing.
  • Pressing A or C-Stick forward/backward during the first 3 frames to do asmall step forward smash. This is only possible after dashing forward, not backward.
  • Pressing A after the first 3 frames to do adash attack.
  • Pressing L or R to shield. During the first two frames of a forward dash, L/R always triggers a roll. On frame 3, they trigger the shield, but with 1 frame delay.
  • Pressing L+A, R+A or Z to do adash grab.
  • Jumping andjump canceling.
  • Using forward special.
  • Pressing forward again to enter run break animation. From here the player can crouch immediately and do any move. This can be used for a quick dash into down tilt, or a non-jump-canceled down special.

Run[edit]

During the run—the later part of the dash—different options are available:

  • Pressing down to crouch. (Spending 1 frame in theRunBrake animation is necessary before the crouch can start.)
  • Turning around by mashing or pushing the control stick in the opposite direction. Turning around takes very long, up to 51 frames (Marth). During the turnaround animation, only a jump can interrupt it.
  • Pressing A to do adash attack.
  • Pressing L or R to shield.
  • Pressing L+A, R+A, or Z to do adash grab.
  • Jumping and jump canceling.
  • Using special moves.

Running speed[edit]

Running speed is the rate at which a character can run. Running speed is measured inunits perframe.

Super Smash Bros. rankings[edit]

Super Smash Bros. uses a different scale for mobility specs compared to later games. The scale approximately converts to(a / 30) (so for example, Captain Falcon's NTSC run speed of 75 is about equivalent to a run speed of 2.5 in future games).

JPN
RankCharacterInitial DashRun speed
1Captain Falcon (SSB)Captain Falcon8070
2Fox (SSB)Fox6160
3Pikachu (SSB)Pikachu6055
4Samus (SSB)Samus5654
5Yoshi (SSB)Yoshi4050
6Kirby (SSB)Kirby6148
7Donkey Kong (SSB)Donkey Kong6048
8Mario (SSB)Mario5444
9Link (SSB)Link6842
10Jigglypuff (SSB)Jigglypuff5042
11Ness (SSB)Ness6840
12Luigi (SSB)Luigi5040
NA, EU, AUS
RankCharacterInitial DashRun speed
1Captain Falcon (SSB)Captain Falcon8075
2Fox (SSB)Fox8160
3Pikachu (SSB)Pikachu6055
4Samus (SSB)Samus5654
5Yoshi (SSB)Yoshi4050
6Kirby (SSB)Kirby6148
7Donkey Kong (SSB)Donkey Kong6048
8Mario (SSB)Mario5444
9Link (SSB)Link6842
10Jigglypuff (SSB)Jigglypuff5042
11Ness (SSB)Ness6840
12Luigi (SSB)Luigi5040

The data shown here was taken fromAntdgar's Frame Data andMadao's Character Data posts. Captain Falcon is the only character whose speed changes according to the version of the game.

Super Smash Bros. Melee rankings[edit]

Starting inMelee, much like withair acceleration, there exist two acceleration values for each character's initial dash speed until it reaches their run speed: a base value that determines the minimum acceleration, and an additional value that is scaled based on how much the control stick is tilted. A character's maximum potential acceleration is the sum of these two values. For example, Captain Falcon has a base value of 0.01 and an additional value of 0.15, so its dash acceleration can vary from 0.01 at minimum input to 0.16 at maximum input. If the character's initial dash speed is equal to their run speed, the acceleration values are not used, while if it is higher, the character'straction value is used to decrease it down to their run speed.

RankCharacterInitial DashRun SpeedDash FramesBase AccelerationAdditional AccelerationMax Acceleration
1Captain Falcon (SSBM)Captain Falcon22.3150.010.150.16
2Fox (SSBM)Fox1.92.2110.020.100.12
3Pikachu (SSBM)Pikachu1.81.8130.020.080.1
4Sheik (SSBM)Sheik1.71.870.020.100.12
5Marth (SSBM)Marth1.51.81500.060.06
6Pichu (SSBM)Pichu1.81.72130.020.080.1
7Roy (SSBM)Roy1.41.611500.070.07
8Young Link (SSBM)Young Link1.81.6130.020.100.12
9Donkey Kong (SSBM)Donkey Kong1.61.6150.020.050.07
10Yoshi (SSBM)Yoshi1.331.6130.020.080.1
11Falco (SSBM)Falco1.91.5110.020.100.12
12-14Mario (SSBM)Mario1.51.5100.020.060.08
Dr. Mario (SSBM)Dr. Mario
Mr. Game & Watch (SSBM)Mr. Game & Watch8
15Bowser (SSBM)Bowser11.5130.020.040.06
16Samus (SSBM)Samus1.861.480.020.100.12
17-19Mewtwo (SSBM)Mewtwo1.41.4180.1000.1
Kirby (SSBM)Kirby120.020.080.1
Ice Climbers (SSBM)Ice Climbers130.050.07
20Ness (SSBM)Ness1.31.4130.020.040.06
21Ganondorf (SSBM)Ganondorf1.31.35150.010.080.09
22Luigi (SSBM)Luigi1.341.34100.020.060.08
23-24Link (SSBM)Link1.31.3120.020.100.12
Peach (SSBM)Peach1.215
25Jigglypuff (SSBM)Jigglypuff1.41.1130.020.0650.085
26Zelda (SSBM)Zelda1.11.1150.020.100.12

Dash frame source

Super Smash Bros. Brawl rankings[edit]

RankCharacterInitial DashRun SpeedDash FramesBase AccelerationAdditional AccelerationMax Acceleration
1Sonic (SSBB)Sonic1.53.5110.040.150.19
N/AWario-Man1.33.5130.040.09540.1354
2Captain Falcon (SSBB)Captain Falcon2.052.18160.020.16180.1818
3Fox (SSBB)Fox2.12.08110.040.11110.1511
4Zero Suit Samus (SSBB)Zero Suit Samus1.71.93130.040.09420.1342
5Sheik (SSBB)Sheik1.71.9280.040.11430.1543
6Meta Knight (SSBB)Meta Knight1.751.847130.040.09480.1348
7Charizard (SSBB)Charizard1.31.8110.020.09630.1163
8Pikachu (SSBB)Pikachu1.81.765140.040.09120.1312
9Diddy Kong (SSBB)Diddy Kong1.71.721110.040.150.19
10Marth (SSBB)Marth1.51.7170.010.0820.092
N/AGiga Bowser1.91.7150.050.120.17
11Yoshi (SSBB)Yoshi1.331.68150.040.0960.136
12Toon Link (SSBB)Toon Link1.51.65130.040.09980.1398
13Donkey Kong (SSBB)Donkey Kong1.61.622160.040.06670.1067
14Pit (SSBB)Pit1.51.583130.040.11340.1534
15Mr. Game & Watch (SSBB)Mr. Game & Watch1.51.55390.040.08230.1223
16Bowser (SSBB)Bowser11.527140.040.06480.1048
17Mario (SSBB)Mario1.51.5110.040.09980.1398
18Ivysaur (SSBB)Ivysaur1.41.5110.040.080.12
19-20R.O.B. (SSBB)R.O.B.1.31.5110.040.11280.1528
Lucas (SSBB)Lucas0.020.07560.0956
21Samus (SSBB)Samus1.861.44590.040.120.16
22Falco (SSBB)Falco1.91.432120.040.1120.156
23Lucario (SSBB)Lucario1.81.414110.040.150.19
24Wolf (SSBB)Wolf1.71.4110.040.09980.1398
25Olimar (SSBB)Olimar1.41.4110.040.08720.1272
26Ness (SSBB)Ness1.31.393140.040.06510.1051
27Ice Climbers (SSBB)Ice Climbers1.41.388140.040.07360.1136
28Ike (SSBB)Ike1.51.371110.010.07240.0824
29Kirby (SSBB)Kirby1.41.371130.040.09540.1354
30Squirtle (SSBB)Squirtle1.61.37110.10.20.3
31Peach (SSBB)Peach1.51.35160.040.11810.1581
32Wario (SSBB)Wario1.31.35130.040.09540.1354
33Snake (SSBB)Snake1.11.35130.040.11540.1554
34Luigi (SSBB)Luigi1.281.34110.040.07860.1186
35Link (SSBB)Link1.31.328130.040.11970.1597
36Zelda (SSBB)Zelda1.251.224160.040.11750.1575
37King Dedede (SSBB)King Dedede1.41.22110.010.08580.0958
38Ganondorf (SSBB)Ganondorf1.31.16160.020.09630.1163
39Jigglypuff (SSBB)Jigglypuff1.41.1140.040.08290.1229

Note that several slow runners can use theirdash attack to travel a far distance quicker, and some characters have aDACUS to increase mobility. The most notable case of this isSnake, whose DACUS gives him much more stage control and ability to evade opponents.

Super Smash Bros. 4 rankings[edit]

RankCharacterInitial DashRun SpeedDash FramesBase AccelerationAdditional AccelerationMax Acceleration
1Sonic (SSB4)Sonic1.53.5110.040.150.19
N/AWario-Man1.33.5130.040.09980.1398
N/AGiga Mac2.052.8160.060.16180.2218
2Captain Falcon (SSB4)Captain Falcon1.72.32160.10.060.16
3Little Mac (SSB4)Little Mac2.052.24160.020.16180.1818
4Fox (SSB4)Fox2.42.184110.040.11110.1511
5Zero Suit Samus (SSB4)Zero Suit Samus1.72.1130.040.09420.1342
N/AMii Brawler (SSB4)Mii Brawler (lightest)1.953282.099776110.0488320.09980.148632
6Greninja (SSB4)Greninja1.62.08110.050.120.17
7Mewtwo (SSB4)Mewtwo1.42.05110.100.1
8Sheik (SSB4)Sheik1.72.01680.040.11430.1543
9Charizard (SSB4)Charizard12110.0150.09630.1113
N/AGiga Bowser1.92140.050.120.17
10Cloud (SSB4)Cloud1.81.97110.010.090.1
11Roy (SSB4)Roy1.41.951700.070.07
12Meta Knight (SSB4)Meta Knight1.751.9130.040.09480.1348
13Palutena (SSB4)Palutena1.51.888140.040.11810.1581
14Yoshi (SSB4)Yoshi1.331.86150.040.0960.136
15Pikachu (SSB4)Pikachu1.81.85325140.040.09120.1312
N/AMii Swordfighter (SSB4)Mii Swordfighter (lightest)1.587041.8312130.0488320.11970.168532
16Diddy Kong (SSB4)Diddy Kong1.71.824110.040.150.19
17Bowser (SSB4)Bowser11.792140.040.06480.1048
18-19Marth (SSB4)Marth1.51.785170.010.0820.092
Lucina (SSB4)Lucina
20Toon Link (SSB4)Toon Link1.51.7325130.040.09980.1398
21Mii Brawler (SSB4)Mii Brawler (default)1.61.72110.040.09980.1398
22Donkey Kong (SSB4)Donkey Kong1.61.7031160.040.06670.1067
23Wii Fit Trainer (SSB4)Wii Fit Trainer1.51.696160.040.09980.1398
24-25Pit (SSB4)Pit1.51.66215130.040.11340.1534
Dark Pit (SSB4)Dark Pit
26Rosalina & Luma (SSB4)Rosalina & Luma1.51.632160.040.11810.1581
27Duck Hunt (SSB4)Duck Hunt1.551.63110.040.09980.1398
28Bayonetta (SSB4)Bayonetta1.71.6110.040.09420.1342
29-30Mario (SSB4)Mario1.61.6110.040.09980.1398
Ryu (SSB4)Ryu
N/AMii Gunner (SSB4)Mii Gunner (lightest)1.953281.5870490.0488320.09980.148632
31Kirby (SSB4)Kirby1.51.57130.040.09540.1354
32R.O.B. (SSB4)R.O.B.1.31.568110.040.11280.1528
33Lucario (SSB4)Lucario1.81.55110.040.150.19
34Mr. Game & Watch (SSB4)Mr. Game & Watch1.51.526490.040.08230.1223
35Pac-Man (SSB4)Pac-Man1.61.52110.040.09980.1398
36Shulk (SSB4)Shulk1.51.520.010.07240.0824
37Samus (SSB4)Samus1.861.50490.040.120.16
38Ike (SSB4)Ike1.51.5110.010.07240.0824
39-41Mii Swordfighter (SSB4)Mii Swordfighter (default)1.31.5130.040.11970.1597
Wario (SSB4)Wario0.09540.0954
Lucas (SSB4)Lucas110.020.080.1
42Luigi (SSB4)Luigi1.281.5110.040.07860.1186
N/AMega Lucario1.81.4847110.040.150.19
43Falco (SSB4)Falco1.91.472120.040.1120.152
44Olimar (SSB4)Olimar1.41.47110.040.08720.1272
45Ness (SSB4)Ness1.31.46265140.040.06510.1051
46Mega Man (SSB4)Mega Man1.51.456110.040.09980.1398
47Corrin (SSB4)Corrin1.81.4580.010.07240.0824
48Bowser Jr. (SSB4)Bowser Jr.1.61.424110.040.09980.1398
49Peach (SSB4)Peach1.51.4175160.040.11810.1581
N/AMii Brawler (SSB4)Mii Brawler (heaviest)1.30721.40524110.032680.09980.13248
50Link (SSB4)Link1.31.3944110.040.11970.1597
51King Dedede (SSB4)King Dedede1.41.36110.010.08580.0958
52Dr. Mario (SSB4)Dr. Mario1.33121.3312110.033280.08303360.1163136
53-54Zelda (SSB4)Zelda1.61.3160.040.11750.1575
Mii Gunner (SSB4)Mii Gunner (default)90.09980.0998
55Villager (SSB4)Villager1.51.27140.040.09980.1398
N/AMii Swordfighter (SSB4)Mii Swordfighter (heaviest)1.06211.2255130.032680.11970.15238
56Ganondorf (SSB4)Ganondorf1.31.218160.020.09630.1163
57Jigglypuff (SSB4)Jigglypuff1.41.155140.040.08290.1229
58Robin (SSB4)Robin1.51.15170.010.0820.092
N/AMii Gunner (SSB4)Mii Gunner (heaviest)1.30721.062190.032680.09980.13248

Update history[edit]

1.1.3[edit]
  • Buff Kirby's run speed: 1.5 → 1.57
  • Buff Lucario's run speed: 1.4847 → 1.55
  • Buff Mewtwo's run speed: 1.696 → 1.9
1.1.5[edit]
  • Nerf Corrin's run speed: 1.5 → 1.45
  • Buff Mewtwo's run speed: 1.9 → 2.05

Super Smash Bros. Ultimate rankings[edit]

InUltimate, run speeds have been buffed across the board by roughly 10%, with the exception of a few characters (for example,Snake's run speed was increased by more than 10%,Ike andDr. Mario's were increased by less than 10%, andRyu's wasn't changed at all). Additionally, most initial dashes have seen significant speed increases, which when combined with the alteredfoxtrot mechanics gives all characters an effective dash-dance. However, turnaround dashes now have3 frames of delay before fighters begin accelerating, as opposed to the 1 frame delay of a regular dash, making it take slightly longer for fighters to begin retreating by dashing.

RankCharacterInitial DashRun SpeedDash FramesPivot Dash FramesBase AccelerationAdditional AccelerationMax acceleration
1Sonic (SSBU)Sonic2.313.8510120.0440.1650.209
2Captain Falcon (SSBU)Captain Falcon1.982.55215170.110.0660.176
3Little Mac (SSBU)Little Mac2.3652.46415170.0330.177980.21098
4Sheik (SSBU)Sheik2.1782.42790.0440.1210.165
5Mythra (SSBU)Mythra2.452.4110120.020.120.14
6Fox (SSBU)Fox2.092.40210120.0440.122210.16621
7Zero Suit Samus (SSBU)Zero Suit Samus2.422.3112140.0440.103620.14762
8Greninja (SSBU)Greninja2.1782.28810120.0550.1320.187
9Mewtwo (SSBU)Mewtwo2.2552.25510120.1100.11
10Charizard (SSBU)Charizard2.2882.210120.01650.105930.12243
11Ridley (SSBU)Ridley1.82.210120.040.09980.1398
12Banjo & Kazooie (SSBU)Banjo & Kazooie1.682.1810120.080.070.15
13Cloud (SSBU)Cloud2.1452.16710120.0110.0990.11
14-15Roy (SSBU)Roy2.22.14510120.0330.0770.11
Chrom (SSBU)Chrom
16Meta Knight (SSBU)Meta Knight2.2112.0912140.0440.104280.14828
17Palutena (SSBU)Palutena2.0352.07710120.0440.129910.17391
18Joker (SSBU)Joker1.92.0610120.040.110.15
19Yoshi (SSBU)Yoshi1.982.04614160.0440.10560.1496
20Pikachu (SSBU)Pikachu1.982.03913150.0440.1320.176
21Diddy Kong (SSBU)Diddy Kong2.092.00610120.0440.1650.209
22Bowser (SSBU)Bowser2.2551.97113150.0440.071280.11528
23-24Marth (SSBU)Marth2.2551.96410120.0440.09020.1342
Lucina (SSBU)Lucina
25Inkling (SSBU)Inkling2.1181.92510120.0440.109780.15378
26Mii Brawler (SSBU)Mii Brawler1.871.9210120.0440.109780.15378
27Toon Link (SSBU)Toon Link1.9141.90612140.0440.109780.15378
28Pichu (SSBU)Pichu1.981.89210120.060.140.2
29Donkey Kong (SSBU)Donkey Kong2.091.87315170.0440.073370.11737
30Wii Fit Trainer (SSBU)Wii Fit Trainer2.0241.86615170.0440.109780.15378
31Sephiroth (SSBU)Sephiroth1.921.8610120.030.090.12
32Hero (SSBU)Hero1.881.8410120.030.080.11
33-34Pit (SSBU)Pit2.091.82812140.0440.124740.16874
Dark Pit (SSBU)Dark Pit
35Rosalina & Luma (SSBU)Rosalina & Luma2.0351.79515170.0440.129910.17391
36Duck Hunt (SSBU)Duck Hunt1.761.79310120.0440.109780.15378
37-40Ken (SSBU)Ken1.9361.7610120.0440.110.154
Mario (SSBU)Mario0.109780.15378
Bayonetta (SSBU)Bayonetta0.103620.14762
Squirtle (SSBU)Squirtle0.0880.132
41Young Link (SSBU)Young Link2.091.74912140.0440.09020.1342
42Kirby (SSBU)Kirby1.91.72712140.0440.104940.14894
43R.O.B. (SSBU)R.O.B.2.0021.72510120.0440.124080.16808
44Piranha Plant (SSBU)Piranha Plant1.821.7210120.060.080.14
45Terry (SSBU)Terry1.651.7210120.040.120.16
46Lucario (SSBU)Lucario2.2551.70510120.0440.1650.209
N/AIce Climbers (SSBU)Ice Climbers (partner)1.681.68313100.04840.0890560.137456
47Mr. Game & Watch (SSBU)Mr. Game & Watch1.981.6798100.0440.090530.13453
48-49Pac-Man (SSBU)Pac-Man1.871.67210120.0440.109780.15378
Shulk (SSBU)Shulk1.871.6720.0110.079640.09064
50-51Samus (SSBU)Samus1.871.65410120.0440.1320.176
Dark Samus (SSBU)Dark Samus15
52Wario (SSBU)Wario1.8371.6512140.0440.104940.14894
53-54Luigi (SSBU)Luigi1.8151.6510120.0440.086460.13046
Lucas (SSBU)Lucas0.0220.0880.11
55Falco (SSBU)Falco2.0351.61911130.0440.12320.1672
56Olimar (SSBU)Olimar1.6061.61710120.0440.095920.13992
57Ness (SSBU)Ness1.8261.60913150.0440.071610.11561
58Mega Man (SSBU)Mega Man1.9581.60210120.0440.109780.15378
59Ryu (SSBU)Ryu1.761.610120.040.10.14
60Ivysaur (SSBU)Ivysaur1.9031.59510120.0440.0990.143
61Corrin (SSBU)Corrin1.8921.595790.0110.079640.09064
62-63Peach (SSBU)Peach1.8261.59515170.0440.129910.17391
Daisy (SSBU)Daisy
64Snake (SSBU)Snake1.761.59510120.0440.126940.17094
65Sora (SSBU)Sora1.781.5810120.040.060.1
66Mii Swordfighter (SSBU)Mii Swordfighter1.741.5812140.0440.131670.17567
67Bowser Jr. (SSBU)Bowser Jr.1.761.56610120.0440.109780.15378
68Min Min (SSBU)Min Min1.91.5510120.040.110.15
69Kazuya (SSBU)Kazuya1.581.5510120.040.110.15
70Wolf (SSBU)Wolf2.091.5410120.0440.109780.15378
71Link (SSBU)Link1.981.53412140.0440.131670.17567
72Ice Climbers (SSBU)Ice Climbers (leader)1.681.5313100.0440.080960.12496
73-74Simon (SSBU)Simon1.731.5210120.040.09980.1398
Richter (SSBU)Richter
75Ike (SSBU)Ike1.8151.50710120.020.07240.0924
76King Dedede (SSBU)King Dedede1.8151.49610120.0440.094380.13838
77King K. Rool (SSBU)King K. Rool1.9361.48510120.0440.0660.11
78Isabelle (SSBU)Isabelle1.8151.4810120.0440.109780.15378
79Steve (SSBU)Steve1.451.4510120.11500.115
80Zelda (SSBU)Zelda1.9581.4315170.0440.129250.17325
81Byleth (SSBU)Byleth1.81.4310120.020.130.15
82Dr. Mario (SSBU)Dr. Mario1.53757121.39779210120.03494480.0871872760.122132076
83Villager (SSBU)Villager1.8151.39713150.0440.109780.15378
84Pyra (SSBU)Pyra1.691.3810120.0150.110.125
85Mii Gunner (SSBU)Mii Gunner1.631.378100.0440.109780.15378
86Ganondorf (SSBU)Ganondorf1.871.3415170.0330.105930.13893
87Jigglypuff (SSBU)Jigglypuff1.651.27113150.0440.091190.13519
88Robin (SSBU)Robin1.8151.26516180.0110.09020.1012
89Incineroar (SSBU)Incineroar1.761.1810120.020.090.11

Super Smash Bros. for Wii U digital manual description[edit]

"Quickly tapControl Stick left or right to dash. You will continue dashing until you releaseControl Stick."

Gallery[edit]

  • Mario dashing in Brawl

    Mario dashing inBrawl

Trivia[edit]

  • InSSB4 andUltimate, Dr. Mario's dash speed (along with most of his other attributes) is actually coded to be identical to Mario's. However, due to external multipliers, his dash speed is slower in-game as a result.
  • InSmash 4, Sonic and Lucas are the only characters whose dashing speeds remain unchanged from their previous appearances.
  • Mewtwo is the character who holds the title for the largest dashing speed increase from one game to another; its dashing speed was increased by 0.65 units in its transition fromMelee toSmash 4. Conversely, Ganondorf holds the title for the largest decrease from one game to another; his dashing speed was decreased by 0.19 units in his transition fromMelee toBrawl.
  • Charizard is the character who holds the title for the largest initial dash increase from one game to another; its initial dash was increased by 1.288 units in its transition fromSmash 4 toUltimate.
  • Banjo & Kazooie's dash is the Talon Trot, where Kazooie will run while carrying Banjo on her back. It is one of only two of the duo's moves that give Kazooie a hurtbox, with the other being their up tilt.
  • There are some inconsistencies for some characters' running speeds in their origin games, presumably due to balancing reasons:
    • While generally being faster than Mario in more modernMario games, like inNew Super Luigi U and theSuper Mario Galaxy series, Luigi has been slower in every game in theSuper Smash Bros. series to date. It likely references him being slower than Mario in earlier appearances, such asSuper Mario Bros. 2, as a trade-off for higher jumps.
    • In mostMario series spin-offs, Bowser often has among the lowest speed stats, but has above average run speed in allSuper Smash Bros. games featuring him, especiallySuper Smash Bros. 4 andSuper Smash Bros. Ultimate.
    • Wolf and Falco dash slower than Fox, despite being faster than him inStar Fox: Assault.
    • Ike is a generally slow character in theSmash games, despite having great speed stats inFire Emblem: Path of Radiance andRadiant Dawn. This is also the case withByleth.
      • However, inFire Emblem: Fates as a secret Amiibo fighter, Ike has poor speed stats, likely in reference to his Smash appearances.
    • Mewtwo dashes significantly slower than Pikachu and Pichu, (inMelee) and Greninja despite Mewtwo having a higher base Speed stat than Pikachu, Pichu and Greninja in thePokémon games.
    • Lucario dashes significantly slower than Pikachu, Pichu, Ivysaur (inBrawl) and Squirtle (InUltimate) despite Pikachu having the same base Speed stat and Pichu, Ivysaur and Squirtle being slower in thePokémon games.
      • Also, inPokémon, Mega Lucario gets a notable speed increase, but Mega Lucario runs slower than regular Lucario inSmash 4.
    • InUltimate, Incineroar is the slowest fighter in the game despite sharing a base speed stat with both Ivysaur and Pichu and being faster than both Squirtle and Jigglypuff respectively.
    • InUltimate, Squirtle dashes significantly faster than Lucario, Incineroar and Ivysaur despite Squirtle being slower than them in thePokémon games.
    • King K. Rool is faster than Donkey Kong and Diddy Kong in theDonkey Kong Country games when running away, yet is immensely slower than them inUltimate.
  • InSSBU, Hero using Accelerate runs faster than Sonic.

See also[edit]