Note: This write-up will not cover moonwalking. If you just care about the tech, scroll down! Optimal execution is noted just before the Closing.

Note 2: This write-up features a lot of gfycat embedding. You can slow it down, pause, and move frame-by-frame. I hope it feels good to navigate ^^ .





There are two main actionstates involved in dashing. Initial Dash (referred to as DASH within the game) and Run ( RUN ). Although the minimum-duration and distance of Initial Dash varies by character —Fox Initial Dash ( DASH ) can be cancelled into RUN after frame 11 if the player makes an input of at least X = .625 ( X ≥ .625 ) in the direction they were dashing (holding the stick forward will do this).





If a value of less than .625 ( X < .625 ) is held, the character will slow down and finish their Initial Dash (lasts for 21 frames for Fox). There is more information on this in its own section.





A Dashback can be started at any time after frame 4 of Initial Dash, but only if the player uses a smash input ( X ≥ .8 within 2 frames from neutral) in the opposite direction. This can be done any number of times and after one Dashback has been executed, one can Dashback on frame 1 of DASH .

There are two actionstates involved in a Dashback. The first is TURN . The smash input causes this state to cancel DASH . If the stick is held at an X-value equal to or greater than .8 ( X ≥ .8 , smash-input threshold), after one frame, TURN is cancelled into a DASH in the opposite direction. By flicking the stick or otherwise moving away from the .8 threshold before TURN is cancelled, one can perform a Pivot. Nearly any action except DASH can be used from this state.

If the player holds an X-value of -.375 < X < .625 while running, they will enter RUNBRAKE (negative values = opposite direction). This laggy animation can be cancelled by crouching, which can then be cancelled by other moves.





If the players input an X-value of .375 or greater in the opposite direction ( -.375 ) while running, the character will enter a state called TURNRUN . Positive X-values have no effect on the length or speed of TURNRUN .

Inputs in the negative direction will have varying effects.

————————————————————————————————————————————————————————————————

-1.000 ≤ X ≤ -.6125 = Less Distance & Shorter Animation (-1.0 = Min. Distance)

X = -.6000 = Same Distanc e (Holding Neutral/Deadzone)

-.5875 ≤ X ≤ -.2875 = M ore Distance & Longer Animation (-.2875 = Max. Distance)

——————————————————————————————————————————————————————————————— —

If the player is inputting an X value of at least .625 ( X≥.625 ) upon entering the final frame of TURNRUN , they will cancel it into RUN . Otherwise, it will be cancelled into WAIT . TURNRUN -cancelled RUN cannot transition into RUNBRAKE or another TURNRUN until 10 frames have passed.

When running into a ledge, one can cancel RUN or RUNBRAKE into a teetering animation ( OTTOTTO ). When transitioning from RUNBRAKE , the player must hold an X-value of less than .750 (X<.750). For RUN , on the frame they would otherwise fall off, the player enter RUNBRAKE (X<.625).







Further Details on Initial Dash + New Tech: Extended Initial Dash / Shydash

When a player simply flicks their stick in order to dash, but allow their character to finish Initial Dash, they are performing a “fox-trot.” When fox-trotting, one is usually attempting to squeeze a

little

bit more out of their Initial Dash as they setup or a reaction or prepare to dash backwards. Interestingly enough, when determining how to slow down your character, the game does not take a very logical approach.

Frames of Initial Dash (Positive = Direction character is running)

N-RC= Not Run-Cancellable

RC = Run-Cancellable

———————————————————————————————————————————————————————————————— Frame 0 (frame of inputting dash) : Your actual X-value does not affect your Initial Dash distance or speed. TURNRUN does not work like this .

F rames 1-4 : X < .7375 in the direction you’re moving has no effec t

F rame 5-Frame 12 : X < .6875 in the direction you’re moving has no effec t F rame 13+ (N-RC) : .2875 ≤ X ≤ 1.0 will result in a relative increase in distanc e

F rame 13+ (RC) : .2875 ≤ X ≤ .6125 will result in a relative increase in distance

Frame [Initial Dash is RC] +: X ≥ .625 will transition into RUN . This frame is character-dependent.