At each point of Mango's dash dance he stops himself at positions where he threatens to win a favorable hitbox challenge. For example, simplicity of inputs/ease of getting the desired option. And the "o" just represents your character(each time you input another dash, the o represents your new position). I think peoples' sometimes negative view of Melee purists is them overly criticizing the new games that many people really enjoy. And now for an exercise to the reader: I didn't even mention wavedashing yet. timing is slightly different though so it might just be muscle memory? It's not like the Melee dash dance where you interrupt your dash state with a dash in the opposite direction, in Ultimate it's when you interrupt your run state with a dash in the opposite direction. Hoping people here will know a few good examples and can help me out. ? What is the significance of dash dancing? No one actually thinks that there is no scenario where you could have too many options. But that's how you get to non-melee style dash systems... a push to make everything beautifully and smoothly animated. It's a natural extension of 2 other terms many of you should be familiar with: footsies and yomi. People want animations to look nice and fluid. To be confusing?

Why should he? It's a guessing game.

Non-Melee players raise pitchforks whenever they hear wavedashing, L-canceling, and Fox McCloud.

In Smash Switch, this precision does not exist because you move a fixed distance whenever you dash. With that in mind, Melee actually allows characters to interact with both types of dash dancing, which exponentially increases the depth from the fundamental interaction of offensive dash dancing.

I don't think so. I think it is possible to get a super short ranged version but the long version act a lot like wave dashes with the dash cancelling mechanic. I'm on break so I can't read the whole post, but that text diagram is super helpful.

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There is no TL;DR.

Press question mark to learn the rest of the keyboard shortcuts. What are you talking about? You have long initial dashes and at any point in this initial dash you may cancel this animation with an initial dash in the opposite direction. New dash dances work better as like skips rather than the traditional method. It’s a “I don’t have it, so I don’t want you to have it.” Its not surprising that this kind of thought process is not condemned as much in games that have full dev support, but it is condemned in a scene that’s mostly grassroots and operates more from an objectivist standpoint where you’re expected to put in the unending work and grind to advance. cancel footage that I can show someone to better explain the new ground movement options. We love Melee because of how infinitely deep these interactions go. Depends. If you really want to know why we keep complaining, I implore you to read this entire essay. Welcome to Reddit's finest Smash Bros community!

Adding more options also tends to add obsolete options, which are either just equivalent to them not being there, or a punishment for accidental uses. And on that note, depht doesn't strictly come from more options, but from more options coming from the same rule.

He guesses wrong. Think about how it compounds the infinite depth created by dash dancing ;), I just don’t think there is an argument against it why would people want less options. A good competitive game is one that has a few meaningful options, and tons of interactions that are a result of those options. cancel footage that I can show someone to better explain the new ground movement options. Again, this isn't pertinent to dash dancing. Thanks! There are circumstances where Fox plays reactive dash dancing and Falcon plays proactive dash dancing.

That's right, only defensive dash dancing. I think dash dancing in particular is a very fun, interesting, and competitively rewarding option, and should absolutely be in the new smash. As many know, Melee dash dancing looks like this. You still have the perfect pivot that existed in s4, but then there's that little gap of x's just outside that range where you can't dash back quickly. When there are a million options in RPS, you lose the ability to read your opponent and make predictions, and it becomes more about "who gets luckier".

Yeah, I'm not 100% sure. One of the most skill-testing aspects of Melee is the edgeguard, and the basis of the edgeguard is largely a RPS flowchart. The hitbox challenges I described earlier is essentially yomi layer 1 for footsies: at a point where players are standing still and threatening each other, who's timings are more likely to win. There's several reasons why people would want less options. If a game has too many options it can be just as bad as a game with not enough options. In sm4sh, you were able to do perfect pivots which didn't really move you around as much as a dash dance, but it was there (I didn't play so I'm not very sure about the applications for that).

I think it is possible to get a super short ranged version but the long version act a lot like wave dashes with the dash cancelling mechanic. Interactions that reward knowledge or technical skill are good for competitive play.

Press question mark to learn the rest of the keyboard shortcuts. But that's not to say people like that dont exist, they do. There's wiggle room in there too vary your distances and essentially make it function like a dash dance, but input wise, it's easier to conceptualize as foxtrotting.

Welcome to Reddit's finest Smash Bros community! Not saying any of this applies to dash dance specifically, but more options != better.

That's right, only defensive dash dancing. Also having trouble to the little things where you just run back and forth in place.

Dash dancing in ultimate is a lot more fox trotting than it is dash dancing like in melee /pm. This is the important point: offensive dash dancing is very difficult do to without the precision of Melee's dash back. From what I can tell, it looks like initial dashes are long (they are short AF in brawl and smash 4), but unable to be canceled by an initial dash backwards until the end of your first dash. While the return of long initial dashes introduces some of the interactions you can create with Melee dash dancing, it's not even close to the full depth we want. I will use 2 characters who are arguably the most iconic dash dancers in the game: Fox and Captain Falcon.

When you are recovering, your options are incredibly limited, and when you are guarding a recovery, your effective options are also quite low. For development sake, less options allow more polished other options and better balancing.

Game developers have known this for a long time. If you went past that, you'd get the slow turn. Again let's look at where Wizzy stops and turns around. This is why Melee Dash Dancing must return. But more options doesn't strictly mean better. Press question mark to learn the rest of the keyboard shortcuts. Once you get tons and tons of options, you start to take away from depth, because the RPS aspect of the game becomes less and less meaningful. I think it's not as bad now, but I know when I first got into the competitive scene ~10 years ago Melee players were often very negative towards Brawl and it was really bothersome. Now that we've discussed these 2 types of dash dancing at length, you should by now be guessing which type of dash dancing is possible in Smash Switch. In fact, the lack of options is what creates depth.

Now that we've discussed these 2 types of dash dancing at length, you should by now be guessing which type of dash dancing is possible in Smash Switch.

I think dash dancing creates a lot of fun, meaningful, and competitive interactions. 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. Press J to jump to the feed. The argument imo is that to an outsider it graphically looks very unimpressive and weird. The places Mango is stopping at is the key to seeing the interactions. In fighting games though, imo you gotta take graphical shortcuts or its just slow and boring (Brawl, basically). there's a green block after the blue line (end of dash) and then it's all red after that. It's hard to even call it dash dancing since they serve the same purpose very differently, That's cuz it's not dash dancing, it's basically buffered foxtrotting, let go of dash before inputting a dash back, New comments cannot be posted and votes cannot be cast. Layer 2 is actually twice as deep as layer 1 because now we have the variable of stopping wherever you want while moving forward. The point where your character stops after just flicking the control stick is roughly where the "-" starts up again and you're able to dash back quickly. It's hard to even call it dash dancing since they serve the same purpose very differently

1 year ago.

Thus there is no advantage given to a person moving forward, while the timing advantage is still granted to the opponent.