Execution/Mechanics of Dash and Run + Shydash (new tech)

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 Distance (Holding Neutral/Deadzone)
-.5875 X -.2875 = More 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).


Endnote: SSBWiki’s Chart with Dash Information

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.
Frames 1-4: X < .7375 in the direction you’re moving has no effect
Frame 5-Frame 12: X < .6875 in the direction you’re moving has no effect Frame 13+ (N-RC): .2875 X 1.0 will result in a relative increase in distance
Frame 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.

Note: If [Initial Dash Length] < 13 frames, no positive X-values can increase dash distance from [Initial Dash Length] until frame 13. ———————————————————————————————————————————————————————————————— Despite these thresholds (and timings) being stupid and arbitrary (like a lot of Melee), what’s interesting is how the negative, or backwards X-values affect your Initial Dash. Negative X-values affect Initial Dash consistently regardless of which frame they’re inputted on, so it’s better to look at the specific effects of the X-values. ———————————————————————————————————————————————————————————————— -1.0 X -.6125 = Less Distance (-1.0 = Min. Distance) X = -.6000 = Same Distance (Holding Neutral/Deadzone) -.5875 X -.2875 = More Distance (-.2875 = Max. Distance) ———————————————————————————————————————————————————————————————— Although the dashing character gets increased distance for holding a negative value closer to -.2875, they don’t move as far as they would if they were holding a high, affecting positive value (like the affecting values for frames 1-12 of Initial Dash. However, after Initial Dash is Run-cancellable, these negative values will actually make a character move further (they take longer to slow down). I’ve called this an Extended Initial Dash (EID) or, because that’s a mouthful: a Shydash.

Shydashes generally improve a character’s Initial Dash distance, but a few characters with incredibly low traction (Ice Climbers, Luigi) will actually very slightly lose distance. It seems that its effectiveness increases with Dash speed, unusable Initial Dash length (Run-cancellable), and less traction (to a point). Here’s how much Shydashing affects some characters:
Marth: 28.6242998027613%
Sheik: 26.4215936411119%
Falco: 16.8569711538462%
Pikachu: 16.1163049095607%
Fox: 11.8003950904154%
Samus: 10.3628241126709%
Peach: 10.1682731416435%
Falcon: 9.104170896942%
Ice Climbers: -.4351838999004%
Note: % increased dash distance for a perfect Shydash over holding 1.0 forward until Initial Dash would transition into RUN.

You can call it whatever you wish, but if performed optimally, the player should hold 1.0 forward until their initial dash is over and then immediately transition to very slight back (-.2875 is optimal) until the entire Initial Dash animation is over. This is somewhat similar to ESS position in 3D Zelda games. It should be noted that this technique is significantly easier on box-type controllers (precision), but a GameCube Controller user can use their downward angled, short wavedash (or steep firefox) angles to consistently hit a good X-value (ex. [-.3125, -.9375] )

Closing Anyways, this was just supposed to be a companion piece to a greater write-up. I'll hopefully release that soon, it's about 10 pages, but it turns out Blogger requires a ton of reformatting :( If you enjoyed this or found it useful, please check out my Youtube channel and you can also follow my Twitter for updates on this sort of thing.
Although I’ll be out for the next 2 weeks and can’t stream, I run a pretty relaxed Twitch stream over at Twitch.tv/ShyPF. Feel free to check it out, we also have some cool emotes! Lastly, if you wish, you can support me on Patreon. Thank you to everyone who does. Let me know if you find yourself schlidin'.

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