Dash

A dash is a form of ground movement faster than walking. It is performed by tapping sideways on the control stick. The player's character enters their initial dash animation, in which they change directions with very little lag, and then proceeds to their running animation. In Super Smash Bros. Brawl, a character attempting to dash can trip instead. In Super Smash Bros. 4 and Super 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 their dash attack, shield, or jump. The Bunny Hood and Super Mushroom items increases a character's running speed.
==Initial dash==
The initial 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 in Ultimate, 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 in Super Smash Bros. Melee, such as dash-dancing, fox-trotting, and pivoting. However, from Brawl 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 is and in Smash 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). In Ultimate, 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 in Ultimate.
==Other terminology==
The turn-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 in Melee), and before Smash 4, it can only be canceled with a jump (and therefore up smash and up special) or reversed side special. However, from Brawl onwards, canceling the jump with an up smash or up special also reverses its direction, and in Smash 4, the turn-around animation can be canceled with a reversed forward tilt or forward smash. In Ultimate 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 like and 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 the Ultimate input system works, pressing the grab button will produce a 1 frame attack input, allowing for uncharged smash attacks.
A stutter 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 also dash cancel via a variety of other methods.
The skidding 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 in Smash games where dash canceling is impossible. For example, in Smash 4, , , , and 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 an item pick up if one is nearby. Its first few frames can also be canceled into any special move.
==In Super Smash Bros. Melee==
===Initial dash===
Because the initial dash animation translates into the running animation much later than in Brawl, it is a vital tool for movement in general and dash-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 to Moonwalk.
* 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 a small step forward smash. This is only possible after dashing forward, not backward.
* Pressing A after the first 3 frames to do a dash 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 a dash grab.
* Jumping and jump 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===
During the run—the later part of the dash—different options are available:
* Pressing down to crouch. (Spending 1 frame in the RunBrake 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 a dash attack.
* Pressing L or R to shield. 
* Pressing L+A, R+A, or Z to do a dash grab.
* Jumping and jump canceling.
* Using special moves.
==Running speed==
Running speed is the rate at which a character can run. Running speed is measured in units per frame.
===Super Smash Bros. rankings===
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
Rank	Character	Initial Dash	Run speed
1 	 	80 	70
2 	 	61 	60
3 	 	60 	55
4 	 	56 	54
5 	 	40 	50
6 	 	61 	48
7 	 	60 	48
8 	 	54 	44
9 	 	68 	42
10 	 	50 	42
11 	 	68 	40
12 	 	50 	40
NA, EU, AUS
Rank	Character	Initial Dash	Run speed
1 	 	80 	75
2 	 	81 	60
3 	 	60 	55
4 	 	56 	54
5 	 	40 	50
6 	 	61 	48
7 	 	60 	48
8 	 	54 	44
9 	 	68 	42
10 	 	50 	42
11 	 	68 	40
12 	 	50 	40
The data shown here was taken from Antdgar's Frame Data and Madao'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===
Starting in Melee, much like with air 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's traction value is used to decrease it down to their run speed.
Rank 	Character	Initial Dash	Run Speed	Dash Frames	Base Acceleration	Additional Acceleration	Max Acceleration
1 	 	2 	2.3 	15 	0.01 	0.15 	0.16
2 	 	1.9 	2.2 	11 	0.02 	0.10 	0.12
3 	 	1.8 	1.8 	13 	0.02 	0.08 	0.1
4 	 	1.7 	1.8 	7 	0.02 	0.10 	0.12
5 	 	1.5 	1.8 	15 	0 	0.06 	0.06
6 	 	1.8 	1.72 	13 	0.02 	0.08 	0.1
7 	 	1.4 	1.61 	15 	0 	0.07 	0.07
8 	 	1.8 	1.6 	13 	0.02 	0.10 	0.12
9 	 	1.6 	1.6 	15 	0.02 	0.05 	0.07
10 	 	1.33 	1.6 	13 	0.02 	0.08 	0.1
11 	 	1.9 	1.5 	11 	0.02 	0.10 	0.12
12-14	 	1.5 	1.5 	10 	0.02 	0.06 	0.08
12-14	 	1.5 	1.5 	10 	0.02 	0.06 	0.08
12-14	 	1.5 	1.5 	8 	0.02 	0.06 	0.08
15 	 	1 	1.5 	13 	0.02 	0.04 	0.06
16 	 	1.86 	1.4 	8 	0.02 	0.10 	0.12
17-19	 	1.4 	1.4 	18 	0.10 	0 	0.1
17-19	 	1.4 	1.4 	12 	0.02 	0.08 	0.1
17-19	 	1.4 	1.4 	13 	0.02 	0.05 	0.07
20 	 	1.3 	1.4 	13 	0.02 	0.04 	0.06
21 	 	1.3 	1.35 	15 	0.01 	0.08 	0.09
22 	 	1.34 	1.34 	10 	0.02 	0.06 	0.08
23-24	 	1.3 	1.3 	12 	0.02 	0.10 	0.12
23-24	 	1.2 	1.3 	15 	0.02 	0.10 	0.12
25 	 	1.4 	1.1 	13 	0.02 	0.065 	0.085
26 	 	1.1 	1.1 	15 	0.02 	0.10 	0.12
Dash frame source
===Super Smash Bros. Brawl rankings===
Rank 	Character	Initial Dash	Run Speed	Dash Frames	Base Acceleration	Additional Acceleration	Max Acceleration
1 	 	1.5 	3.5 	11 	0.04 	0.15 	0.19
N/A 	Wario-Man	1.3 	3.5 	13 	0.04 	0.0954 	0.1354
2 	 	2.05 	2.18 	16 	0.02 	0.1618 	0.1818
3 	 	2.1 	2.08 	11 	0.04 	0.1111 	0.1511
4 	 	1.7 	1.93 	13 	0.04 	0.0942 	0.1342
5 	 	1.7 	1.92 	8 	0.04 	0.1143 	0.1543
6 	 	1.75 	1.847 	13 	0.04 	0.0948 	0.1348
7 	 	1.3 	1.8 	11 	0.02 	0.0963 	0.1163
8 	 	1.8 	1.765 	14 	0.04 	0.0912 	0.1312
9 	 	1.7 	1.721 	11 	0.04 	0.15 	0.19
10 	 	1.5 	1.7 	17 	0.01 	0.082 	0.092
N/A 	 	1.9 	1.7 	15 	0.05 	0.12 	0.17
11 	 	1.33 	1.68 	15 	0.04 	0.096 	0.136
12 	 	1.5 	1.65 	13 	0.04 	0.0998 	0.1398
13 	 	1.6 	1.622 	16 	0.04 	0.0667 	0.1067
14 	 	1.5 	1.583 	13 	0.04 	0.1134 	0.1534
15 	 	1.5 	1.553 	9 	0.04 	0.0823 	0.1223
16 	 	1 	1.527 	14 	0.04 	0.0648 	0.1048
17 	 	1.5 	1.5 	11 	0.04 	0.0998 	0.1398
18 	 	1.4 	1.5 	11 	0.04 	0.08 	0.12
19-20	 	1.3 	1.5 	11 	0.04 	0.1128 	0.1528
19-20	 	1.3 	1.5 	11 	0.02 	0.0756 	0.0956
21 	 	1.86 	1.445 	9 	0.04 	0.12 	0.16
22 	 	1.9 	1.432 	12 	0.04 	0.112 	0.156
23 	 	1.8 	1.414 	11 	0.04 	0.15 	0.19
24 	 	1.7 	1.4 	11 	0.04 	0.0998 	0.1398
25 	 	1.4 	1.4 	11 	0.04 	0.0872 	0.1272
26 	 	1.3 	1.393 	14 	0.04 	0.0651 	0.1051
27 	 	1.4 	1.388 	14 	0.04 	0.0736 	0.1136
28 	 	1.5 	1.371 	11 	0.01 	0.0724 	0.0824
29 	 	1.4 	1.371 	13 	0.04 	0.0954 	0.1354
30 	 	1.6 	1.37 	11 	0.1 	0.2 	0.3
31 	 	1.5 	1.35 	16 	0.04 	0.1181 	0.1581
32 	 	1.3 	1.35 	13 	0.04 	0.0954 	0.1354
33 	 	1.1 	1.35 	13 	0.04 	0.1154 	0.1554
34 	 	1.28 	1.34 	11 	0.04 	0.0786 	0.1186
35 	 	1.3 	1.328 	13 	0.04 	0.1197 	0.1597
36 	 	1.25 	1.224 	16 	0.04 	0.1175 	0.1575
37 	 	1.4 	1.22 	11 	0.01 	0.0858 	0.0958
38 	 	1.3 	1.16 	16 	0.02 	0.0963 	0.1163
39 	 	1.4 	1.1 	14 	0.04 	0.0829 	0.1229
Note that several slow runners can use their dash attack to travel a far distance quicker, and some characters have a DACUS to increase mobility. The most notable case of this is , whose DACUS gives him much more stage control and ability to evade opponents.
===Super Smash Bros. 4 rankings===
Rank 	Character 	Initial Dash	Run Speed	Dash Frames	Base Acceleration	Additional Acceleration	Max Acceleration
1 	 	1.5 	3.5 	11 	0.04 	0.15 	0.19
N/A 	Wario-Man 	1.3 	3.5 	13 	0.04 	0.0998 	0.1398
N/A 	Giga Mac 	2.05 	2.8 	16 	0.06 	0.1618 	0.2218
2 	 	1.7 	2.32 	16 	0.1 	0.06 	0.16
3 	 	2.05 	2.24 	16 	0.02 	0.1618 	0.1818
4 	 	2.4 	2.184 	11 	0.04 	0.1111 	0.1511
5 	 	1.7 	2.1 	13 	0.04 	0.0942 	0.1342
N/A 	(lightest) 	 	 	11 	 	0.0998 	0.148632
6 	 	1.6 	2.08 	11 	0.05 	0.12 	0.17
7 	 	1.4 	2.05 	11 	0.1 	0 	0.1
8 	 	1.7 	2.016 	8 	0.04 	0.1143 	0.1543
9 	 	1 	2 	11 	0.015 	0.0963 	0.1113
N/A 	 	1.9 	2 	14 	0.05 	0.12 	0.17
10 	 	 	 	11 	 	 	
11 	 	1.4 	1.95 	17 	0 	0.07 	0.07
12 	 	1.75 	1.9 	13 	0.04 	0.0948 	0.1348
13 	 	1.5 	1.888 	14 	0.04 	0.1181 	0.1581
14 	 	1.33 	1.86 	15 	0.04 	0.096 	0.136
15 	 	1.8 	1.85325 	14 	0.04 	0.0912 	0.1312
N/A 	(lightest) 	 	 	13 	 	0.1197 	0.168532
16 	 	1.7 	1.824 	11 	0.04 	0.15 	0.19
17 	 	1 	1.792 	14 	0.04 	0.0648 	0.1048
18-19	 	1.5 	1.785 	17 	0.01 	0.082 	0.092
18-19	 	1.5 	1.785 	17 	0.01 	0.082 	0.092
20 	 	1.5 	1.7325 	13 	0.04 	0.0998 	0.1398
21 	(default) 	1.6 	1.72 	11 	0.04 	0.0998 	0.1398
22 	 	1.6 	1.7031 	16 	0.04 	0.0667 	0.1067
23 	 	1.5 	1.696 	16 	0.04 	0.0998 	0.1398
24-25	 	1.5 	1.66215 	13 	0.04 	0.1134 	0.1534
24-25	 	1.5 	1.66215 	13 	0.04 	0.1134 	0.1534
26 	 	1.5 	1.632 	16 	0.04 	0.1181 	0.1581
27 	 	1.55 	1.63 	11 	0.04 	0.0998 	0.1398
28 	 	1.7 	1.6 	11 	0.04 	0.0942 	0.1342
29-30	 	1.6 	1.6 	11 	0.04 	0.0998 	0.1398
29-30	 	1.6 	1.6 	11 	0.04 	0.0998 	0.1398
N/A 	(lightest) 	 	 	9 	 	0.0998 	0.148632
31 	 	 	 	13 	0.04 	0.0954 	0.1354
32 	 	1.3 	1.568 	11 	0.04 	0.1128 	0.1528
33 	 	1.8 	1.55 	11 	0.04 	0.15 	0.19
34 	 	1.5 	1.5264 	9 	0.04 	0.0823 	0.1223
35 	 	1.6 	1.52 	11 	0.04 	0.0998 	0.1398
36 	 	 	 	11 	0.01 	0.0724 	0.0824
37 	 	1.86 	1.504 	9 	0.04 	0.12 	0.16
38 	 	1.5 	1.5 	11 	0.01 	0.0724 	0.0824
39-41	(default) 	1.3 	1.5 	13 	0.04 	0.1197 	0.1597
39-41	 	1.3 	1.5 	13 	0.04 	0.0954 	0.0954
39-41	 	1.3 	1.5 	11 	0.02 	0.08 	0.1
42 	 	1.28 	1.5 	11 	0.04 	0.0786 	0.1186
N/A 	Mega Lucario	1.8 	1.4847 	11 	0.04 	0.15 	0.19
43 	 	1.9 	1.472 	12 	0.04 	0.112 	0.152
44 	 	1.4 	1.47 	11 	0.04 	0.0872 	0.1272
45 	 	1.3 	1.46265 	14 	0.04 	0.0651 	0.1051
46 	 	1.5 	1.456 	11 	0.04 	0.0998 	0.1398
47 	 	1.8 	1.45 	8 	0.01 	0.0724 	0.0824
48 	 	1.6 	1.424 	11 	0.04 	0.0998 	0.1398
49 	 	1.5 	1.4175 	16 	0.04 	0.1181 	0.1581
N/A 	(heaviest) 	 	 	11 	 	0.0998 	0.13248
50 	 	1.3 	1.3944 	11 	0.04 	0.1197 	0.1597
51 	 	1.4 	1.36 	11 	0.01 	0.0858 	0.0958
52 	 	 	 	11 	 	 	0.1163136
53-54	 	1.6 	1.3 	16 	0.04 	0.1175 	0.1575
53-54	(default) 	1.6 	1.3 	9 	0.04 	0.0998 	0.0998
55 	 	1.5 	1.27 	14 	0.04 	0.0998 	0.1398
N/A 	(heaviest) 	 	 	13 	 	0.1197 	0.15238
56 	 	1.3 	1.218 	16 	0.02 	0.0963 	0.1163
57 	 	1.4 	1.155 	14 	0.04 	0.0829 	0.1229
58 	 	1.5 	1.15 	17 	0.01 	0.082 	0.092
N/A 	(heaviest) 	 	 	9 	 	0.0998 	0.13248
====Update history====
=====1.1.3=====
*
*
*
=====1.1.5=====
*
*
===Super Smash Bros. Ultimate rankings===
In Ultimate, run speeds have been buffed across the board by roughly 10%, with the exception of a few characters (for example, 's run speed was increased by more than 10%, and 's were increased by less than 10%, and 's wasn't changed at all). Additionally, most initial dashes have seen significant speed increases, which when combined with the altered foxtrot mechanics gives all characters an effective dash-dance. However, turnaround dashes now have 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.
Rank 	Character	Initial Dash	Run Speed	Dash Frames	Pivot Dash Frames	Base Acceleration	Additional Acceleration	Max acceleration
1 	 	2.31 	3.85 	10 	12 	0.044 	0.165 	0.209
2 	 	1.98 	2.552 	15 	17 	0.11 	0.066 	0.176
3 	 	2.365 	2.464 	15 	17 	0.033 	0.17798 	0.21098
4 	 	2.178 	2.42 	7 	9 	0.044 	0.121 	0.165
5 	 	2.45 	2.41 	10 	12 	0.02 	0.12 	0.14
6 	 	2.09 	2.402 	10 	12 	0.044 	0.12221 	0.16621
7 	 	2.42 	2.31 	12 	14 	0.044 	0.10362 	0.14762
8 	 	2.178 	2.288 	10 	12 	0.055 	0.132 	0.187
9 	 	2.255 	2.255 	10 	12 	0.11 	0 	0.11
10 	 	2.288 	2.2 	10 	12 	0.0165 	0.10593 	0.12243
11 	 	1.8 	2.2 	10 	12 	0.04 	0.0998 	0.1398
12 	 	1.68 	2.18 	10 	12 	0.08 	0.07 	0.15
13 	 	 	 	10 	12 	 	 	
14-15	 	2.2 	2.145 	10 	12 	0.033 	0.077 	0.11
14-15	 	2.2 	2.145 	10 	12 	0.033 	0.077 	0.11
16 	 	2.211 	2.09 	12 	14 	0.044 	0.10428 	0.14828
17 	 	2.035 	2.077 	10 	12 	0.044 	0.12991 	0.17391
18 	 	1.9 	2.06 	10 	12 	0.04 	0.11 	0.15
19 	 	1.98 	2.046 	14 	16 	0.044 	0.1056 	0.1496
20 	 	1.98 	2.039 	13 	15 	0.044 	0.132 	0.176
21 	 	2.09 	2.006 	10 	12 	0.044 	0.165 	0.209
22 	 	2.255 	1.971 	13 	15 	0.044 	0.07128 	0.11528
23-24	 	2.255 	1.964 	10 	12 	0.044 	0.0902 	0.1342
23-24	 	2.255 	1.964 	10 	12 	0.044 	0.0902 	0.1342
25 	 	2.118 	1.925 	10 	12 	0.044 	0.10978 	0.15378
26 	 	1.87 	1.92 	10 	12 	0.044 	0.10978 	0.15378
27 	 	1.914 	1.906 	12 	14 	0.044 	0.10978 	0.15378
28 	 	1.98 	1.892 	10 	12 	0.06 	0.14 	0.2
29 	 	2.09 	1.873 	15 	17 	0.044 	0.07337 	0.11737
30 	 	 	 	15 	17 	0.044 	0.10978 	0.15378
31 	 	 	 	10 	12 	 	 	
32 	 	 	 	10 	12 	0.03 	0.08 	0.11
33-34	 	2.09 	1.828 	12 	14 	0.044 	0.12474 	0.16874
33-34	 	2.09 	1.828 	12 	14 	0.044 	0.12474 	0.16874
35 	 	2.035 	1.795 	15 	17 	0.044 	0.12991 	0.17391
36 	 	1.76 	1.793 	10 	12 	0.044 	0.10978 	0.15378
37-40	 	1.936 	1.76 	10 	12 	0.044 	0.11 	0.154
37-40	 	1.936 	1.76 	10 	12 	0.044 	0.10978 	0.15378
37-40	 	1.936 	1.76 	10 	12 	0.044 	0.10362 	0.14762
37-40	 	1.936 	1.76 	10 	12 	0.044 	0.088 	0.132
41 	 	2.09 	1.749 	12 	14 	0.044 	0.0902 	0.1342
42 	 	 	 	12 	14 	0.044 	0.10494 	0.14894
43 	 	2.002 	1.725 	10 	12 	0.044 	0.12408 	0.16808
44 	 	1.82 	1.72 	10 	12 	0.06 	0.08 	0.14
45 	 	1.65 	1.72 	10 	12 	0.04 	0.12 	0.16
46 	 	2.255 	1.705 	10 	12 	0.044 	0.165 	0.209
N/A 	(partner)	1.68 	1.683 	13 	10 	0.0484 	0.089056 	0.137456
47 	 	1.98 	1.679 	8 	10 	0.044 	0.09053 	0.13453
48-49	 	1.87 	1.672 	10 	12 	0.044 	0.10978 	0.15378
48-49	 	 	 	10 	12 	0.011 	0.07964 	0.09064
50-51	 	1.87 	1.654 	10 	12 	0.044 	0.132 	0.176
50-51	 	1.87 	1.654 	10 	15 	0.044 	0.132 	0.176
52 	 	1.837 	1.65 	12 	14 	0.044 	0.10494 	0.14894
53-54	 	1.815 	1.65 	10 	12 	0.044 	0.08646 	0.13046
53-54	 	1.815 	1.65 	10 	12 	0.022 	0.088 	0.11
55 	 	2.035 	1.619 	11 	13 	0.044 	0.1232 	0.1672
56 	 	1.606 	1.617 	10 	12 	0.044 	0.09592 	0.13992
57 	 	1.826 	1.609 	13 	15 	0.044 	0.07161 	0.11561
58 	 	1.958 	1.602 	10 	12 	0.044 	0.10978 	0.15378
59 	 	1.76 	1.6 	10 	12 	0.04 	0.1 	0.14
60 	 	1.903 	1.595 	10 	12 	0.044 	0.099 	0.143
61 	 	1.892 	1.595 	7 	9 	0.011 	0.07964 	0.09064
62-63	 	1.826 	1.595 	15 	17 	0.044 	0.12991 	0.17391
62-63	 	1.826 	1.595 	15 	17 	0.044 	0.12991 	0.17391
64 	 	1.76 	1.595 	10 	12 	0.044 	0.12694 	0.17094
65 	 	1.78 	1.58 	10 	12 	0.04 	0.06 	0.1
66 	 	1.74 	1.58 	12 	14 	0.044 	0.13167 	0.17567
67 	 	1.76 	1.566 	10 	12 	0.044 	0.10978 	0.15378
68 	 	1.9 	1.55 	10 	12 	0.04 	0.11 	0.15
69 	 	1.58 	1.55 	10 	12 	0.04 	0.11 	0.15
70 	 	2.09 	1.54 	10 	12 	0.044 	0.10978 	0.15378
71 	 	1.98 	1.534 	12 	14 	0.044 	0.13167 	0.17567
72 	(leader) 	1.68 	1.53 	13 	10 	0.044 	0.08096 	0.12496
73-74	 	1.73 	1.52 	10 	12 	0.04 	0.0998 	0.1398
73-74	 	1.73 	1.52 	10 	12 	0.04 	0.0998 	0.1398
75 	 	1.815 	1.507 	10 	12 	0.02 	0.0724 	0.0924
76 	 	1.815 	1.496 	10 	12 	0.044 	0.09438 	0.13838
77 	 	1.936 	1.485 	10 	12 	0.044 	0.066 	0.11
78 	 	1.815 	1.48 	10 	12 	0.044 	0.10978 	0.15378
79 	 	1.45 	1.45 	10 	12 	0.115 	0 	0.115
80 	 	1.958 	1.43 	15 	17 	0.044 	0.12925 	0.17325
81 	 	1.8 	1.43 	10 	12 	0.02 	0.13 	0.15
82 	 	 	 	10 	12 	 	 	0.122132076
83 	 	1.815 	1.397 	13 	15 	0.044 	0.10978 	0.15378
84 	 	1.69 	1.38 	10 	12 	0.015 	0.11 	0.125
85 	 	1.63 	1.37 	8 	10 	0.044 	0.10978 	0.15378
86 	 	1.87 	1.34 	15 	17 	0.033 	0.10593 	0.13893
87 	 	1.65 	1.271 	13 	15 	0.044 	0.09119 	0.13519
88 	 	1.815 	1.265 	16 	18 	0.011 	0.0902 	0.1012
89 	 	1.76 	1.18 	10 	12 	0.02 	0.09 	0.11
==Super Smash Bros. for Wii U digital manual description==
"Quickly tap left or right to dash. You will continue dashing until you release ."
==Gallery==
Dash.jpg|Mario dashing in Brawl
==Trivia==
*In SSB4 and Ultimate, 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.
*In Smash 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 from Melee to Smash 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 from Melee to Brawl.
*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 from Smash 4 to Ultimate.
*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 modern Mario games, like in New Super Luigi U and the Super Mario Galaxy series, Luigi has been slower in every game in the Super Smash Bros. series to date. It likely references him being slower than Mario in earlier appearances, such as Super Mario Bros. 2, as a trade-off for higher jumps.
**In most Mario series spin-offs, Bowser often has among the lowest speed stats, but has above average run speed in all Super Smash Bros. games featuring him, especially Super Smash Bros. 4 and Super Smash Bros. Ultimate.
**Wolf and Falco dash slower than Fox, despite being faster than him in Star Fox: Assault.
**Ike is a generally slow character in the Smash games, despite having great speed stats in Fire Emblem: Path of Radiance and Radiant Dawn. This is also the case with Byleth.
***However, in Fire 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, (in Melee) and Greninja despite Mewtwo having a higher base Speed stat than Pikachu, Pichu and Greninja in the Pokémon games.
**Lucario dashes significantly slower than Pikachu, Pichu, Ivysaur (in Brawl) and Squirtle (In Ultimate) despite Pikachu having the same base Speed stat and Pichu, Ivysaur and Squirtle being slower in the Pokémon games.
***Also, in Pokémon, Mega Lucario gets a notable speed increase, but Mega Lucario runs slower than regular Lucario in Smash 4.
**In Ultimate, 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.
**In Ultimate, Squirtle dashes significantly faster than Lucario, Incineroar and Ivysaur despite Squirtle being slower than them in the Pokémon games.
**King K. Rool is faster than Donkey Kong and Diddy Kong in the Donkey Kong Country games when running away, yet is immensely slower than them in Ultimate.
*In SSBU, Hero using Accelerate runs faster than Sonic.
==See also==
*Dash-dancing
*Dash-canceling
*Pivoting
Category:Game controls
Category:Character attributes