![]() The turn-around animation plays when the character attempts to change directions after their initial dash. 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. An example of this is Sheik and Roy 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). 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. Melee, such as dash-dancing, fox-trotting, and pivoting. The concept of the initial dash is vital to many forms of ground movement, especially in Super Smash Bros. 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. ![]() ![]() 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. 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. 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.
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