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* ''[[AliceMadnessReturns Alice: Madness Returns]]'' improves upon the first game by introducing the Dodge move, allowing Alice to "phase" into an ethereal flutter of butterflies while propelling her several yards in one direction before finally materializing again.
* Henry's quick dash is one of his basic moves in NoMoreHeroesDesperateStruggle. Several must be linked together for faster motion.

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* ''[[AliceMadnessReturns ''[[VideoGame/AliceMadnessReturns Alice: Madness Returns]]'' improves upon the first game by introducing introduces the Dodge move, allowing Alice to "phase" into an ethereal flutter of butterflies while propelling her several yards in one direction before finally materializing again.
* In ''VideoGame/NoMoreHeroes2DesperateStruggle'', Henry's quick dash is one of his basic moves in NoMoreHeroesDesperateStruggle.moves. Several must be linked together for faster motion.
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* Every ''{{Unreal}}'' game to date has this in the form of the dodge ability, accessible via double-tap of a movement key. In some games, it can even be extended by jumping mid-dodge.

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* Every ''{{Unreal}}'' ''VideoGame/{{Unreal}}'' game to date has this in the form of the dodge ability, accessible via double-tap of a movement key. In some games, it can even be extended by jumping mid-dodge.
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* The Air Slide ability in the ''VideoGame/KingdomHearts'' series is a basic air dash. ''VideoGame/KingdomHearts3D'' ups the ante with the Sliding Sidewinder ability which lets you do up to three air dashes in a row, the second propelling you feet first so you can kick enemies.
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Oops.


** Every ''{{Unreal}}'' game to date has this in the form of the dodge ability, accessible via double-tap of a movement key. In some games, it can even be extended by jumping mid-dodge.

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** * Every ''{{Unreal}}'' game to date has this in the form of the dodge ability, accessible via double-tap of a movement key. In some games, it can even be extended by jumping mid-dodge.
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** Every ''{{Unreal}}'' game to date has this in the form of the dodge ability, accessible via double-tap of a movement key. In some games, it can even be extended by jumping mid-dodge.
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* ''DistortedTravesty'' uses dashing quite a lot, both to extend the range of jumps and to dodge enemy attacks or environmental obstacles. There is also a short-range dash if precision jumping is necessary. A powerup partway through allows the use of an air dash as well. You ''will'' learn to use them all effectively or you [[NintendoHard will never get anywhere in the game.]]

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* This is a notable feature in the ''VideoGame/MegaManX'' series and its spin-offs, with all the above-mentioned variants present in at least one game. The regular ground dash is a modification of the sliding tackle from the first ''VideoGame/MegaMan'' series and even shares the property of [[DenialOfDiagonalAttack passing under certain enemy attacks]]. ''Command Mission'' justifies this by putting booster rockets on X's boots and back, which flare up when you dash. The ''VideoGame/MegaManLegends'' series replaced this ability with a continuous forward boost and the UnnecessaryCombatRoll.

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* This is a notable feature in the ''VideoGame/MegaManX'' series and its spin-offs, with all the above-mentioned variants present in at least one game. The regular ground dash is a modification of the sliding tackle from the first ''VideoGame/MegaMan'' series and even shares the property of [[DenialOfDiagonalAttack passing under certain enemy attacks]]. ''Command Mission'' attacks]].
** ''VideoGame/MegaManXCommandMission''
justifies this by putting booster rockets on X's boots and back, which flare up when you dash. dash.
**
The ''VideoGame/MegaManLegends'' series replaced this ability with a continuous forward boost and the UnnecessaryCombatRoll.
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* This is a notable feature in the ''MegamanX'' series and its spin-offs, with all the above-mentioned variants present in at least one game. The regular ground dash is a modification of the sliding tackle from the first ''{{Megaman}}'' series and even shares the property of [[DenialOfDiagonalAttack passing under certain enemy attacks]]. ''Mega Man X: Command Mission'' justifies this by putting booster rockets on X's boots and back, which flare up when you dash. The ''MegamanLegends'' series replaced this ability with a continuous forward boost and the UnnecessaryCombatRoll.

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* This is a notable feature in the ''MegamanX'' ''VideoGame/MegaManX'' series and its spin-offs, with all the above-mentioned variants present in at least one game. The regular ground dash is a modification of the sliding tackle from the first ''{{Megaman}}'' ''VideoGame/MegaMan'' series and even shares the property of [[DenialOfDiagonalAttack passing under certain enemy attacks]]. ''Mega Man X: Command ''Command Mission'' justifies this by putting booster rockets on X's boots and back, which flare up when you dash. The ''MegamanLegends'' ''VideoGame/MegaManLegends'' series replaced this ability with a continuous forward boost and the UnnecessaryCombatRoll.
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They did it, so it was possible


* ''VideoGame/{{Prototype}}'' has a movement upgrade called the Air Dash, which allows you to shoot forward in the direction of your movement key. It's capable of receiving a boost in effect as an upgrade. Then there's the [[UpToEleven Double Air Dash]] and it's [[BeyondTheImpossible subsequent boost upgrade]].

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* ''VideoGame/{{Prototype}}'' has a movement upgrade called the Air Dash, which allows you to shoot forward in the direction of your movement key. It's capable of receiving a boost in effect as an upgrade. Then there's the [[UpToEleven Double Air Dash]] Dash and it's [[BeyondTheImpossible its subsequent boost upgrade]].
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* ''{{Prototype}}'' has a movement upgrade called the Air Dash, which allows you to shoot forward in the direction of your movement key. It's capable of receiving a boost in effect as an upgrade. Then there's the [[UpToEleven Double Air Dash]] and it's [[BeyondTheImpossible subsequent boost upgrade]].

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* ''{{Prototype}}'' ''VideoGame/{{Prototype}}'' has a movement upgrade called the Air Dash, which allows you to shoot forward in the direction of your movement key. It's capable of receiving a boost in effect as an upgrade. Then there's the [[UpToEleven Double Air Dash]] and it's [[BeyondTheImpossible subsequent boost upgrade]].
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see kids this is what happens when you try to talk about a game before playing it


* [[TheLegendOfZelda Link]] has had a ramming, long-distance dash attack in several games. However, it seems that in SkywardSword the forward rolling function of previous 3D Zeldas will be replaced with a standard videogame dash.
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* A lot of modern fighting games allow doing this, such as ''GuiltyGear'', ''TatsunokoVsCapcom'' or even ''JumpSuperStars''.

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* A lot of modern fighting games allow doing this, such as ''GuiltyGear'', ''TatsunokoVsCapcom'' ''VideoGame/TatsunokoVsCapcom'' or even ''JumpSuperStars''.
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* A powerup in the first ''WarioLand'' game gives Wario a hat with horizontal jet boosters, which send him rocketing forward when he uses it (land and air alike).

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* A powerup in the first ''WarioLand'' ''VideoGame/WarioLand'' game gives Wario a hat with horizontal jet boosters, which send him rocketing forward when he uses it (land and air alike).
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None



to:

* Henry's quick dash is one of his basic moves in NoMoreHeroesDesperateStruggle. Several must be linked together for faster motion.
Is there an issue? Send a MessageReason:
None



to:

* [[TheLegendOfZelda Link]] has had a ramming, long-distance dash attack in several games. However, it seems that in SkywardSword the forward rolling function of previous 3D Zeldas will be replaced with a standard videogame dash.
Is there an issue? Send a MessageReason:
None

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** Don't forget about wavedashing in Melee. Despite being controversial and having various exploits, it looks like standard videogame dashing. Except for Luigi, who just slides ridiculously far.
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* ''{{Prototype}}'' has a movement upgrade called the Air Dash, which allows you to shoot forward in the direction of your movement key. It's capable of receiving a boost in effect as an upgrade. Then there's the [[BeyondTheImpossible Double Air Dash]] and it's [[UpToEleven subsequent boost upgrade]].

to:

* ''{{Prototype}}'' has a movement upgrade called the Air Dash, which allows you to shoot forward in the direction of your movement key. It's capable of receiving a boost in effect as an upgrade. Then there's the [[BeyondTheImpossible [[UpToEleven Double Air Dash]] and it's [[UpToEleven [[BeyondTheImpossible subsequent boost upgrade]].
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None



to:

* ''[[AliceMadnessReturns Alice: Madness Returns]]'' improves upon the first game by introducing the Dodge move, allowing Alice to "phase" into an ethereal flutter of butterflies while propelling her several yards in one direction before finally materializing again.
Is there an issue? Send a MessageReason:
None


* Non-video game example: the main characters of ''SamuraiPizzaCats'' can continuously ''run'' like this. However, it doesn't apply in their Famicom game, which uses anime-style WheelOFeet for running animations instead.

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* Non-video game example: the main characters of ''SamuraiPizzaCats'' can continuously ''run'' like this. However, it doesn't apply in their Famicom game, which uses anime-style WheelOFeet for running animations instead.instead.
* A powerup in the first ''WarioLand'' game gives Wario a hat with horizontal jet boosters, which send him rocketing forward when he uses it (land and air alike).

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Flows better this way


* This is a notable feature in the ''MegamanX'' series and its spin-offs, with all the above-mentioned variants present in at least one game. The regular ground dash is a modification of the sliding tackle from the first ''{{Megaman}}'' series and even shares the property of [[DenialOfDiagonalAttack passing under certain enemy attacks]]. The ''MegamanLegends'' series replaced this ability with a continuous forward boost and the UnnecessaryCombatRoll. ''Mega Man X: Command Mission'' justifies this by putting booster rockets on X's boots and back, which flare up when you dash.

to:

* This is a notable feature in the ''MegamanX'' series and its spin-offs, with all the above-mentioned variants present in at least one game. The regular ground dash is a modification of the sliding tackle from the first ''{{Megaman}}'' series and even shares the property of [[DenialOfDiagonalAttack passing under certain enemy attacks]]. The ''MegamanLegends'' series replaced this ability with a continuous forward boost and the UnnecessaryCombatRoll. ''Mega Man X: Command Mission'' justifies this by putting booster rockets on X's boots and back, which flare up when you dash. The ''MegamanLegends'' series replaced this ability with a continuous forward boost and the UnnecessaryCombatRoll.
Is there an issue? Send a MessageReason:
None


* This is a notable feature in the ''MegamanX'' series and its spin-offs, with all the above-mentioned variants present in at least one game. The regular ground dash is a modification of the sliding tackle from the first ''{{Megaman}}'' series and even shares the property of [[DenialOfDiagonalAttack passing under certain enemy attacks]]. The ''MegamanLegends'' series replaced this ability with a continuous forward boost and the UnnecessaryCombatRoll.

to:

* This is a notable feature in the ''MegamanX'' series and its spin-offs, with all the above-mentioned variants present in at least one game. The regular ground dash is a modification of the sliding tackle from the first ''{{Megaman}}'' series and even shares the property of [[DenialOfDiagonalAttack passing under certain enemy attacks]]. The ''MegamanLegends'' series replaced this ability with a continuous forward boost and the UnnecessaryCombatRoll. ''Mega Man X: Command Mission'' justifies this by putting booster rockets on X's boots and back, which flare up when you dash.
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* {{Jett Rocket}}'s main form of attack

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* {{Jett Rocket}}'s main form of attackattack.
* Non-video game example: the main characters of ''SamuraiPizzaCats'' can continuously ''run'' like this. However, it doesn't apply in their Famicom game, which uses anime-style WheelOFeet for running animations instead.
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None


* {{Jett Rocket}}

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* {{Jett Rocket}}Rocket}}'s main form of attack
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** A lot of fully charged melee attacks will send Alex lunging several paces forward. By the time you finish a melee combo with each attack fully charged, Alex may have moved the length of about a car to a couple of them.

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** A lot of fully charged melee attacks will send Alex lunging several paces forward. By the time you finish a melee combo with each attack fully charged, Alex may have moved the length of about a car to a couple of them.them.
* {{Jett Rocket}}
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* Mages in ''WorldOfWarcraft'' can do this with the "Blink" spell, savvy Mages can even use it midair to circumvent taking falling damage if cast just before landing. Using it on very rugged terrain is unpredictable and not recommended; the spell obeys line of sight and walls, thus a small plateau could result in the spell stopping short of the normal distance, a potentially deadly outcome[[SquishyWizard for the mage]] if the spell was used create distance from a dangerous foe. There are also several enemies that can move this way, like the Ethereals.

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* Mages in ''WorldOfWarcraft'' can do this with the "Blink" spell, savvy Mages can even use it midair to circumvent taking falling damage if cast just before landing. Using it on very rugged terrain is unpredictable and not recommended; the spell obeys line of sight and walls, thus a small plateau could result in the spell stopping just short of the normal distance, a potentially deadly outcome[[SquishyWizard outcome [[SquishyWizard for the mage]] if the spell spell's use was used intended to create distance from a dangerous foe. There are also several enemies that can move this way, like the Ethereals.
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* Mages in ''WorldOfWarcraft'' can do this, but only outside of combat. There are also several enemies that can move this way, like the Ethereals.

to:

* Mages in ''WorldOfWarcraft'' can do this, but only outside this with the "Blink" spell, savvy Mages can even use it midair to circumvent taking falling damage if cast just before landing. Using it on very rugged terrain is unpredictable and not recommended; the spell obeys line of combat.sight and walls, thus a small plateau could result in the spell stopping short of the normal distance, a potentially deadly outcome[[SquishyWizard for the mage]] if the spell was used create distance from a dangerous foe. There are also several enemies that can move this way, like the Ethereals.
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None


* Mages in ''WorldOfWarcraft'' can do this, but only outside of combat. There are also several enemies that can move this way, like the Ethereals.

to:

* Mages in ''WorldOfWarcraft'' can do this, but only outside of combat. There are also several enemies that can move this way, like the Ethereals.Ethereals.
* ''{{Prototype}}'' has a movement upgrade called the Air Dash, which allows you to shoot forward in the direction of your movement key. It's capable of receiving a boost in effect as an upgrade. Then there's the [[BeyondTheImpossible Double Air Dash]] and it's [[UpToEleven subsequent boost upgrade]].
** A lot of fully charged melee attacks will send Alex lunging several paces forward. By the time you finish a melee combo with each attack fully charged, Alex may have moved the length of about a car to a couple of them.
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Corrected spelling of Nagi\'s name.


* Some of the adventurers in ''{{Recettear}}'' are able to dash by doubletapping the movement keys. They amount of movement they retain varies (e.g. [[FragileSpeedster Charme the Thief]] can still strafe, [[BladeOnAStick Naga]] damages enemies she runs into). Some also have a [[FlashStep Dash Attack]] which cause them to jump straight forward and damage anyone in the way.

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* Some of the adventurers in ''{{Recettear}}'' are able to dash by doubletapping the movement keys. They amount of movement they retain varies (e.g. [[FragileSpeedster Charme the Thief]] can still strafe, [[BladeOnAStick Naga]] Nagi]] damages enemies she runs into). Some also have a [[FlashStep Dash Attack]] which cause them to jump straight forward and damage anyone in the way.
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Examples:

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\nExamples:----
!!Examples:

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