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Air Dash

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Background

Air Dash is a movement ability that allows the user to dash through the air, usually for a short distance and often at high speed. It is most commonly seen in fighting games, platformers, and action RPGs, where it grants additional mid-air mobility beyond a standard jump or double jump. The dash can occur in a single direction, usually forward or toward the nearest enemy, or in multiple directions depending on the user’s control or power level. It is often used to extend combos, evade attacks, or cross large gaps in a level.

Air Dashing is distinct from traditional flight in that it is typically executed as a burst of motion with a set duration or distance, rather than continuous movement. Some users can perform multiple air dashes in a row or chain them in different directions. It may also grant temporary invincibility or allow phasing through attacks or obstacles.

Also Called

  • Midair Dash
  • Aerial Dash
  • Air Burst
  • Momentum Dash

Possible Applications

  • Enhances evasion during aerial combat or platforming
  • Allows closing distance between characters mid-air
  • Can be used to bypass hazards, traps, or terrain gaps
  • Enables complex maneuvering and aerial combos
  • May serve as a tool for reaching inaccessible areas

Practical Uses

  • Dodging attacks mid-air with precise repositioning
  • Following up on an aerial opponent in a fighting game combo
  • Performing quick traversal in environments lacking solid ground
  • Combating aerial or flying enemies on equal footing
  • Canceling momentum to stay airborne longer

Variations

  • Single Air Dash: The user can dash once mid-air, typically in a forward direction.
  • Multi-Directional Dash: The user can air dash in multiple directions (e.g., forward, backward, diagonally).
  • Chain Dashing: The user can perform consecutive air dashes, often with cooldown or resource costs.
  • Phantom Dash: A type of air dash that phases through objects, attacks, or barriers.
  • Dash-Canceling: Air dashing that interrupts or cancels another action, often used in combat chaining.

Possible Limitations

  • Limited number of dashes per jump or per airborne sequence
  • May require cooldown or consume stamina/magic
  • Direction may be fixed or restricted in low-level users
  • Can be punished if overused or poorly timed
  • Ineffective in enclosed or tight spaces