Dash canceling

Dash canceling, also referred to as dash-canceling and dash cancelling, is a technique in Super Smash Flash 2 that, hence the name, cancels a character's dashing animation. There are multiple ways to do that. This technique is best performed when dash is mapped to its own key. Characters with quick or long initial dashes gain the biggest advantage while performing this.

Crouching
Performed by crouching quickly after dashing to either side while still holding the dash button. It will cause the character to go to idle animation, while keeping the momentum from his dash. Characters with low traction, like, benefit the most from that.

This allows characters to dash forward and quickly pivot with a crouch. This crouch pivot from a dash acts like a backwards-wavedash. This technique is useful for spacing while also giving the player neutral options. The main purpose of this technique is to be an alternative to rolling, because this keeps a character in a neutral position to freely jump, attack, shield, or execute any other action.

Jumping
Performed by simply dashing, then pressing the jump button. Characters who have good aerial attacks, such as and, are able to benefit the most from this. Some of the momentum from the dash is carried into the character's jump if the player keeps holding forwards after the jump, so those with fast dashing speed, like and  also heavily benefit, as mentioned previously. It is also possible to jump cancel into a grab, if done fast enough, or, if the player taps up to jump, an up tilt, up smash, or up special move.

Shielding
Executed simply by dashing, then pressing the shield button. This is commonly referred to as a dashing shield, which, unlike the running shield, will stop the character immediately upon execution, allowing players to use this technique for micro-spacing. Prior to Beta 1.2.3, dashing shields did not alter characters' momentum at all.

Sliding pivot
A pivot is executed by dash cancelling, then attacking. One can perform a sliding pivot by dash canceling, then quickly tapping the opposite direction while walking. This allows for many other advanced techniques, such as a pivot reverse aerial rush. It also allows for sliding grabs, tilts,, as well as smash attacks.

Dash dance cancel pivot
When you dash back in SSF2, the character will be in an idle frame before returning to the dash animation. You can do any grounded action on that frame. This pivot benefits Marth the most due to his large dash back window.

Perfect Pivot
This comes from the same principal of being able to do anything on a dash back, only now you need to crouch. With this pivot, you can do things like dodging an attack and timing your punish. This pivot can easily be done by dashing in a direction and pressing diagonally down to the opposite side of the character. Again, Marth benefits the most from this pivot, due to the fact that he can space his tippers better.

Hard-stop Pivot
To perform this pivot, you must input a frame-perfect crouch immediately after the turnaround. This one is difficult, so it will take some practice.

For best results, please turn auto-dash off and map a button to the dash action. If you do not have auto dash off, you may perform this in a different way.
This is the pivot drop.

This is for platformed stages.

For non auto dash users, you must do a turnaround, then crouch while holding your Dash button. For auto dash users, perform a turnaround, then press your walk button on the same frame you crouch.