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 great initial dash and/or run speed gain the biggest advantage while performing this.

Crouching
Performed by dashing to either side, and then crouching for one frame during the running animation, causing the character to go to idle animation while keeping the momentum. Characters with low traction, like, benefit the most from that. It gets called run cancelling, because the actual cancel happens during the running animation, as mentioned earlier.

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 any other action.

Jumping
Performed by simply dashing, then pressing the jump button. It can be done anytime after the character exits their idle animation. 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 running 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.