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.