Dash Charge Cancel | |
---|---|
Tech Type | Character Tech |
Difficulty | Advanced Hard |
Character Dependent | Yes |
Inputs | Dash → Shoulder Charge → Cancel → Jump |
Credit | Murphy, Iphonz |
This technique was removed in a minor undocumented patch on the 17th of June, 2025. View the SteamDB changelog here.
By dashing then Charge Cancelling immediately after, you can execute Dash Charge Cancel (also known as DCC). Correct execution can result in large amounts of velocity. DCC's cost one bar of stamina and Shoulder Charge.
By dashing, using Shoulder Charge then cancelling, you can momentarily gain large amounts of speed, which then ends via the dash. By jumping when on the ground, you can maintain this burst of speed into the air. If you are on a ledge, you do not need to jump.
DCC's can be done in two different variants: forwards and backwards.
1000
u/s if done poorly to 1450
u/s if done optimally. This method is more reliable and consistent, but grants less speed (depending on the situation, this could be a good thing, since higher speeds result in less air control and harder Air Strafes.)1500
u/s if done poorly to 2700
u/s if done optimally. This method is much less reliable and consistent; while granting unparalleled speeds, optimal timing is much more strict and the direction that you launch off in can be slightly tilted through Speed is largely dependent on when you use Shoulder Charge during the dash; using it later seems to give more speed.
DCC's are extremely useful in all aspects of the game, due to the large utility the speed gives you; DCC's are great as an escape tool and initiation tool.