mechanic

Use when

Movement or combat needs an expressive escape/approach beat with a rechargeable cost.

What it is. A short, fixed-distance burst of directional speed on a button. It is the comma in a movement sentence — the beat that turns “run, jump” into “run, dash, jump.”

Player fantasy / why it’s fun. Instant agency. One press and the gap closes or the danger passes. The dash is the smallest expressive verb that still feels like a decision: you spent it here, not there.

The verb

Press dash → the character snaps to a fixed speed in a chosen direction for a short window, then hands control back. The magic is that it is discrete: it isn’t “hold to go fast,” it’s a committed unit you either have or don’t.

How it feels / why it’s fun

Tuning levers

LeverWhat it changesSane default
DistanceHow far one dash carries2.5–4 body-widths (fixed, not speed-integrated)
DurationHow long steering is locked0.10–0.18 s
WindupStartup before the burst0 for movement-feel; 2–4 frames if it must be readable/punishable
CooldownTime before you can dash again0.3–0.8 s ground; often longer in air
ChargesDashes bankable at once1 (add a 2nd as an unlock, not a baseline)
Refresh ruleWhat refills the dashTouch ground (Celeste); on kill (Hades); on timer (most)
I-framesInvulnerable window inside the dashnone, OR ~60–80% of duration if it’s a defensive tool
Momentum carrySpeed kept after the dash ends0 (clean stop) to full (chains into jumps)
Buffer / coyoteInput forgiveness at edgesbuffer the press ~5 frames; grant per system-grace

Two archetypes fall straight out of this table:

Air vs ground

The interesting decisions live in the air.

Slots into

Twist seams

How it wires to Hayao

Fails when…

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.