Editing Pivoting

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==In ''[[Super Smash Bros.]]''==
==In ''[[Super Smash Bros.]]''==
[[File:SSB Falcon Pivot Ledgegrab.gif|thumb|250px|{{SSB|Captain Falcon}} performing a pivot ledgegrab.]]
When dashing back during the [[dashdance]] window, there's a small turn state, treated as a stand state, that takes place before the dashback. Continuing to hold the dash input throughout the turn state will proceed into a dashback, but releasing the joystick to neutral before the dashback cancels into a regular standing state instead, and any action (such as jabs, grabs, tilts or smashes) can be taken immediately. This cancel out of the dash is the pivot, and the turn state is effectively the pivot window. Additionally, the turn state itself can be immediately cancelled into any action.
When dashing back during the [[dashdance]] window, there's a small turn state, treated as a stand state, that takes place before the dashback. Continuing to hold the dash input throughout the turn state will proceed into a backdash, but releasing the joystick to neutral before the dashback cancels into a regular standing state instead, and any action (such as jabs, grabs, tilts or smashes) can be taken immediately. This cancel out of the dash is the pivot, and the turn state is effectively the pivot window. Additionally, the turn state itself can be immediately cancelled into any action.


In ''SSB64'' the pivot window is 5 frames for all characters, except {{SSB|Samus}} and {{SSB|Captain Falcon}}, who uniquely have a 3 frame window. Because of this leniency, pivots are a ubiquitous movement and spacing option for all characters, and also the major way to use tilt attacks, forward/down smashes, and down specials out of a dash.  A prime example of this is with {{SSB|Kirby}}, where pivoting is used to fully exploit his {{mvsub|Kirby|SSB|up tilt}}. Captain Falcon, and to an extent other characters, can also make use of pivots in combos, such as comboing a forward throw into a pivot {{mvsub|Captain Falcon|SSB|up aerial}} resulting in low percentage kills due to how powerful the [[semi-spike]] hitbox is.
In ''SSB64'' the pivot window is 5 frames for all characters, except {{SSB|Samus}} and {{SSB|Captain Falcon}}, who uniquely have a 3 frame window. Because of this leniency, pivots are a ubiquitous movement and spacing option for all characters, and also the major way to use tilt attacks, forward/down smashes, and down specials out of a dash.  A prime example of this is with {{SSB|Kirby}}, where pivoting is used to fully exploit his {{mvsub|Kirby|SSB|up tilt}}. Captain Falcon, and to an extent other characters, can also make use of pivots in combos, such as comboing a forward throw into a pivot {{mvsub|Captain Falcon|SSB|up aerial}} resulting in low percentage kills due to how powerful the [[semi-spike]] hitbox is.
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==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
In ''Brawl'' the dashdance window was reduced, making pivots cover less distance and less effective overall, though using tilts out of a pivot is easier due to being able to set the [[C-stick]] to tilts. Pivot grabs were made effectively a separate mechanic due to being available at any point of the run, even when true pivots aren't possible.
In ''Brawl'' the dashdance window was reduced, making pivots cover less distance and less effective overall, though using tilts out of a pivot is easier due to the introduction of the [[tilt stick]]. Pivot grabs were made effectively a separate mechanic due to being available at any point of the run, even when true pivots aren't possible.


==In ''[[Super Smash Bros. 4]]''==
==In ''[[Super Smash Bros. 4]]''==
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==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
Pivots were removed in ''Ultimate'' as a result of the overhauled dash system. Pivot grabs still exist as a separate mechanic.
Pivots were removed in ''Ultimate'' as a result of the overhauled dash system. Pivot grabs still exist as a separate mechanic.


==Resources==
==Resources==

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