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(Fix How to perform (was inaccurate); delete How it works (was inaccurate); explain how to perfect pivot) |
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==How to perform== | ==How to perform== | ||
For all characters, there is one [[frame]] (1/60th of a second) of standing "animation" immediately following each direction change during a [[dash-dance]] during which any standing action can be taken. To perform a pivot-down-smash, for example, you would dash-dance by inputting right then left then press down on the c-stick immediately, exactly one frame after the left input. | |||
==Applications== | ==Applications== | ||
One use of pivoting is to dash a short distance away from an [[approach]]ing opponent and then turn around to attack them with a forward tilt, forward smash, grab, or aerial. This is particularly useful for characters with [[disjoint]]ed attacks or far-reaching grabs. Pivoting can also be used to quickly put the player in a position to punish [[roll]]s and [[tech]]s, as pictured. One specific use of this technique is for {{SSBM|Marth}}'s forward throw into forward smash in ''Melee''. Typically the Marth would forward throw, [[wavedash]], and then forward smash. With pivoting instead of wavedashing, the player can bypass Marth's jumpsquat frames and landing frames, allowing Marth to use his forward smash much more quickly | One use of pivoting is to dash a short distance away from an [[approach]]ing opponent and then turn around to attack them with a forward tilt, forward smash, grab, or aerial. This is particularly useful for characters with [[disjoint]]ed attacks or far-reaching grabs. Pivoting can also be used to quickly put the player in a position to punish [[roll]]s and [[tech]]s, as pictured. One specific use of this technique is for {{SSBM|Marth}}'s forward throw into forward smash in ''Melee''. Typically the Marth would forward throw, [[wavedash]], and then forward smash. With pivoting instead of wavedashing, the player can bypass Marth's jumpsquat frames and landing frames, allowing Marth to use his forward smash much more quickly. | ||
In ''[[Smash 64]]'', pivoting off platforms makes it possible for characters to grab the ledge and proceed to edgeguard. This is known as a '''pivot ledgegrab'''. This is especially useful for {{SSB|Captain Falcon}} and {{SSB|Fox}} due to their long dash animations and fast falling speeds, though other characters are also able to use this technique. Captain Falcon, and to an extent other characters, can also make use of pivots in combos by 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. Outside of helping with combos, multiple characters have very useful pivots otherwise as part of their neutral game. A prime example of this is with {{SSB|Kirby}}, where pivoting is used to fully exploit his {{mvsub|Kirby|SSB|up tilt}} hitbox. | In ''[[Smash 64]]'', pivoting off platforms makes it possible for characters to grab the ledge and proceed to edgeguard. This is known as a '''pivot ledgegrab'''. This is especially useful for {{SSB|Captain Falcon}} and {{SSB|Fox}} due to their long dash animations and fast falling speeds, though other characters are also able to use this technique. Captain Falcon, and to an extent other characters, can also make use of pivots in combos by 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. Outside of helping with combos, multiple characters have very useful pivots otherwise as part of their neutral game. A prime example of this is with {{SSB|Kirby}}, where pivoting is used to fully exploit his {{mvsub|Kirby|SSB|up tilt}} hitbox. | ||
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A similar technique in ''Smash 64'', the {{SSB|teleport}}, requires similar movement as pivoting. | A similar technique in ''Smash 64'', the {{SSB|teleport}}, requires similar movement as pivoting. | ||
It is also possible to perform a pivot without attacking, causing the character to simply stop and turn around without any lag. This is known among ''SSB4'' players as a '''perfect pivot'''. A perfect pivot is | It is also possible to perform a pivot without attacking, causing the character to simply stop and turn around without any lag. This is known among ''SSB4'' players as a '''perfect pivot'''. A perfect pivot is difficult to do, especially with the flat analog stick on the 3DS. However, if a player can perform perfect pivots with consistency, it has potential use as a spacing move in competitive play. To perform, the control stick must be returned to neutral position after exactly one frame of a directional input during dash-dance (i.e. during that single standing frame). The perfect pivot also exists in ''[[Super Smash Bros. Brawl]]'', although unless performed on [[ice]], a character will not slide, making the pivot cover a very small distance. | ||
Pivoting with most attacks in ''Brawl'' and ''SSB4'' is generally less forgiving than in ''64'' or ''Melee'', as initial dashes are universally shorter between all characters, and most characters do not have good enough [[interruptibility]] on their initial dash to turn around afterwards for a pseudo-pivot. However, in ''Brawl'' and ''SSB4'', [[pivot grab]]s can be done at any point in the run, and results in a grab with longer reach and more endlag than usual. Such pivot grabs can also be performed in ''[[Super Smash Bros. Ultimate]]'', where pivoting otherwise does not exist. In ''SSB4'', pivot forward tilts and forward smashes can be performed out of a full run after the initial dash has ceased, and they will also slide a large distance during their execution; these can also be performed in ''Ultimate'' as well, despite the aforementioned absence of pivoting. | Pivoting with most attacks in ''Brawl'' and ''SSB4'' is generally less forgiving than in ''64'' or ''Melee'', as initial dashes are universally shorter between all characters, and most characters do not have good enough [[interruptibility]] on their initial dash to turn around afterwards for a pseudo-pivot. However, in ''Brawl'' and ''SSB4'', [[pivot grab]]s can be done at any point in the run, and results in a grab with longer reach and more endlag than usual. Such pivot grabs can also be performed in ''[[Super Smash Bros. Ultimate]]'', where pivoting otherwise does not exist. In ''SSB4'', pivot forward tilts and forward smashes can be performed out of a full run after the initial dash has ceased, and they will also slide a large distance during their execution; these can also be performed in ''Ultimate'' as well, despite the aforementioned absence of pivoting. |
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