Editing Pivoting
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{{ArticleIcons|ssb=y|ssbm | {{ArticleIcons|ssb=y|ssbm=y|ssb4=y}} | ||
{{competitive expertise}} | |||
[[File:Marth pivot fsmash.gif|thumb|250px|{{SSBM|Marth}} pivoting a forward smash in ''Melee''.]] | [[File:Marth pivot fsmash.gif|thumb|250px|{{SSBM|Marth}} pivoting a forward smash in ''Melee''.]] | ||
{{ | '''Pivoting''', or '''DA Dashing''', is a [[technique]] in ''[[Super Smash Bros.]]'', ''[[Super Smash Bros. Melee]]'', and ''[[Super Smash Bros. 4]]'' that lets a character use attacks out of a dash. The tactic was discovered originally in Melee by {{Sm|Philly Billy}}. | ||
The technique makes use of the time frame at which a character turns during a dash; any normal ground options are available as if the character were standing still - [[smash attack]]s, [[grab]]s and [[tilt]]s can occur here without the [[lag]] that usually comes from using these attacks after a [[dash]]. Normal pivoting is primarily used so that a character can quickly change the direction they are facing whilst not suffering the usual [[turn]]-around lag that would occur when doing so. This can allow characters to improve the utility of various moves in certain situations. | |||
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 or grab. This is particularly useful for characters with [[disjoint]]ed attacks or far-reaching grabs. Pivoting can also be used to punish [[roll]]s and [[tech]]s, as pictured. | |||
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. | |||
''' | 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 borderline frame-perfect, so it is extremely difficult to do, especially with the flat analog stick on the 3DS. However, if a player can perform perfect pivots with consistency, the perfect pivot has potential use as a spacing move in competitive play. By performing a perfect pivot, a character will end up having moved backwards while still facing the same direction, and being able to attack right out of the perfect pivot. The distance the character covers depends on the character being used. | |||
Pivoting in ''Smash 4'' is generally more forgiving than in ''64'' or ''Melee'', as pivoting can be done at any point during a dash in the former, whereas pivoting must be done during the initial dash animation in ''64'' and ''Melee''. | |||
In ''SSB4'', performing a [[pivot grab]] results in a grab with longer reach than usual. However pivot grabs also have more end lag. Such pivot grabs can also be performed in ''[[Super Smash Bros. Brawl]]'', where pivoting is otherwise not possible. | |||
== | ==Pivoting Lengths== | ||
{{Incomplete|Needs pivot lengths for Melee.}} | |||
===''SSB4''=== | |||
{{Incomplete|Needs perfect pivot lengths for Miis and DLC characters.}} | |||
The length of a character's pivot is dependent on both the length of their initial dash animation and their traction; the longer the initial dash and the lower the traction, the longer the pivot. Note: the pivot lengths are measured using the grass cubes on the omega version of [[Windy Hill Zone]]. | |||
== | {|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center" | ||
!Rank!!Character!!Pivot length | |||
|- | |||
|'''1'''||{{SSB4|Captain Falcon}}||6 | |||
|- | |||
|'''2-3'''||{{SSB4|Luigi}} & {{SSB4|Little Mac}}||5.5 | |||
|- | |||
|'''3-6'''||{{SSB4|Fox}}, {{SSB4|Greninja}}, {{SSB4|Meta Knight}}, & {{SSB4|Sonic}}||5 | |||
|- | |||
|'''7-11'''||{{SSB4|Dark Pit}}, {{SSB4|Duck Hunt}}, {{SSB4|Lucina}}, {{SSB4|Pikachu}}, & {{SSB4|Sheik}}||4.5 | |||
|- | |||
|'''12-16'''||{{SSB4|Diddy Kong}}, {{SSB4|Mario}}, {{SSB4|Pit}}, {{SSB4|Yoshi}}, & {{SSB4|Zero Suit Samus}}||4 | |||
|- | |||
|'''17-27'''||{{SSB4|Donkey Kong}}, {{SSB4|Falco}}, {{SSB4|King Dedede}}, {{SSB4|Kirby}}, {{SSB4|Marth}}, {{SSB4|Palutena}}, {{SSB4|R.O.B}}, {{SSB4|Samus}}, {{SSB4|Toon Link}}, {{SSB4|Wii Fit Trainer}}, &{{SSB4|Zelda}} ||3.5 | |||
|- | |||
|'''28-39'''||{{SSB4|Bowser}}, {{SSB4|Bowser Jr.}}, {{SSB4|Charizard}}, {{SSB4|Dr. Mario}}, {{SSB4|Ike}}, {{SSB4|Lucario}}, {{SSB4|Mega Man}}, {{SSB4|Mr. Game & Watch}}, {{SSB4|Ness}}, {{SSB4|Olimar}}, {{SSB4|Pac-Man}}, & {{SSB4|Peach}} ||3 | |||
|- | |||
|'''40-43'''||{{SSB4|Ganondorf}}, {{SSB4|Robin}}, {{SSB4|Rosalina & Luma}}, & {{SSB4|Villager}}||2.5 | |||
|- | |||
|'''44'''||{{SSB4|Jigglypuff}}||2 | |||
|} | |||
== | ==Example videos== | ||
*[https://www.youtube.com/watch?v=J_aqH9sJnbU Pivoting in Melee by {{Sm|PewPewU}}] | *[https://www.youtube.com/watch?v=J_aqH9sJnbU Pivoting in Melee by {{Sm|PewPewU}}] | ||
*[https://www.youtube.com/watch?v=JIMzY1UdyTo a demonstration of pivoting in smash 64] | *[https://www.youtube.com/watch?v=JIMzY1UdyTo a demonstration of pivoting in smash 64] | ||
[[Category:Techniques (SSBM)]] | |||
[[Category:Techniques (SSB)]] | [[Category:Techniques (SSB)]] | ||
[[Category:Techniques (SSB4)]] | [[Category:Techniques (SSB4)]] | ||
[[Category:Advanced | [[Category:Advanced Techniques]] | ||
[[Category:Unofficial lingo]] | [[Category:Unofficial lingo]] |