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[[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]]'', ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' that lets a character use attacks out of a dash. The tactic was originally discovered in ''Melee'' by {{Sm|Philly Billy}}. The technique is not present in ''[[Super Smash Bros. Ultimate]]''.
{{Incomplete|Missing pivot distances for all characters in all applicable games.}}
 
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 while 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, 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 than if he were to use wavedashing.


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.
'''Pivoting''' is a technique that cancels an initial [[dash]] into the standing animation, to use any attack or other options out of a dash.  


In ''Brawl'', random [[tripping]] makes pivoting, like most other dashing-related techniques, riskier to perform.
Pivots are performed by dashing, and during the [[dashdance]] window, flicking the stick backwards for 1 frame (except in the original ''[[Super Smash Bros.]]'', where the stick can be flicked for up to 3 or 5 frames) and letting it reset to neutral on the next. The stick does not have to be "flicked" if the pivot is immediately cancelled into an attack, such as forward smash. Pivots that are not immediately cancelled into actions are called '''empty pivots'''.


A similar technique in ''Smash 64'', the {{SSB|teleport}}, requires similar movement as pivoting.
By being able to use an attack right after a quick burst of movement in either direction, pivoting is a useful technique for catching approaching opponents with a retreating attack, positioning oneself to catch someone's option during a techchase (pictured), or performing combos not possible otherwise, such as {{SSBM|Marth}}'s forward throw into forward smash on {{SSBM|Jigglypuff}}.


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. 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.
Pivots are easier to perform in ''SSB64'' than any other game, which makes them a more versatile part of the metagame as they are able to easily be used for raw movement.


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.
==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 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.


==Pivoting lengths==
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.
{{Incomplete|there's a lot missing here. pivot lengths are dependent on player input in all relevant games (including smash 4), and what would be ideal is a consistent method of measurement and to list the maximum pivot lengths for all games, on top of miis and dlc being absent from the existing list.}}


===''SSB4''===
Additionally, pivoting off platforms makes it possible for characters to grab the ledge and proceed to edgeguard. This is known as a '''pivot ledgegrab''', and is especially useful for Captain Falcon and {{SSB|Fox}} due to their long dash animations and fast falling speeds.


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 Ω form of [[Windy Hill Zone]].
==In ''[[Super Smash Bros. Melee]]''==
Starting in ''Melee'' the pivot window was reduced to only 1 frame, which was likely done to make the game faster and more responsive. This change makes dashdancing faster and more useful than in ''SSB64'', but makes pivots harder to perform for raw movement. They see the most use when the pivot is immediately cancelled into an attacks, such as [[pivot grab]]s and pivot f-smash, which are typically faster than using the same moves out of a raw dash or [[wavedash]].


==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.


{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
==In ''[[Super Smash Bros. 4]]''==
!Rank!!Character!!Pivot length
Pivots in ''SSB4'' work similarly to how they do in ''Brawl'', but uniquely keep more momentum from the dash. This causes sliding pivots, called '''perfect pivots''', that are compared to wavedashing by {{Sm|Izaw}}. This makes it a strong quick burst of movement despite the small dashdance window lowering the variance in distance, and many attacks keep the momentum of the perfect pivot.


|-
==In ''[[Super Smash Bros. Ultimate]]''==
|'''1'''||{{SSB4|Captain Falcon}}||6
Pivots were removed in ''Ultimate'' as a result of the overhauled dash system. Pivot grabs still exist as a separate mechanic.
|-
|'''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|Link}}, {{SSB4|Robin}}, {{SSB4|Rosalina & Luma}}, & {{SSB4|Villager}}||2.5
|-
|'''44'''||{{SSB4|Jigglypuff}}||2
|}


==Example videos==
==Resources==
*[https://dignitas.gg/articles/blogs/smash/12051/implementing-pivots-in-melee In-depth explanation of pivoting by {{Sm|Rishi}}]
*[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]
*[https://youtu.be/zJ_ZzAvSFis?si=Y8Qg8yUO2dkiT6_6 Izaw's video on ''SSB4'''s perfect pivot]


[[Category:Techniques (SSB)]]
[[Category:Techniques (SSB)]]

Latest revision as of 14:06, February 12, 2024

Marth pivoting a forward smash in Melee.
An icon for denoting incomplete things.

Pivoting is a technique that cancels an initial dash into the standing animation, to use any attack or other options out of a dash.

Pivots are performed by dashing, and during the dashdance window, flicking the stick backwards for 1 frame (except in the original Super Smash Bros., where the stick can be flicked for up to 3 or 5 frames) and letting it reset to neutral on the next. The stick does not have to be "flicked" if the pivot is immediately cancelled into an attack, such as forward smash. Pivots that are not immediately cancelled into actions are called empty pivots.

By being able to use an attack right after a quick burst of movement in either direction, pivoting is a useful technique for catching approaching opponents with a retreating attack, positioning oneself to catch someone's option during a techchase (pictured), or performing combos not possible otherwise, such as Marth's forward throw into forward smash on Jigglypuff.

Pivots are easier to perform in SSB64 than any other game, which makes them a more versatile part of the metagame as they are able to easily be used for raw movement.

In Super Smash Bros.[edit]

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 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 Samus and 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 Kirby, where pivoting is used to fully exploit his 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 up aerial resulting in low percentage kills due to how powerful the semi-spike hitbox is.

Additionally, pivoting off platforms makes it possible for characters to grab the ledge and proceed to edgeguard. This is known as a pivot ledgegrab, and is especially useful for Captain Falcon and Fox due to their long dash animations and fast falling speeds.

In Super Smash Bros. Melee[edit]

Starting in Melee the pivot window was reduced to only 1 frame, which was likely done to make the game faster and more responsive. This change makes dashdancing faster and more useful than in SSB64, but makes pivots harder to perform for raw movement. They see the most use when the pivot is immediately cancelled into an attacks, such as pivot grabs and pivot f-smash, which are typically faster than using the same moves out of a raw dash or wavedash.

In Super Smash Bros. Brawl[edit]

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 Super Smash Bros. 4[edit]

Pivots in SSB4 work similarly to how they do in Brawl, but uniquely keep more momentum from the dash. This causes sliding pivots, called perfect pivots, that are compared to wavedashing by Izaw. This makes it a strong quick burst of movement despite the small dashdance window lowering the variance in distance, and many attacks keep the momentum of the perfect pivot.

In Super Smash Bros. Ultimate[edit]

Pivots were removed in Ultimate as a result of the overhauled dash system. Pivot grabs still exist as a separate mechanic.

Resources[edit]