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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. | ||
In ''Brawl'', random [[tripping]] makes pivoting, like most other dashing-related techniques, riskier to perform. | |||
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. | ||
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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. | 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. | ||
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. In ''SSB4'', pivot forward tilts and forward smashes can be performed after | 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 | ==Pivoting lengths== | ||
{{Incomplete|Needs pivot lengths for Melee.}} | {{Incomplete|Needs pivot lengths for Melee.}} | ||
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*[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 (SSB)]] | |||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] | ||
[[Category:Techniques ( | [[Category:Techniques (SSBB)]] | ||
[[Category:Techniques (SSB4)]] | [[Category:Techniques (SSB4)]] | ||
[[Category:Advanced techniques]] | [[Category:Advanced techniques]] | ||
[[Category:Unofficial lingo]] | [[Category:Unofficial lingo]] |
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