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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. | 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 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. | Pivoting with most attacks in ''Smash 4'' 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 ''Smash 4'', [[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. Brawl]]'', where pivoting is otherwise not possible. | ||
==Pivoting Lengths== | ==Pivoting Lengths== |
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