Pivot edgehogs are not just hard, they also require an additional type of precision. Because the total sliding distance after the first turn frame is less than the maximum distance any character can move with a dash in one frame, you need to react to the exact distance to the edge with certain analog stick inputs to do the pivot edgehog successfully in every situation.
By holding forward, you ensure that the character approximates his maximum dashing speed. Any other inputs will decrease the dashing speed. By selecting the right option for every frame, you can always (haven’t confirmed that for every character, but I’m pretty sure it is) edgehog.
For example, if Captain Falcon climbs the ledge (to ensure an exact reference position) and then dashes back towards the ledge, holding full towards for 4 frames and then holding full backwards will make Captain Falcon spend one frame in his
Turn animation and then fall off the ledge, successfully triggering the pivot edgehog.
If he instead dashes towards the ledge and holds toward for only one frame, he will fall off the stage after frame 5 (instead of 4 if he keeps holding towards the edge). If he again turns after frame 4 of his dash, he will not reach the ledge before his sliding motion has ended.
Now it might seem like he could simply wait one frame longer until he turns, right? Unfortunately, at that point he is so close to the ledge that he will immediately fall after frame 5 – to actually turn around, spending at least one frame in the
Turn animation is required.
If you wonder what happens if forward is held for 3 or 2 frames: for 3 frames, everything is the same as for 4 frames. If forward is held for only 2 frames, Captain Falcon will slide off the ledge after
Turn 3.
Another example: Marth. Again, we go to the ledge and climb up to ensure an exact reference position. Then we have Marth dash towards the ledge again. Here are the timings and their results:
• If Marth holds towards the edge the entire time during his dash, he will fall off after frame 6. If he presses backwards after frame 6, he will still slide off.
[No pivot edgehog]
• If Marth holds towards the edge during the first 5 frames of his dash, then keeps his analog stick in a neutral position for one frame and then smashes it backwards, he will still slide off before he can turn.
[No pivot edgehog]
• If Marth holds towards the edge during the first 4 frames of his dash, then keeps his analog stick in a neutral position for 2 frames and then smashes it backwards, he will enter his
Turn animation and slide off after
Turn 1.
[Successful pivot edgehog]
• If Marth holds towards the edge during the first 3 frames of his dash, then keeps his analog stick in a neutral position for 3 frames and then smashes it backwards, he will enter his
Turn animation and slide off after
Turn 4.
[Successful pivot edgehog]
• If Marth holds towards the edge during the first 2 frames of his dash, then keeps his analog stick in a neutral position for 4 frames and then smashes it backwards, he will enter his
Turn animation, but he won’t have enough momentum left to slide off the ledge.
[No pivot edgehog]