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...Depends on % and character as well as DI.
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Alright, say you see someone falling towards those two lower platforms from a great height. Marth is standing underneath that particular platform they are falling towards. Now that person expects to tech the platform. If timed correctly, Utilt will hit them before they can touch the platform and tech right? In other words, Utilt can cover that option to tech by hitting them before they have the chance to do so....Depends on % and character as well as DI.
O my god.A lot of people accidentally try to jump cancel grab when trying to grab behind them at low percents. If you jump cancel grab, it cancels your turn around animation and makes you grab forward, when just pressing grab would make you grab behind you even if the turn around animation has not completed.
if you're canceling your dash with jump, then you aren't pivoting correctly.pivot grab with jc is easier than doing it without. Since you don't really have to pivot. The jump cancels your dash for you.
Yes, although the timing is pretty tough. I believe you can also do it with fsmash, which is even harder. All of this is easier on YS/FoD and tougher on BF, obviously.Alright, say you see someone falling towards those two lower platforms from a great height. Marth is standing underneath that particular platform they are falling towards. Now that person expects to tech the platform. If timed correctly, Utilt will hit them before they can touch the platform and tech right? In other words, Utilt can cover that option to tech by hitting them before they have the chance to do so.
why do you always get so defensive when i post something?My statement had nothing to do with pivots... A standing turnaround is different than a pivot.
I've always been under the impression that the jump input isn't registered if you pivot properly because you can't jump while turning around, while when you do miss the pivot, but still turn around you'll still move a bit forward and then JC grab.IMO, it's worth learning to pivot grab without the JC, cause when chaingrabbing you have to be very close to frame perfect, and the 1-4 extra frames the jump requires makes things that much tougher.
I'm almost certain this is wrong. I think pivot aerials disprove this. A pivot takes literally one frame to occur, and is much different from a turnaround that isn't during a dash. The first frame after you press the opposite direction to pivot, your character registers in the standing position, facing away from the direction they were just moving. Since they are standing, if you input a jump, it still registers.I've always been under the impression that the jump input isn't registered if you pivot properly because you can't jump while turning around, while when you do miss the pivot, but still turn around you'll still move a bit forward and then JC grab.
But I may be wrong not sure you can input a jump like that and not have it registered. Never tried.
did I not say this in my post?if you're canceling your dash with jump, then you aren't pivoting correctly.
Eh? It wasn't defensive, I was just pointing out that you posted in response to the topic with something that was not addressed by the topic.why do you always get so defensive when i post something?
you actually didn't.it works almost the exact same and looks almost the exact same. For cgs it seems to be important to do an actual pivot tho.