No problem. I take it, then, that only a smash turn can trigger the Turn animation out of dash, like
T
tauKhan
said.
I asked because I'm trying to find an explanation for something I noticed while investigating pivot dtilt. First, some context: for humans to do a pivot dtilt, probably the best way is to do a quarter-circle pivot (press the controller in the opposite direction of your dash, then down into the crouch zone on the next frame).
Kadano
pointed out in a
post on the Marth FB group that one must hold down for Turn1-3 and then wait until Turn4 or later before inputting down+A to avoid getting a dsmash rather than the desired dtilt. While testing this, I discovered that you have to wait longer for some turn angles. Specifically, some turn angles require you to input down+A on Turn 5 or later to avoid the dsmash.
Here's an example I found using the 20XX frame advance feature that others can test for themselves. Suppose Marth is dashing left. If you input a turn directed at a certain angle down and to the right, then hold down for Turn1-3, inputting down+A on Turn4 will trigger dtilt, as expected. However, if your turn input is *full right*, then holding down for Turn1-3 and inputting down+A on Turn4 will trigger dsmash. This example shows that the angle of the turn influences whether you must wait until Turn4 or Turn5 to trigger dtilt with down+A, which I didn't expect. I haven't seen this mentioned anywhere else.
My two questions are: 1) why is this happening, in terms of game mechanics; and 2) what turn angles allow dtilt on Turn4?
At first I thought that the answers to (1) and (2) derived from the difference between smash turns and tilt turns, but if tilt turn out of dash is impossible, my theory fails. So I'd appreciate any ideas/answers!