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Perfect Pivot Frame Data Request

nosegrab

Smash Rookie
Joined
Jun 24, 2013
Messages
4
Location
New Orleans, LA
I'm wondering about the idea of perfect pivoting in Melee. Assuming that it's theoretically possible, what would the frame data look like? How tight would the window of execution be? Would it even be possible?
 

AirFair

Marth tho
Joined
Jul 1, 2014
Messages
1,972
Location
Houston, Texas
Perfect Pivoting is possible. It's just been named something else. The name I call it by is Flicker Pivot, as taught by @AustinRC.
It's not too hard to do with practice, but I'm unable to pull up any frame data for you at the moment. Sorry.
If you want to see the flicker pivot, just go look up "Pivoting with Marth" and you will find it.
 

tauKhan

Smash Lord
Joined
Feb 9, 2014
Messages
1,349
It works with every character. When you dash, from 4 onwards till the end of the dash (with fox the dash is 22 frames for example) you can (smash) turn (However you can turn immediately from dash done out of turn aka dashback). It functions very similarly to doing turn from wait, the animation looks the same, except it stops your horizontal momentum. However, on the second frame of turn, if you are still holding the analog stick input, the turn is cancelled into dash. This is what enables dash dancing: you just dash -> turn -> cancel the turn into another dash and so forth.

So in order to empty pivot (which was for some reason renamed perfect pivot in sm4sh, heavens know why), you need to press the turn input precisely for 1 frame, which is pretty hard. You can also just do any move except neutral b on the second frame of the turn. Moves take priority over dash, so you can dash -> turn -> c-stick fsmash without having to worry about releasing stick. You can also shield, jump and grab on the 2nd turn frame. If you don't release the stick, you have to do the action you want frame perfectly on the 2nd turn frame because you will dash otherwise.
 
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