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2. The other method is to flick the Control Stick for the first dash, before you pivot. You let the Control Stick go to the neutral position and from there you the stick to the other side (opposite of the one you dashed to) and press A when you're most of the way there. If you do it right there is no way to f-smash, the only way you can mess up is to dash attack. This way, you only have to worry about the timing of A, at least once you have the speed at which you have to move the stick down. As far as I know, this method can also be manipulated for d/utilts by moving the control stick up/down while moving it forward for the pivot.Another way to pivot f-tilts is to move the analog a little slower than usual when you go to turn around and don't go all the way to the side, then press A when it's about 3/4 of the way to the side. You should also be sure to lighten the pressure you put on the stick right around then so it begins to move back right after reaching the 3/4 point. You actually press A right after it starts to move back since the threshold of stand/dash and tilt/smash are at the same spot. Basically you tilt just past the point that causes you to turn around then lay off it slightly to go back into tilt range immediately after which is when you press A.
I also came up with a way to pivot d-tilts very easily that lets me do them pretty consistently. Essentially it's similar to the above f-tilt method of not pressing all the way except right after passing the dash threshold you do a quarter circle downward while staying within tilt range so you get the d-tilt and not d-smash.
An easier and more reliable way I started doing non-delayed pivot f-tilts (without flick release pivoting and re-tilting which is slower) since that old post of mine is to fully release the analog from inputting the previous dash before doing the pivot, and then going and reversing the direction only after it's back to neutral.
Then you just press the other direction at a moderate speed and press A when the analog is roughly most of the way to the side. When you do it this way it's impossible to accidentally f-smash instead of f-tilt so long as there is a frame where the analog is between the neutral position and turning threshold, which is easy to do like this.
Even if the analog is fully to the side on the turning frame when you press A you still won't f-smash as long as there was that slight tilt frame before the turn. If you f-smash you moved it too quickly and went directly from neutral to the turn threshold in 1 frame. If you dash attack in the original direction you pressed A too soon, and if you dash attack in the other direction you pressed it too late.
When you do it like this you only need to worry about timing the A button correctly so that it is on the turning frame.
It's amazing, amirite? I still can't really pivot u/d tilts the fast way, just empty pivot->tilt. Still, most of the time that's fast enough anyway, and ftilts help a lot already.Well thanks Magus and Witchking as I can now pivot 90% of the time using Magus's method with only a few minutes of practice actually. Thanks also for bumping the thread as I'd forgotten about it and haven't checked out all the links yet.