This should definitely have a follow-up to include other tilts. Iirc, D-tilt is extremely important for Diddy Kong's D-tilt to back air confirm. Not sure about R.O.B., I'd need to fact check The timing is tighter. But then pivot cancelling becomes more than just "I get a little boost on an f-tilt that just probably pushes them away."
After some testing, it's pretty weird. Doing a regular pivot cancel tilt (dash forward, flick straight back, and C-stick tilt down-backward) seems to result in Kazuya doing a down-forward tilt 1 facing away from the opponent. Doing a pivot cancel tilt but flicking the left stick down-back or up-back instead of straight back seems to yield the intended result: doing a down-backward tilt while sliding forward a bit. But I can't tell if the slide is actually adding more distance because Stature Smash already slides him a bit forward by itself. I guess flicking the left stick down-back and then flicking the C-stick down-back is your best bet? Flicking the left stick straight back causes tilts while facing away from the opponent, from what I've tested. (sorry for the late response, I've been preoccupied this past week)
Skids last 3 frames. So attacking out of a run is Start up + 3 (+ The amount of time you lasted while running). Pivot Cancel start up is +4 (the "skid"+ 3, +1 frame to input the turn around/pivot). You will slide during most of the Pivot Cancelled Attack's animation. You will not slide during a run -> stop -> tilt. Say you're about 5 frames away from your opponent (run speed) and you want to perform a frame 10 F-Tilt. This is 5 + 3 + 10 = 18. If you Pivot Cancel, you will probably slide those 5 frames during the 10 frames of startup. So the F-Tilt becomes 4 + 10 = 14, which is faster. Since you are sliding, you will actually cover more space with the attack as well. And since it comes out faster, that also means you will be out of lag earlier (in case you whiff). Saving a few frames and covering a bit more distance might not seem like a huge deal, but trust me, it is.
Interesting detailed, yet direct Smash Tech. Thanks again for the quality content BlueSirius!
Thank you
just though i might add that I have switched accounts recently, but it is i, Alex Dunt, thanking you once again for a helpful video
This should definitely have a follow-up to include other tilts. Iirc, D-tilt is extremely important for Diddy Kong's D-tilt to back air confirm. Not sure about R.O.B., I'd need to fact check
The timing is tighter. But then pivot cancelling becomes more than just "I get a little boost on an f-tilt that just probably pushes them away."
🤓☝️
what happens when kazyua wants to downback tilt?
After some testing, it's pretty weird.
Doing a regular pivot cancel tilt (dash forward, flick straight back, and C-stick tilt down-backward) seems to result in Kazuya doing a down-forward tilt 1 facing away from the opponent.
Doing a pivot cancel tilt but flicking the left stick down-back or up-back instead of straight back seems to yield the intended result: doing a down-backward tilt while sliding forward a bit. But I can't tell if the slide is actually adding more distance because Stature Smash already slides him a bit forward by itself.
I guess flicking the left stick down-back and then flicking the C-stick down-back is your best bet? Flicking the left stick straight back causes tilts while facing away from the opponent, from what I've tested.
(sorry for the late response, I've been preoccupied this past week)
Thanks a lot :D I didn’t expect an answer on a 4month old video anyway but this is really helpful ^^
Or you could just… keep running and then forward tilt out of a run
Skids last 3 frames.
So attacking out of a run is Start up + 3 (+ The amount of time you lasted while running).
Pivot Cancel start up is +4 (the "skid"+ 3, +1 frame to input the turn around/pivot).
You will slide during most of the Pivot Cancelled Attack's animation.
You will not slide during a run -> stop -> tilt.
Say you're about 5 frames away from your opponent (run speed) and you want to perform a frame 10 F-Tilt. This is 5 + 3 + 10 = 18.
If you Pivot Cancel, you will probably slide those 5 frames during the 10 frames of startup. So the F-Tilt becomes 4 + 10 = 14, which is faster. Since you are sliding, you will actually cover more space with the attack as well. And since it comes out faster, that also means you will be out of lag earlier (in case you whiff).
Saving a few frames and covering a bit more distance might not seem like a huge deal, but trust me, it is.
Or it really isn't since max distance is frame perfect.
(Jk I play kazuya and I am used to frame perfect inputs, just takes time)
Bro… no. If you did what you are saying you would just dash attack.
are you stupid?