Super Smash Bros.

Luigi (SSB)/Up special

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The hitbox of Luigi's up special.
The sweetspot of Luigi's up special.

Overview[edit]

Luigi's up special move in Super Smash Bros. is the Super Jump Punch, in which Luigi does a uppercut jump, similar to how he used to jump in the original Mario games. The move works in a similar way to Mario's Super Jump Punch, with the controls being exactly the same. However, the properties of Luigi's Super Jump Punch are significantly different. The move has a sweetspot that turns the move into the Fire Jump Punch, dealing around 25% and very high knockback. The grounded version KOs Mario on Dream Land at 45% at ground level while the aerial version KOs him at 54%. This move can KO certain characters rather early, and is one of Luigi's primary KO moves. It is also often used at the end of aerial strings. However, the Fire Jump Punch has a rather small hitbox and it only lasts for one frame, meaning players must be precise to land it. The rest of the move is a sourspot that deals only 1% damage, barely making the opponent flinch. Whiffing the move can leave Luigi rather vulnerable. The move also has intangibility while the sweetspot is active.

Like Mario's Super Jump Punch, the move is also a great recovery move, granting Luigi a high amount of vertical distance and a decent amount of horizontal distance if angled. It can also be used in certain situations to escape combos from opponents, though doing this is harder than with Mario's due to it having less intangibility. The move's vertical distance also allows it to land on platforms easily; for example, on Dream Land, Luigi can reach the top platform from the ground using just this move, leaving him significantly less punishable.

In the Japanese version, the grounded version of the move is stronger, being able to KO Mario on Dream Land at 41% at ground level although the aerial version deals less damage and knockback; not KOing him on Dream Land until 62% at ground level making his aerial strings KO later in the Japanese version.

Hitboxes[edit]

NTSC-J[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Grounded clean hit
0 0 25% 0 AngleIcon80.png 100 78 0 140 12 0 0 0 HitboxTableIcon(Clang).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 25% 0 AngleIcon80.png 100 78 0 60 15 160 0 0 HitboxTableIcon(Clang).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Aerial clean hit
0 0 24% 0 AngleIcon80.png 80 78 0 140 12 0 0 0 HitboxTableIcon(Clang).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 24% 0 AngleIcon80.png 80 78 0 60 15 160 0 0 HitboxTableIcon(Clang).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Late hit
0 0 2% 0 Sakurai angle 0 100 10 155 12 0 0 60 HitboxTableIcon(Clang).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin
1 0 2% 0 Sakurai angle 0 100 10 130 15 150 0 60 HitboxTableIcon(Clang).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin

NTSC-U/PAL[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Grounded clean hit
0 0 25% 0 AngleIcon90.png 90 80 0 140 12 0 0 0 HitboxTableIcon(Clang).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Bat
1 0 25% 0 AngleIcon90.png 90 80 0 60 15 160 0 0 HitboxTableIcon(Clang).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Bat
Aerial clean hit
0 0 25% 0 AngleIcon80.png 80 80 0 140 12 0 0 0 HitboxTableIcon(Clang).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Bat
1 0 25% 0 AngleIcon80.png 80 80 0 60 15 160 0 0 HitboxTableIcon(Clang).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Bat
Late hit
0 0 1% 0 Sakurai angle 0 100 10 155 12 0 0 60 HitboxTableIcon(Clang).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin
1 0 1% 0 Sakurai angle 0 100 10 130 15 150 0 60 HitboxTableIcon(Clang).png Coin (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin

Summary[edit]

  • Buff Grounded sweetspot angle (80° → 90°).
  • Nerf Grounded sweetspot knockback (100 (base), 78 (scaling) → 90/80).
  • Buff Aerial sweetspot damage (24% → 25%).
  • Buff Aerial sweetspot knockback scaling (78 → 80).
  • Change The sweetspot SFX changed from a heavy kick to a ping sound.
  • Nerf Sourspot damage (2% → 1%).

Timing[edit]

Clean hit 2
Late hit 3-24
Intangible 2
Animation length 39
FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png

Landing lag[edit]

Animation length 25
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible

Gallery[edit]