Editing Luigi (SSBU)/Dash attack
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==Overview== | ==Overview== | ||
Luigi childishly throws punches whilst dashing forward. His second fastest grounded option, out-sped by his frame 2 jab, Luigi's dash attack makes for his best burst option, and especially useful when perfect shielding a longer ranged move. At high percents, it is able to KO opponents, making it great for when Super Jump Punch cannot reach in time or when dash grab is too slow, although the lengthy animation and high hitlag multiplier on the final hit make it easier to [[DI]] on reaction. While it is possible to [[SDI]] the move, the low hitlag multiplier of 0.5x makes it a bit more difficult to do so. It is also | Luigi childishly throws punches whilst dashing forward. His second fastest grounded option, out-sped by his frame 2 jab, Luigi's dash attack makes for his best burst option, and especially useful when perfect shielding a longer ranged move. At high percents, it is able to KO opponents, making it great for when Super Jump Punch cannot reach in time or when dash grab is too slow, although the lengthy animation and high hitlag multiplier on the final hit make it easier to [[DI]] on reaction. While it is possible to [[SDI]] the move, the low hitlag multiplier of 0.5x makes it a bit more difficult to do so. It is also very unsafe on shield even if it crosses up, and if it completely whiffs, the lengthy animation can lead to a punish on Luigi. | ||
==Update History== | ==Update History== | ||
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*{{buff|Dash attack has lower base knockback on hits 1-4 (51/74 → 38/60 (hits 1-3), 51/74 → 24/48 (hit 4)) and altered angles on the 4th hit (0° → 15°/10°), allowing the move to link more consistently.}} | *{{buff|Dash attack has lower base knockback on hits 1-4 (51/74 → 38/60 (hits 1-3), 51/74 → 24/48 (hit 4)) and altered angles on the 4th hit (0° → 15°/10°), allowing the move to link more consistently.}} | ||
**{{change|The last two hits are now weight independent, meaning dash attack kills heavy characters sooner and light characters later.}} | **{{change|The last two hits are now weight independent, meaning dash attack kills heavy characters sooner and light characters later.}} | ||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hits 1-3| | {{HitboxTableTitle|Hits 1-3|24}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=2.0% | |damage=2.0% | ||
|angle=0 | |angle=0 | ||
|bk=38 | |bk=38 | ||
|ks=10 | |ks=10 | ||
Line 38: | Line 35: | ||
|damage=2.0% | |damage=2.0% | ||
|angle=0 | |angle=0 | ||
|bk=60 | |bk=60 | ||
|ks=10 | |ks=10 | ||
Line 53: | Line 49: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
{{HitboxTableTitle|Hit 4| | {{HitboxTableTitle|Hit 4|24}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=2.0% | |damage=2.0% | ||
|angle=15 | |angle=15 | ||
|bk=24 | |bk=24 | ||
|ks=10 | |ks=10 | ||
Line 78: | Line 72: | ||
|damage=2.0% | |damage=2.0% | ||
|angle=10 | |angle=10 | ||
|bk=48 | |bk=48 | ||
|ks=10 | |ks=10 | ||
Line 94: | Line 86: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
{{HitboxTableTitle|Hit 5| | {{HitboxTableTitle|Hit 5|24}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=4.0% | |damage=4.0% | ||
|angle=361 | |angle=361 | ||
|bk=60 | |bk=60 | ||
|ks=128 | |ks=128 | ||
Line 118: | Line 109: | ||
|damage=4.0% | |damage=4.0% | ||
|angle=361 | |angle=361 | ||
|bk=60 | |bk=60 | ||
|ks=128 | |ks=128 | ||
Line 133: | Line 123: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
{{HitboxTableRowNote|Hit 4 & 5 use weight-independent knockback.|24}} | |||
|} | |} | ||