Editing Luigi (SSBU)/Up special

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 10: Line 10:


==Overview==
==Overview==
Super Jump Punch is Luigi's most reliable KOing move, able to finish off opponents at around 50% to 60%. It has massive landing lag (45 frames), making it very punishable on whiff. Coming out on frame 8, it is one of Luigi's fastest out of shield options, but hindered by its low range. Aside from being Luigi’s primary recovery move for vertical distance, the move is typically used as a powerful combo finisher from a variety of Luigi's combo extenders, ending in a stock taken almost all the time. The move does not launch traditionally at 90°; instead, it has an angle of 88°. This means that optimal [[DI]] is away from Luigi.  
Super Jump Punch is Luigi's most reliable kill move, able to kill around 50% to 60%. It has massive landing lag (45 frames), making it very punishable on whiff. Coming out on frame 8, it is one of Luigi's fastest out of shield options, but hindered by its low range. Super Jump Punch is used as a powerful combo finisher from a variety of Luigi's combo extenders, ending in a stock taken almost all the time. The move does not launch straight up, having an angle of 88° instead. This means that optimal [[DI]] is away from Luigi.  


In the air, it is noticeably weaker, but can be hit from an up tilt, a down throw and other combos and mix ups. It also has a slightly bigger hitbox that isn't extended into the [[z-axis]], causing some inconsistencies against thinner characters. It is also able to start a combo should Luigi grab the ledge immediately after sweetspotting it. Unlike the grounded version, the aerial version sends straight up, using an angle of 90°.
In the air, it is noticeably weaker, but can be hit from an up tilt, a down throw and other combos and mix ups. It also has a slightly bigger hitbox that isn't extended into the [[z-axis]], causing some inconsistencies against thinner characters. It is also able to start a combo should Luigi grab the ledge immediately after sweetspotting it. Unlike the grounded version, the aerial version sends straight up, using an angle of 90°.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)