Editing Luigi Cyclone
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===In ''[[Super Smash Bros. Melee]]''=== | ===In ''[[Super Smash Bros. Melee]]''=== | ||
In ''Melee'', Luigi Cyclone is Luigi's primary vertical recovery as long as the player has very quick tap speed, though if used in midair, it's possible to halt falling speed for a short time with decent horizontal movement. There are a total of 2 hits like in ''Smash 64'', with one right at the beginning and one in the end, though the hits can now link each other, and Luigi has a much better sideways movement when the attack is used on the ground. This version of the cyclone has the best combo ability, but very low KO or gimp potential. If the Cyclone is used at the peak of Luigi's mid-air jump, it is much easier to gain height. However, unlike other ''Smash'' games, the Cyclone needs to be "charged" by having it finished or interrupted on the ground. It is also by far the hardest Cyclone to successfully maneuver, with only people with very fast tap frequence being able to do it correctly. It takes around twice the hand speed as a jumpless Rising Cyclone from ''Brawl''. It is also a very quick out of shield move that can be used for approaches. It is a primary combo starter versus fast fallers or heavyweights. The first hit deals 8% damage, and the second deals 12% with stronger knockback (or 10% due to [[stale-move negation]]). | In ''Melee'', Luigi Cyclone is Luigi's primary vertical recovery as long as the player has very quick tap speed, though if used in midair, it's possible to halt falling speed for a short time with decent horizontal movement. There are a total of 2 hits like in ''Smash 64'', with one right at the beginning and one in the end, though the hits can now link each other, and Luigi has a much better sideways movement when the attack is used on the ground. This version of the cyclone has the best combo ability, but very low KO or gimp potential. If the Cyclone is used at the peak of Luigi's mid-air jump, it is much easier to gain height. However, unlike other ''Smash'' games, the Cyclone needs to be "charged" by having it finished or interrupted on the ground. It is also by far the hardest Cyclone to successfully maneuver, with only people with very fast tap frequence being able to do it correctly. It takes around twice the hand speed as a jumpless Rising Cyclone from ''Brawl''. It is also a very quick out of shield move that can be used for approaches. It is a primary combo starter versus fast fallers or heavyweights. The first hit deals 8% damage, and the second deals 12% with stronger knockback (or 10% due to [[stale-move negation]]). | ||
===In "[[Super Smash Bros. Ultimate]]"=== | |||
In "Ultimate" Luigi's cyclone does not gain any vertical distance, and as such he can no longer use it to recover. | |||
The height gained from the cyclone depends on how many times the player presses B during the startup animation:<ref>SmashBoards, [http://smashboards.com/threads/the-official-tornado-b-down-down-air-and-taunt-thread.64648/ "The Official Tornado (B-Down), Down-Air and Taunt Thread"]</ref> | The height gained from the cyclone depends on how many times the player presses B during the startup animation:<ref>SmashBoards, [http://smashboards.com/threads/the-official-tornado-b-down-down-air-and-taunt-thread.64648/ "The Official Tornado (B-Down), Down-Air and Taunt Thread"]</ref> |