Editing Luigi Cyclone
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===In ''[[Super Smash Bros.]]''=== | ===In ''[[Super Smash Bros.]]''=== | ||
:{{Main|Luigi (SSB)/Down special}} | |||
In the original ''Super Smash Bros.'', there are a total of two hits during the move: one at the beginning (when Luigi curls up and begins to spin), and one at the end (when Luigi sends out his hands), which deals 15% and 18% damage, respectively, with the latter dealing significantly more [[Knockback|knockback]] than the former. Only one of the hitboxes can hit a particular enemy with a use of the move, however, acting more like a [[sex kick]]. The first incarnation of the move is not as difficult to use as a recovery move as the one in ''[[Melee]],'' but is slightly more difficult than in ''[[Brawl]]''. Otherwise, it is exactly the same as Mario Tornado. For a sure hit, it is mostly used to attack an airborne enemy from above by rising. It is usually considered Luigi's secondary [[KO|KO'ing]] move after his [[Super Jump Punch]]. Notably, this variant is the only version of the move that comes out on frame 1, making it a notoriously effective combo breaker. | In the original ''Super Smash Bros.'', there are a total of two hits during the move: one at the beginning (when Luigi curls up and begins to spin), and one at the end (when Luigi sends out his hands), which deals 15% and 18% damage, respectively, with the latter dealing significantly more [[Knockback|knockback]] than the former. Only one of the hitboxes can hit a particular enemy with a use of the move, however, acting more like a [[sex kick]]. The first incarnation of the move is not as difficult to use as a recovery move as the one in ''[[Melee]],'' but is slightly more difficult than in ''[[Brawl]]''. Otherwise, it is exactly the same as Mario Tornado. For a sure hit, it is mostly used to attack an airborne enemy from above by rising. It is usually considered Luigi's secondary [[KO|KO'ing]] move after his [[Super Jump Punch]]. Notably, this variant is the only version of the move that comes out on frame 1, making it a notoriously effective combo breaker. | ||
===In ''[[Super Smash Bros. Melee]]''=== | ===In ''[[Super Smash Bros. Melee]]''=== | ||
:{{Main|Luigi (SSBM)/Down special}} | |||
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]]). | ||
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*19 presses gives the maximum height.<ref>[http://ikneedata.com/graphsgfys/luigi.html "Luigi Rising Cyclone Heights"]</ref> This would require the B button to alternate between being held and relieved between each [[frame]], and is believed impossible to achieve in normal human play. | *19 presses gives the maximum height.<ref>[http://ikneedata.com/graphsgfys/luigi.html "Luigi Rising Cyclone Heights"]</ref> This would require the B button to alternate between being held and relieved between each [[frame]], and is believed impossible to achieve in normal human play. | ||
Curiously, with certain combinations of characters, [[Port priority|controller ports]] (only works for the player in the higher port), and stages, the Cyclone may start already charged. The full list of combinations (for the NTSC version) was found by {{Sm|OkamiBW}} in [https://smashboards.com/threads/luigis-down-b-starting-charged.292168/#post-12768689 this SmashBoards post]. In the PAL version it seems to only work for the player with the lower port, independent of character choice and on the stages [[Fountain of Dreams]], [[Pokémon Stadium]], [[Icicle Mountain]], [[Onett]], [[Big Blue]] and [[Poké Floats]]. | |||
====Combinations that start the game with Luigi Cyclone charged (NTSC)==== | ====Combinations that start the game with Luigi Cyclone charged (NTSC)==== | ||
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===In ''[[Super Smash Bros. Brawl]]''=== | ===In ''[[Super Smash Bros. Brawl]]''=== | ||
:{{Main|Luigi (SSBB)/Down special}} | |||
In ''Brawl'', Luigi uses the Cyclone in a slightly different way. This time, his hands are extended with his palms facing up to make him more resemble a helicopter propeller, and his arms during the full-body bash stretch are extended more horizontally. While still able to travel across a stage surface very quickly, ''Brawl''<nowiki>'</nowiki>s Luigi Cyclone has more hits than ''Melee''<nowiki>'</nowiki>s (with no vacuum effect compared to Mario's version), less power, and is very good at gimping certain characters. The first four hits deal 2% damage with a [[semi-spike]] angle for each, with the last hit doing 4% damage with a vertical angle and high base knockback. The vertical recovery distance is now much easier to perform than its ''Melee'' counterpart, making it much more versatile. It has less vertical distance than the version from ''Smash 64'' but has the most horizontal distance of all three games. The Cyclone gains the most vertical momentum in midair when implemented just after a jump, a property shared with [[Green Missile]]. Combining these two techniques with the standard recovery move (jumped GM→double-jumped Cyclone→Super Jump Punch) allow for dramatic aerial movement and recovery improvement. The ''Brawl'' Cyclone is also one of the better moves Luigi has to approach and bait, though arguably the worst variant in the series as an attack due to its unreliable loop hits. There are a few main techniques using the Cyclone in ''Brawl'': | In ''Brawl'', Luigi uses the Cyclone in a slightly different way. This time, his hands are extended with his palms facing up to make him more resemble a helicopter propeller, and his arms during the full-body bash stretch are extended more horizontally. While still able to travel across a stage surface very quickly, ''Brawl''<nowiki>'</nowiki>s Luigi Cyclone has more hits than ''Melee''<nowiki>'</nowiki>s (with no vacuum effect compared to Mario's version), less power, and is very good at gimping certain characters. The first four hits deal 2% damage with a [[semi-spike]] angle for each, with the last hit doing 4% damage with a vertical angle and high base knockback. The vertical recovery distance is now much easier to perform than its ''Melee'' counterpart, making it much more versatile. It has less vertical distance than the version from ''Smash 64'' but has the most horizontal distance of all three games. The Cyclone gains the most vertical momentum in midair when implemented just after a jump, a property shared with [[Green Missile]]. Combining these two techniques with the standard recovery move (jumped GM→double-jumped Cyclone→Super Jump Punch) allow for dramatic aerial movement and recovery improvement. The ''Brawl'' Cyclone is also one of the better moves Luigi has to approach and bait, though arguably the worst variant in the series as an attack due to its unreliable loop hits. There are a few main techniques using the Cyclone in ''Brawl'': | ||
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===In ''[[Super Smash Bros. 4]]''=== | ===In ''[[Super Smash Bros. 4]]''=== | ||
:{{Main|Luigi (SSB4)/Down special}} | |||
In ''Smash 4'', Luigi Cyclone has similar traits to its ''Brawl'' incarnation, but its use for recovery has been made less viable; it gains significantly less vertical recovery distance, and it becomes as difficult as in ''Melee'' to mash to gain height if Luigi does not jump before using it or is not suffering hitlag from actually hitting opponents with it. In turn, the last hit of Luigi Cyclone has much stronger vertical knockback, and can KO at around 130% when closer to the upper blast line, however it deals 3% less damage to compensate for this, now dealing 9%. It was commonly used as a finisher after down throw before the 1.1.1 patch. Aesthetically, Luigi no longer closes his eyes in fear, instead keeping his eyes and mouth open. It can no longer semi-spike due to utilizing the autolink angle (though this makes the hits connect better) but in the air, if the penultimate hit connects and the final hit does not, the opponent will be sent downwards with deceptively high hitstun, making it an excellent [[gimp]]ing option. | In ''Smash 4'', Luigi Cyclone has similar traits to its ''Brawl'' incarnation, but its use for recovery has been made less viable; it gains significantly less vertical recovery distance, and it becomes as difficult as in ''Melee'' to mash to gain height if Luigi does not jump before using it or is not suffering hitlag from actually hitting opponents with it. In turn, the last hit of Luigi Cyclone has much stronger vertical knockback, and can KO at around 130% when closer to the upper blast line, however it deals 3% less damage to compensate for this, now dealing 9%. It was commonly used as a finisher after down throw before the 1.1.1 patch. Aesthetically, Luigi no longer closes his eyes in fear, instead keeping his eyes and mouth open. It can no longer semi-spike due to utilizing the autolink angle (though this makes the hits connect better) but in the air, if the penultimate hit connects and the final hit does not, the opponent will be sent downwards with deceptively high hitstun, making it an excellent [[gimp]]ing option. | ||
===In ''[[Super Smash Bros. Ultimate]]''=== | ===In ''[[Super Smash Bros. Ultimate]]''=== | ||
In ''Ultimate'', Luigi Cyclone has received a mixture of buffs and nerfs; the linking hits connect more reliably, the move deals more damage | :{{Main|Luigi (SSBU)/Down special}} | ||
In ''Ultimate'', Luigi Cyclone has received a mixture of buffs and nerfs; the linking hits connect more reliably, the move deals more damage, it has gained a windbox that drags opponents into the move, it has more range, and now grants Luigi [[invincibility]] during its initial frames (frame 4–8 on the ground and frame 1–7 in the air), with the lattermost of these allowing the move to serve as a notoriously effective combo breaker. However, the move travels a much shorter distance even when button-mashed, completely removing its utility as a recovery option outside of a stalling tool, Luigi's horizontal travel distance with the move is much lower (especially on the ground), and the windbox and reduced knockback on the linking hits result in the move losing its ability to gimp recoveries from ''SSB4''. In update 2.0.0, the final hit received increased knockback, improving the move's KO potential. The move additionally now boasts a KO confirm out of down throw. | |||
A technique was discovered involving Luigi Cyclone, where if Luigi were to use the move at the edge of a platform and at the final frame of invincibility moved away from the platform, the invincibility would last for the entire duration of the move. This technique was called the "Super Cyclone", and could be used to avoid punishments for using the move and to edgeguard opponents. It was removed in update 3.1.0. | A technique was discovered involving Luigi Cyclone, where if Luigi were to use the move at the edge of a platform and at the final frame of invincibility moved away from the platform, the invincibility would last for the entire duration of the move. This technique was called the "Super Cyclone", and could be used to avoid punishments for using the move and to edgeguard opponents. It was removed in update 3.1.0. | ||
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{{CustomSet|Luigi|Down|name1=Luigi Cyclone|desc1-ntsc=A spinning attack that can be moved sideways. Tap the button quickly to rise.|desc1-pal=Spins repeatedly. You can move sideways while spinning. Repeatedly press the button to rise.|name2=Mach Cyclone|desc2-ntsc=A spin that pushes opponents. Not much sideways movement but can rise quite far.|desc2-pal=A spin that blows opponents away. Not much sideways movement, but can rise quite far.|name3=Clothesline Cyclone|desc3=A slow but powerful whirlwind slap that sends opponents flying sideways.}} | {{CustomSet|Luigi|Down|name1=Luigi Cyclone|desc1-ntsc=A spinning attack that can be moved sideways. Tap the button quickly to rise.|desc1-pal=Spins repeatedly. You can move sideways while spinning. Repeatedly press the button to rise.|name2=Mach Cyclone|desc2-ntsc=A spin that pushes opponents. Not much sideways movement but can rise quite far.|desc2-pal=A spin that blows opponents away. Not much sideways movement, but can rise quite far.|name3=Clothesline Cyclone|desc3=A slow but powerful whirlwind slap that sends opponents flying sideways.}} | ||
# '''Luigi Cyclone''': Default. | # '''Luigi Cyclone''': Default. | ||
# '''Mach Cyclone''': Does no damage during the move (excluding the final hit) and instead possesses a small windbox. The end of the move deal 6% damage and impressive horizontal knockback, and Luigi can gain impressive height from the move's ending. Luigi's horizontal movement is severely limited, but in exchange, the effect of mashing is increased. Also has somewhat increased ending lag. | # '''Mach Cyclone''': Does no damage during the move (excluding the final hit) and instead possesses a small windbox. The end of the move deal 6% damage and impressive horizontal knockback, and Luigi can gain impressive height from the move's ending. Luigi's horizontal movement is severely limited, but in exchange, the effect of mashing is increased. Also has somewhat increased ending lag. | ||
# '''Clothesline Cyclone''': The individual hits of the move do not link into each other at all, but they deal high damage, with the initial hits being moderately strong semi-spikes and the final hit being a very powerful vertical launcher dealing 12% damage. The performance of the move is slower, with more startup and ending lag, and restricted horizontal movement. The move also provides almost no vertical height whatsoever, unless the gameplay speed is reduced, allowing TAS-like mashing speeds. Also, against a shielding opponent, the move can inflict up to 32% damage to the shield if all 3 hits connect, meaning it cannot always be safely shielded. | # '''Clothesline Cyclone''': The individual hits of the move do not link into each other at all, but they deal high damage, with the initial hits being moderately strong semi-spikes and the final hit being a very powerful vertical launcher dealing 12% damage. The performance of the move is slower, with more startup and ending lag, and restricted horizontal movement. The move also provides almost no vertical height whatsoever, unless the gameplay speed is reduced, allowing TAS-like mashing speeds. Also, against a shielding opponent, the move can inflict up to 32% damage to the shield if all 3 hits connect, meaning it cannot always be safely shielded. | ||
==Instructional quotes== | ==Instructional quotes== | ||
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[[File:SMW Mario Spin Jumping.jpg|thumb|Artwork of [[Cape]] Mario using a Spin Jump in ''Super Mario World''.]] | [[File:SMW Mario Spin Jumping.jpg|thumb|Artwork of [[Cape]] Mario using a Spin Jump in ''Super Mario World''.]] | ||
The Luigi Cyclone is likely based on the {{s|mariowiki|Spin Jump}} that originated in ''[[Super Mario World]]''. The Spin Jump has lower vertical range than Luigi's jump but deals more damage, can jump on hazardous enemies, and can break rotating blocks. In ''{{s|mariowiki|Super Mario Galaxy}}'', both Mario and Luigi have a [[mariowiki:Spin|spinning attack]] very similar to the Mario Tornado and Luigi Cyclone. The spinning attack from ''Super Mario Galaxy'' made them gain some vertical height when used in the air, just like Luigi Cyclone and Mario Tornado, although in ''Super Mario Galaxy'' the spin acted more like a double jump and is done only once instead of multiple times. | The Luigi Cyclone is likely based on the {{s|mariowiki|Spin Jump}} that originated in ''[[Super Mario World]]''. The Spin Jump has lower vertical range than Luigi's jump but deals more damage, can jump on hazardous enemies, and can break rotating blocks. In ''{{s|mariowiki|Super Mario Galaxy}}'', both Mario and Luigi have a [[mariowiki:Spin|spinning attack]] very similar to the Mario Tornado and Luigi Cyclone. The spinning attack from ''Super Mario Galaxy'' made them gain some vertical height when used in the air, just like Luigi Cyclone and Mario Tornado, although in ''Super Mario Galaxy'' the spin acted more like a double jump and is done only once instead of multiple times. | ||
{{clear}} | |||
==Gallery== | ==Gallery== | ||
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*In ''Smash 4'', Luigi Cyclone makes stronger "punching" sounds if used in the air and weaker sounds if started on the ground, despite having no damage differences between the two. | *In ''Smash 4'', Luigi Cyclone makes stronger "punching" sounds if used in the air and weaker sounds if started on the ground, despite having no damage differences between the two. | ||
==References== | ==References== | ||
{{reflist}} | {{reflist}} | ||
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[[Category:Luigi (SSB4)]] | [[Category:Luigi (SSB4)]] | ||
[[Category:Luigi (SSBU)]] | [[Category:Luigi (SSBU)]] | ||