Editing Luigi Cyclone

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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.


Due to a programming error, the parameter to determine if Luigi Cyclone is charged or uncharged at the beginning of a game is left blank. This causes the game to arbitrarily determine if the move should start charged or uncharged. Factors towards this determination include character combinations, [[Port priority|controller ports]] (only works for the player in the higher port starting with player 4), and the stage being played on. 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 (stating with player 1), independent of character choice and on the stages [[Fountain of Dreams]], [[Pokémon Stadium]], [[Icicle Mountain]], [[Onett]], [[Big Blue]] and [[Poké Floats]].
Due to a programming error, the parameter to determine if Luigi Cyclone is charged or uncharged at the beginning of a game is left blank. This causes the game to arbitrarily determine if the move should start charged or uncharged. Factors towards this determination include character combinations, [[Port priority|controller ports]] (only works for the player in the higher port), and the stage being played on. 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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[[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.
''{{s|mariowiki|Super Mario Bros. Wonder}}'' also features the Boosting Spin Jump {{iw|mariowiki|badge|Super Mario Bros. Wonder}}, which modifies the {{s|mariowiki|Midair Spin}} to provide an upward momentum boost, causing it to closely resemble the aerial version of Luigi Tornado seen in ''Smash Bros.'' games prior to ''Ultimate''.
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