Editing Negative Zone
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[[File:Positive zone.png|thumb|300px|Two Negative Zones overlapping, producing a "positive zone". Note the distortion effect is still present.]] | [[File:Positive zone.png|thumb|300px|Two Negative Zones overlapping, producing a "positive zone". Note the distortion effect is still present.]] | ||
*If one faces a CPU Luigi and he uses Negative Zone, he will almost always spam his [[Fireball]]s, even if his AI is set to Level 9. The CPU will start to use different attacks after the circle begins fading out. | *If one faces a CPU Luigi and he uses Negative Zone, he will almost always spam his [[Fireball]]s, even if his AI is set to Level 9. The CPU will start to use different attacks after the circle begins fading out. | ||
*Despite Luigi's down taunt having set knockback, it's still significantly stronger in the Negative Zone, even powerful enough to OHKO lighter characters. This might mean that rather than making characters lighter, the Negative Zone decreases launch resistance. | |||
*Like many Final Smashes, Luigi isn't affected by water terrain while dancing. However, if he starts to sink into the water, the Negative Zone follows him. | *Like many Final Smashes, Luigi isn't affected by water terrain while dancing. However, if he starts to sink into the water, the Negative Zone follows him. | ||
*If hacks are used to enable multiple Negative Zones to be active at once, the inverted colours will cancel out, leaving things their normal colour in the overlapping region, although distortion is still applied. | *If hacks are used to enable multiple Negative Zones to be active at once, the inverted colours will cancel out, leaving things their normal colour in the overlapping region, although distortion is still applied. |