Super Smash Bros. 4

Luigi (SSB4)/Forward tilt: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:LuigiFTiltUp.gif|thumb|270px|Hitbox visualization showing Luigi's forward tilt angled up.]]
{|class="wikitable" style="float:right; margin:4pt;"
[[File:LuigiFTilt.gif|thumb|270px|Hitbox visualization showing Luigi's forward tilt.]]
!colspan=2|Luigi forward tilt hitbox visualization
[[File:LuigiFTiltDown.gif|thumb|270px|Hitbox visualization showing Luigi's forward tilt angled up.]]
|-
!↗
|[[File:LuigiFTiltUp.gif|270px]]
|-
!→
|[[File:LuigiFTilt.gif|270px]]
|-
!↘
|[[File:LuigiFTiltDown.gif|270px]]
|}


==Overview==
==Overview==
{{competitive expertise}}
A reverse roundhouse kick. Is decent for spacing beginning at 40%. It's {{SSB4|Luigi}}'s longest reaching ground move. It's decent to cover whiffs thanks to its range and active frames.
A reverse roundhouse kick. Is decent for spacing beginning at 40%.
 
However, it's not safe on shield and on hit at low percentages. This along with very limited applications makes forward tilt one of Luigi's least used moves.


==Hitboxes==
==Hitboxes==
Line 66: Line 76:
|-
|-
!Animation length
!Animation length
|38
|37
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=25}}{{FrameStrip|t=Interruptible|c=6}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=25}}{{FrameStrip|t=Interruptible|c=5}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 14:47, May 2, 2018

Luigi forward tilt hitbox visualization
LuigiFTiltUp.gif
LuigiFTilt.gif
LuigiFTiltDown.gif

Overview[edit]

A reverse roundhouse kick. Is decent for spacing beginning at 40%. It's Luigi's longest reaching ground move. It's decent to cover whiffs thanks to its range and active frames.

However, it's not safe on shield and on hit at low percentages. This along with very limited applications makes forward tilt one of Luigi's least used moves.

Hitboxes[edit]

This move can be angled, but all three angles have the same properties.

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 8% 0 Sakurai angle 2 100 0 4.8 9 3.6 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 8% 0 Sakurai angle 2 100 0 4.0 8 1.2 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
2 0 8% 0 Sakurai angle 2 100 0 3.4 3 1.1 -2.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png

Timing[edit]

Hitboxes 5-7
Interruptible 33
Animation length 37
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible