Super Smash Bros. 4

Luigi (SSB4)/Forward tilt: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
No edit summary
 
(8 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{competitive expertise}}
{{ArticleIcons|ssb4=y}}
{{image|smash forge}}
{|class="wikitable" style="float:right; margin:4pt;"
!colspan=2|Luigi forward tilt hitbox visualization
|-
!↗
|[[File:LuigiFTiltUp.gif|270px]]
|-
!→
|[[File:LuigiFTilt.gif|270px]]
|-
!↘
|[[File:LuigiFTiltDown.gif|270px]]
|}
 
==Overview==
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.
 
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==
This move can be angled, but all three angles have the same properties.
This move can be angled, but all three angles have the same properties.


Line 58: Line 74:
!Interruptible
!Interruptible
|33
|33
|-
!Animation length
|37
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=25}}{{FrameStrip|t=Interruptible|c=1}}
{{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