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The Luigi ladder involves two [[Luigi]]s repeatedly using their [[sourspot]]ted [[Super Jump Punch]] against each other back and forth, allowing them to steadily climb upwards and away from the stage. An applied usage allows players to stall indefinitely against a [[ceiling]]. | The Luigi ladder involves two [[Luigi]]s repeatedly using their [[sourspot]]ted [[Super Jump Punch]] against each other back and forth, allowing them to steadily climb upwards and away from the stage. An applied usage allows players to stall indefinitely against a [[ceiling]]. | ||
The technique can be performed in the first four games, though its applications can be varied. In ''[[Super Smash Bros.]]'', Super Jump Punch grants some horizontal distance, allowing to act as a method for [[stage jump]] | The technique can be performed in the first four games, though its applications can be varied. In ''[[Super Smash Bros.]]'', Super Jump Punch grants some horizontal distance, allowing to act as a method for [[stage jump|stage jumping]]. | ||
The technique's use, however, is most infamous in ''Melee''. Changes to Luigi's Super Jump Punch causes the technique to instead send the two Luigi's straight upward, and the team can even jump up beyond the upper [[blast line]]. Applied usage of the technique can also allow for recovery options, though the lack of horizontal distance from Super Jump Punch makes this a situational use. The Luigis do not KO each other since Super Jump Punch has no [[knockback]]. Similar variants of the technique involving attacks like {{SSBM|Link}}'s [[Spin Attack]] and {{SSBM|Samus}}' [[Screw Attack (move)|Screw Attack]] end up KOing the characters when they cross the blast line. | The technique's use, however, is most infamous in ''Melee''. Changes to Luigi's Super Jump Punch causes the technique to instead send the two Luigi's straight upward, and the team can even jump up beyond the upper [[blast line]]. Applied usage of the technique can also allow for recovery options, though the lack of horizontal distance from Super Jump Punch makes this a situational use. The Luigis do not KO each other since Super Jump Punch has no [[knockback]]. Similar variants of the technique involving attacks like {{SSBM|Link}}'s [[Spin Attack]] and {{SSBM|Samus}}' [[Screw Attack (move)|Screw Attack]] end up KOing the characters when they cross the blast line. | ||
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While carried over for ''Brawl'', the two Luigis now KO each other upon crossing the upper blast line; despite this, it can be used for stalling against a ceiling. | While carried over for ''Brawl'', the two Luigis now KO each other upon crossing the upper blast line; despite this, it can be used for stalling against a ceiling. | ||
In ''Ultimate'', like ''Melee'', the Luigi ladder does not KO at the upper blast line. | In ''Ultimate'', like ''Melee'', the Luigi ladder does not KO at the upper blast line, and this property invokes a glitch. As the two Luigi's continually rise, the character markers on the edge of the screen, start to leave the middle of the top blast line and start going to the sides. Once reaching the sides, they go to the bottom of the screen and begin to come to the middle as the Luigis rise | ||
===Pac-Ladder=== | ===Pac-Ladder=== |
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