Luigi Cyclone: Difference between revisions

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===In ''[[Super Smash Bros.]]''===
===In ''[[Super Smash Bros.]]''===
In the original ''Super Smash Bros.'', there are a total of two hits during the move: one at the beginning (when Luigi curls up and begins to spin), and one at the end (when Luigi sends out his hands), which deals 15% and 18% damage, respectively, with the latter dealing significantly more [[Knockback|knockback]] than the former. Only one of the hitboxes can hit a particular enemy with a use of the move, however, acting more like a [[sex kick]]. The first incarnation of the move is not as difficult to use as a recovery move as the one in ''[[Melee]],'' but is slightly more difficult than in ''[[Brawl]]''. Otherwise, it is almost the same as Mario Tornado (except that Luigi can move sideways slightly while using it), but can rise as high as Mario with the move. For a sure hit, it is mostly used to attack an airborne enemy from above by rising. It is usually considered Luigi's other main [[KO|KO'ing]] move outside of his [[Super Jump Punch]].
In the original ''Super Smash Bros.'', there are a total of two hits during the move: one at the beginning (when Luigi curls up and begins to spin), and one at the end (when Luigi sends out his hands), which deals 15% and 18% damage, respectively, with the latter dealing significantly more [[Knockback|knockback]] than the former. Only one of the hitboxes can hit a particular enemy with a use of the move, however, acting more like a [[sex kick]]. The first incarnation of the move is not as difficult to use as a recovery move as the one in ''[[Melee]],'' but is slightly more difficult than in ''[[Brawl]]''. Otherwise, it is exactly the same as Mario Tornado. For a sure hit, it is mostly used to attack an airborne enemy from above by rising. It is usually considered Luigi's secondary [[KO|KO'ing]] move after his [[Super Jump Punch]]. Notably, this variant is the only version of the move that comes out on frame 1 as opposed to frame 7, making it a notoriously effective combo breaker.


===In ''[[Super Smash Bros. Melee]]''===
===In ''[[Super Smash Bros. Melee]]''===
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===In ''[[Super Smash Bros. Brawl]]''===
===In ''[[Super Smash Bros. Brawl]]''===
In ''Brawl'', Luigi uses the Cyclone in a slightly different way. This time, his hands are extended with his palms facing up to make him more resemble a helicopter propeller, and his arms during the full-body bash stretch are extended more horizontally. While still able to travel across a stage surface very quickly, ''Brawl''<nowiki>'</nowiki>s Luigi Cyclone has more hits than ''Melee''<nowiki>'</nowiki>s (with no vacuum effect compared to Mario's version), less power, and is very good at gimping certain characters. The first four hits deal 2% damage with a [[semi-spike]] angle for each, with the last hit doing 4% damage with a vertical angle and high base knockback. The vertical recovery distance is now much easier to perform than its ''Melee'' counterpart, making it much more versatile. It has less vertical distance than the version from ''Smash 64'' but has the most horizontal distance of all three games. The Cyclone gains the most vertical momentum in midair when implemented just after a jump, a property shared with [[Green Missile]]. Combining these two techniques with the standard recovery move (jumped GM→double-jumped Cyclone→Super Jump Punch) allow for dramatic aerial movement and recovery improvement. The ''Brawl'' Cyclone is also one of the better moves Luigi has to approach and bait. There are a few main techniques using the Cyclone in ''Brawl'':
In ''Brawl'', Luigi uses the Cyclone in a slightly different way. This time, his hands are extended with his palms facing up to make him more resemble a helicopter propeller, and his arms during the full-body bash stretch are extended more horizontally. While still able to travel across a stage surface very quickly, ''Brawl''<nowiki>'</nowiki>s Luigi Cyclone has more hits than ''Melee''<nowiki>'</nowiki>s (with no vacuum effect compared to Mario's version), less power, and is very good at gimping certain characters. The first four hits deal 2% damage with a [[semi-spike]] angle for each, with the last hit doing 4% damage with a vertical angle and high base knockback. The vertical recovery distance is now much easier to perform than its ''Melee'' counterpart, making it much more versatile. It has less vertical distance than the version from ''Smash 64'' but has the most horizontal distance of all three games. The Cyclone gains the most vertical momentum in midair when implemented just after a jump, a property shared with [[Green Missile]]. Combining these two techniques with the standard recovery move (jumped GM→double-jumped Cyclone→Super Jump Punch) allow for dramatic aerial movement and recovery improvement. The ''Brawl'' Cyclone is also one of the better moves Luigi has to approach and bait, though arguably the worst variant in the series as an attack due to its unreliable loop hitboxes. There are a few main techniques using the Cyclone in ''Brawl'':


*Cyclone cancel (CC): Pressing down and the special button right before Luigi touches the ground allows him to instantly use the move again. [http://www.youtube.com/watch?v=vifGhowiFmI]. This also allows Luigi to rise slightly on the ground if he taps the special button on the ground while moving.
*Cyclone cancel (CC): Pressing down and the special button right before Luigi touches the ground allows him to instantly use the move again. [http://www.youtube.com/watch?v=vifGhowiFmI]. This also allows Luigi to rise slightly on the ground if he taps the special button on the ground while moving.
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===In ''[[Super Smash Bros. 4]]''===
===In ''[[Super Smash Bros. 4]]''===
In ''Smash 4'', Luigi Cyclone has similar traits to its ''Brawl'' incarnation, but its use for recovery has been made less viable; it gains less vertical recovery distance, and it becomes as difficult as in ''Melee'' to mash to gain height if Luigi does not jump before using it or is not suffering hitlag from actually hitting opponents with it. In turn, the last hit of Luigi Cyclone has much stronger vertical knockback, and can KO at around 130% when closer to the upper blast line, however it deals 3% less damage to compensate for this, now dealing 9%. It was commonly used as a finisher after down throw before the 1.1.1 patch. Aesthetically, Luigi no longer closes his eyes in fear, instead keeping his eyes and mouth open. It can no longer semi-spike due to utilizing the autolink angle (though this makes the hits connect better) but in the air, if the penultimate hit connects and the final hit does not, the opponent will be sent downwards with deceptively high hitstun, making it a decent [[gimp]]ing option.
In ''Smash 4'', Luigi Cyclone has similar traits to its ''Brawl'' incarnation, but its use for recovery has been made less viable; it gains significantly less vertical recovery distance, and it becomes as difficult as in ''Melee'' to mash to gain height if Luigi does not jump before using it or is not suffering hitlag from actually hitting opponents with it. In turn, the last hit of Luigi Cyclone has much stronger vertical knockback, and can KO at around 130% when closer to the upper blast line, however it deals 3% less damage to compensate for this, now dealing 9%. It was commonly used as a finisher after down throw before the 1.1.1 patch. Aesthetically, Luigi no longer closes his eyes in fear, instead keeping his eyes and mouth open. It can no longer semi-spike due to utilizing the autolink angle (though this makes the hits connect better) but in the air, if the penultimate hit connects and the final hit does not, the opponent will be sent downwards with deceptively high hitstun, making it an excellent [[gimp]]ing option.


===In ''[[Super Smash Bros. Ultimate]]''===
===In ''[[Super Smash Bros. Ultimate]]''===
In ''Ultimate'', Luigi Cyclone has received a mixture of buffs and nerfs; the linking hits connect more reliably, the move deals more damage, it has gained a windbox that drags opponents into the move, it has more range, and now grants Luigi [[invincibility]] during its initial frames (frame 4–8 on the ground and frame 1–7 in the air), with the lattermost of these allowing the move to serve as a notoriously effective combo breaker. However, the move travels a much shorter distance even when button-mashed, severely hindering its utility as a recovery option, Luigi's horizontal travel distance with the move is much lower (especially on the ground), and the windbox and reduced knockback on the linking hits result in the move losing its ability to gimp recoveries from ''SSB4''. In update 2.0.0, the final hit received increased knockback, improving the move's KO potential.
In ''Ultimate'', Luigi Cyclone has received a mixture of buffs and nerfs; the linking hits connect more reliably, the move deals more damage, it has gained a windbox that drags opponents into the move, it has more range, and now grants Luigi [[invincibility]] during its initial frames (frame 4–8 on the ground and frame 1–7 in the air), with the lattermost of these allowing the move to serve as a notoriously effective combo breaker. However, the move travels a much shorter distance even when button-mashed, completely removing its utility as a recovery option outside of a stalling tool, Luigi's horizontal travel distance with the move is much lower (especially on the ground), and the windbox and reduced knockback on the linking hits result in the move losing its ability to gimp recoveries from ''SSB4''. In update 2.0.0, the final hit received increased knockback, improving the move's KO potential.


A technique was discovered involving Luigi Cyclone, where if Luigi were to use the move at the edge of a platform and at the final frame of invincibility moved away from the platform, the invincibility would last for the entire duration of the move. This technique was called the "Super Cyclone", and could be used to avoid punishments for using the move and to edgeguard opponents. It was removed in update 3.1.0.
A technique was discovered involving Luigi Cyclone, where if Luigi were to use the move at the edge of a platform and at the final frame of invincibility moved away from the platform, the invincibility would last for the entire duration of the move. This technique was called the "Super Cyclone", and could be used to avoid punishments for using the move and to edgeguard opponents. It was removed in update 3.1.0.
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