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(→Luigi: Source: https://tcrf.net/Super_Smash_Bros./Regional_Differences#Attack_Sounds) |
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In the original ''Super Smash Bros'', the move has a great vertical range (enough to go from the main platform of {{SSB|Dream Land}} to the top platform) and decent horizontal range if it is aimed forward. | In the original ''Super Smash Bros'', the move has a great vertical range (enough to go from the main platform of {{SSB|Dream Land}} to the top platform) and decent horizontal range if it is aimed forward. | ||
From ''[[Super Smash Bros. Melee|Melee]]'' onward, this range was reduced, causing it to become an overall rather poor recovery move since it is easily [[edgeguard]]ed. However, he can utilize his [[Cape|side special]], [[wall jump]], and respective [[Mario Tornado|down]] [[F.L.U.D.D.|specials]] to mitigate this nerf (although the latter was noticeably nerfed). It also has the aforementioned lower damage output but can cancel itself into a wall upon startup, making it better for recovery mix-ups. This version is also one frame slower than the previous version, coming out on frame 3 as opposed to frame 2. This makes it a slightly worse out of shield option although it is still | From ''[[Super Smash Bros. Melee|Melee]]'' onward, this range was reduced, causing it to become an overall rather poor recovery move since it is easily [[edgeguard]]ed. However, he can utilize his [[Cape|side special]], [[wall jump]], and respective [[Mario Tornado|down]] [[F.L.U.D.D.|specials]] to mitigate this nerf (although the latter was noticeably nerfed). It also has the aforementioned lower damage output but can cancel itself into a wall upon startup, making it better for recovery mix-ups. This version is also one frame slower than the previous version, coming out on frame 3 as opposed to frame 2. This makes it a slightly worse out of shield option although it is still tied for the fastest (and Mario generally has many more opportunities to use it out of shield due to the changes to [[shieldstun]]). | ||
In ''[[Super Smash Bros. Brawl|Brawl]]'', the move has lost the ability to cancel itself into a wall, but the last hit has increased knockback, rendering capable of KOing at the upper [[blast line]]. The move also possesses less hits and the [[autolink angle]] on the penultimate hits, allowing it to connect more reliably. The move can also be performed one frame faster out of shield, as (with all up specials) it can now be performed on the first frame of Mario's jumpsquat rather than the second frame. | In ''[[Super Smash Bros. Brawl|Brawl]]'', the move has lost the ability to cancel itself into a wall, but the last hit has increased knockback, rendering capable of KOing at the upper [[blast line]]. The move also possesses less hits and the [[autolink angle]] on the penultimate hits, allowing it to connect more reliably. The move can also be performed one frame faster out of shield, as (with all up specials) it can now be performed on the first frame of Mario's jumpsquat rather than the second frame. | ||
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In ''[[Super Smash Bros. 4|Smash 4]]'', the move travels at a slightly better vertical distance and no longer causes him to drop momentum at the move's apex, compensating for the nerf to Cape's stalling effect, and is often used for a combo finisher after several [[up aerial]]s. The move's hitboxes are identical to its ''Brawl'' counterpart however, the move greatly benefits from the universal changes to ''Smash 4'', mainly the removal of [[edgehog]]ging and the introduction of [[rage]]. The former (along with its increased distance) makes it a much better recovery move while the latter can potentially allow the move to KO as low as 0% near the upper blastzone if Mario has enough rage. | In ''[[Super Smash Bros. 4|Smash 4]]'', the move travels at a slightly better vertical distance and no longer causes him to drop momentum at the move's apex, compensating for the nerf to Cape's stalling effect, and is often used for a combo finisher after several [[up aerial]]s. The move's hitboxes are identical to its ''Brawl'' counterpart however, the move greatly benefits from the universal changes to ''Smash 4'', mainly the removal of [[edgehog]]ging and the introduction of [[rage]]. The former (along with its increased distance) makes it a much better recovery move while the latter can potentially allow the move to KO as low as 0% near the upper blastzone if Mario has enough rage. | ||
In ''[[Super Smash Bros. Ultimate|Ultimate]]'', there is a chance that [[Cappy]] from ''{{s|mariowiki|Super Mario Odyssey}}'' might show his eyes when Mario uses this move, with the coin sound effect altered, and the coins replaced with regional coins from New Donk City should this occur; this is purely aesthetic, and has no effect on the move's properties. The linking hits deal less damage and the final hit deals less base knockback, hindering the move's damage-racking and vertical KOing ability, while the move sweet spots the ledge three frames later, worsening its utility as a recovery move. However, the linking hits now use weight-independent knockback and are impossible to SDI, making the move connect even more reliably, and several of them (specifically the second to fourth hits of the entire move) have a larger gap between each other, increasing the move's total hitbox duration. In addition, the move now travels high enough to reach the top platform of Dream Land for the first time since Smash 64. | In ''[[Super Smash Bros. Ultimate|Ultimate]]'', there is a chance that [[Cappy]] from ''{{s|mariowiki|Super Mario Odyssey}}'' might show his eyes when Mario uses this move, with the coin sound effect altered, and the coins replaced with regional coins from New Donk City should this occur; this is purely aesthetic, and has no effect on the move's properties. The linking hits deal less damage and the final hit deals less base knockback, hindering the move's damage-racking and vertical KOing ability, while the move sweet spots the ledge three frames later, worsening its utility as a recovery move. However, the linking hits now use weight-independent knockback and are impossible to SDI, making the move connect even more reliably, and several of them (specifically the second to fourth hits of the entire move) have a larger gap between each other, increasing the move's total hitbox duration. In addition, the move now travels high enough to reach the top platform of Dream Land for the first time since Smash 64 (though this is brought about by a change to Dream Land rather than one to the move itself). | ||
===Luigi=== | ===Luigi=== |
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