Super Smash Bros. 4

Luigi (SSB4)/Dash attack: Difference between revisions

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(Not to non-drowsy self tomorrow, check this over.)
 
(4 intermediate revisions by one other user not shown)
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:LuigiDashAttack.gif|thumb|270px|Hitbox visualization showing Luigi's dash attack.]]
[[File:LuigiDashAttack.gif|thumb|270px|Hitbox visualization showing Luigi's dash attack.]]
{{competitive expertise}}
{{technical data}}


==Overview==
{{SSB4|Luigi}}'s dash attack is a series of cowardly punches. It's a very fast move (frame 4), making it decent as a burst option to punish whiffs. Thanks to its horizontal knockback, it's good to set up [[edge-guarding]]s. The linking hits are very hard to escape, meaning the move is unlikely to drop an opponent before the last hit.
However, the move is plagued with very high endlag (IASA 76). Because of this, it's extremely punishable on whiff and on shield. In result, it's rarely used in competitive play.
==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
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|type=Hand
|type=Hand
|trip=0
|trip=0
|sfx=33
|sfx=Luigi Dash Attack
|slvl=M
|slvl=M
}}
}}
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|type=Hand
|type=Hand
|trip=0
|trip=0
|sfx=33
|sfx=Luigi Dash Attack
|slvl=M
|slvl=M
}}
}}
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|type=Hand
|type=Hand
|trip=30
|trip=30
|sfx=33
|sfx=Luigi Dash Attack
|slvl=L
|slvl=L
}}
}}
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|type=Hand
|type=Hand
|trip=30
|trip=30
|sfx=33
|sfx=Luigi Dash Attack
|slvl=L
|slvl=L
}}
}}
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|type=Hand
|type=Hand
|trip=30
|trip=30
|sfx=33
|sfx=Luigi Dash Attack
|slvl=L
|slvl=L
}}
}}
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==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!Hits 1-6
|4, 10, 16, 22, 29, 37, 48
|4, 10, 16, 22, 29, 37
|-
!Hit 7
|48
|-
|-
!Interruptible
!Interruptible
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|-
|-
!Animation length
!Animation length
|84
|83
|}
|}



Latest revision as of 07:40, April 25, 2022

Hitbox visualization showing Luigi's dash attack.

Overview[edit]

Luigi's dash attack is a series of cowardly punches. It's a very fast move (frame 4), making it decent as a burst option to punish whiffs. Thanks to its horizontal knockback, it's good to set up edge-guardings. The linking hits are very hard to escape, meaning the move is unlikely to drop an opponent before the last hit.

However, the move is plagued with very high endlag (IASA 76). Because of this, it's extremely punishable on whiff and on shield. In result, it's rarely used in competitive play.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hits 1-6
0 0 1% 0 AngleIcon65.png 26 10 0 3.6 0 0.0 8.2 8.0 1.0x 0.3x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Luigi Dash Attack SpecialsDirect.png
1 0 1% 0 AngleIcon10.png 60 10 0 4 0 0.0 8.2 2.0 1.0x 0.3x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Luigi Dash Attack SpecialsDirect.png
Hit 7
0 0 2% 0 Sakurai angle 60 128 0 5 0 0.0 8.0 12.0 1.0x 2.5x 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Luigi Dash Attack SpecialsDirect.png
1 0 2% 0 Sakurai angle 60 128 0 4 0 0.0 8.0 6.0 1.0x 2.5x 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Luigi Dash Attack SpecialsDirect.png
2 0 2% 0 Sakurai angle 60 128 0 3 0 0.0 8.0 0.0 1.0x 2.5x 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Luigi Dash Attack SpecialsDirect.png

Timing[edit]

Hits 1-6 4, 10, 16, 22, 29, 37
Hit 7 48
Interruptible 76
Animation length 83
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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(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(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).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