Super Smash Bros. Ultimate

Luigi (SSBU)/Down special: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|in move itself|Luigi Cyclone}}
{{competitive expertise}}
{{competitive expertise}}
[[File:LuigiDSpecialGroundedSSBU.gif|thumb|300px|Hitbox visualization showing Luigi's grounded Luigi Cyclone.]]
[[File:LuigiDSpecialAerialSSBU.gif|thumb|300px|Hitbox visualization showing Luigi's aerial Luigi Cyclone.]]
[[File:LuigiDSpecialAerialSSBU.gif|thumb|300px|Hitbox visualization showing Luigi's aerial Luigi Cyclone.]]
[[File:LuigiDSpecialGroundedSSBU.gif|thumb|300px|Hitbox visualization showing Luigi's grounded Luigi Cyclone.]]
 
==Overview==
==Overview==
Luigi swiftly spins and creates a multi-hit damaging whirlwind that launches opponents with its final hit. Unlike previous games, it no longer gains sufficient height even with [[button mashing]], making it essentially useless for [[recovery]], and makes Luigi easier to [[edgeguard]] and [[gimp]]. However, the move has gained some notable strengths. It has larger hitboxes and now has a [[windbox]] that sucks the opponent into the move which helps it connect with opponents more consistently. It also has increased damage and knockback, making it a viable KO move particularily near the upper [[blast line]]s, and can be combo'd into from his down throw for a potential KO at high percents. It can also be a KO move on the ground near the ledge at very high percents, especially if the opponents' [[DI]] is poor.
It also has one last notable strength which is that it grants Luigi [[invincibility]] frames during the move. The amount and duration of invincibility depends on whether the move is used in the air or on the ground with the move having invincibility on frames 4-8 if used on the ground and frames 1-7 if used in the air. With its new trait of invincibility, Luigi can potentially break out of combos and tank through an opposing attack which when used properly, can help him get out of disadvantage and launch a counterattack. Lastly, its strong damage and knockback synergize with its invincibility to give it great ledge coverage use.
However, its downsides should not be overlooked. It has very high cooldown after the final hit with 46 frames of [[ending lag]], making it very easy to punish if shielded or whiffed, and it can be easily read and avoided by the opponent. Additionally, despite its good KO power and utility in KO confirms, it can be survived even up to high percentages if the appropriate DI is used (down and away), especially if it becomes [[stale]].
Overall, despite losing all of its recovery potential, the move has excellent utility as a KO move, combo and disadvantage breaker, and ledge coverage tool, making it one of the most useful moves in Luigi's kit. However, its effectiveness in combo and disadvantage breaking have led it to be overused by many players which has caused the move to be very easy to read. Therefore, players must remain unpredictable and mix things up in order to take advantage of its strengths.
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|[[Luigi Cyclone]] has more knockback (80 (base)/130/120 (scaling) → 85/140/130).}}
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{bugfix|Luigi Cyclone's [[invincibility]] no longer lasts for its entire duration when used on the ground and while ascending into the air with certain timing.}}<!--Do not list this as a nerf, the bug has been demonstrated to not have benefitted Luigi in any practical way.-->
==Hitboxes==
==Hitboxes==
===Aerial===
===Grounded===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Multihits|24}}
{{HitboxTableTitle|Multihits|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|rehit=6
|damage=2.0%
|damage=2.0%
|angle=367
|angle=367
|bk=80
|bk=85
|ks=30
|ks=30
|fkv=0
|fkv=0
|r=6.0
|r=5.5
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=9.5
|ypos=10.0
|zpos=5.5
|zpos=-5.5
|ff=0.8
|ff=0.8
|sdi=0.8
|sdi=0.8
|type=Body
|type=Body
|effect=?
|effect=Rapid
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
|rehit=6
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|rehit=6
|damage=2.0%
|damage=2.0%
|angle=367
|angle=367
|bk=80
|bk=85
|ks=30
|ks=30
|fkv=0
|fkv=0
|r=6.0
|r=5.5
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=9.5
|ypos=10.0
|zpos=-5.5
|zpos=5.5
|ff=0.8
|ff=0.8
|sdi=0.8
|sdi=0.8
|type=Body
|type=Body
|effect=?
|effect=Rapid
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
|rehit=6
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|rehit=6
|damage=2.0%
|damage=2.0%
|angle=367
|angle=367
|bk=80
|bk=25
|ks=30
|ks=60
|fkv=0
|fkv=0
|r=6.0
|r=6.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=2.5
|ypos=5.5
|zpos=0.0
|zpos=0.0
|ff=0.8
|ff=0.8
|sdi=0.8
|sdi=0.8
|type=Body
|type=Body
|effect=?
|effect=Rapid
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
|rehit=6
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=4
|id=4
|rehit=10
|damage=0.0%
|part=1
|part=1
|damage=0.0%
|angle=180
|angle=180
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=45
|fkv=50
|r=15.5
|r=19.5
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
Line 86: Line 103:
|sfx=None
|sfx=None
|slvl=S
|slvl=S
|rehit=10
|direct=f
|direct=f
|clang=f
|rebound=f
|flinchless=t
|setweight=t
|nogfx=t
|hitbits=No item
}}
}}
{{HitboxTableTitle|Final hit|24}}
{{HitboxTableRowNote|The ID 0 to 2 hitboxes use a [[position vector]] with offsets [0, 8] for 9 frames.|50}}
{{HitboxTableTitle|Final hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 95: Line 118:
|angle=70
|angle=70
|bk=85
|bk=85
|ks=130
|ks=140
|fkv=0
|fkv=0
|r=7.5
|r=7.5
Line 113: Line 136:
|angle=70
|angle=70
|bk=85
|bk=85
|ks=130
|ks=140
|fkv=0
|fkv=0
|r=7.5
|r=7.5
Line 129: Line 152:
|id=2
|id=2
|damage=4.0%
|damage=4.0%
|angle=89
|angle=90
|bk=85
|bk=85
|ks=130
|ks=140
|fkv=0
|fkv=0
|r=6.5
|r=6.5
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=2.0
|ypos=4.0
|zpos=0.0
|zpos=0.0
|ff=2.0
|ff=2.0
Line 145: Line 168:
}}
}}
|}
|}
===Grounded===
===Aerial===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Multihits|24}}
{{HitboxTableTitle|Multihits|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|rehit=6
|damage=2.0%
|damage=2.0%
|angle=367
|angle=367
|bk=85
|af=3
|bk=80
|ks=30
|ks=30
|fkv=0
|fkv=0
|r=5.5
|r=6.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=10.0
|ypos=9.5
|zpos=-5.5
|zpos=5.5
|ff=0.8
|ff=0.8
|sdi=0.8
|sdi=0.8
|type=Body
|type=Body
|effect=?
|effect=Rapid
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
|rehit=6
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|rehit=6
|damage=2.0%
|damage=2.0%
|angle=367
|angle=367
|bk=85
|af=3
|bk=80
|ks=30
|ks=30
|fkv=0
|fkv=0
|r=5.5
|r=6.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=10.0
|ypos=9.5
|zpos=5.5
|zpos=-5.5
|ff=0.8
|ff=0.8
|sdi=0.8
|sdi=0.8
|type=Body
|type=Body
|effect=?
|effect=Rapid
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
|rehit=6
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|rehit=6
|damage=2.0%
|damage=2.0%
|angle=367
|angle=367
|bk=25
|af=3
|ks=60
|bk=80
|ks=30
|fkv=0
|fkv=0
|r=6.0
|r=6.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=5.5
|ypos=2.5
|zpos=0.0
|zpos=0.0
|ff=0.8
|ff=0.8
|sdi=0.8
|sdi=0.8
|type=Body
|type=Body
|effect=?
|effect=Rapid
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
|rehit=6
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=4
|id=4
|rehit=10
|part=1
|damage=0.0%
|damage=0.0%
|part=1
|angle=180
|angle=180
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=50
|fkv=45
|r=19.5
|r=15.5
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
Line 226: Line 254:
|sfx=None
|sfx=None
|slvl=S
|slvl=S
|rehit=10
|direct=f
|direct=f
|clang=f
|rebound=f
|flinchless=t
|setweight=t
|nogfx=t
|hitbits=No item
}}
}}
{{HitboxTableTitle|Final hit|24}}
{{HitboxTableRowNote|The ID 0 to 2 hitboxes use a position vector with offsets [0, 8] for 8 frames.|50}}
{{HitboxTableTitle|Final hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 235: Line 269:
|angle=70
|angle=70
|bk=85
|bk=85
|ks=140
|ks=130
|fkv=0
|fkv=0
|r=7.5
|r=7.5
Line 253: Line 287:
|angle=70
|angle=70
|bk=85
|bk=85
|ks=140
|ks=130
|fkv=0
|fkv=0
|r=7.5
|r=7.5
Line 269: Line 303:
|id=2
|id=2
|damage=4.0%
|damage=4.0%
|angle=90
|angle=89
|bk=85
|bk=85
|ks=140
|ks=130
|fkv=0
|fkv=0
|r=6.5
|r=6.5
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=4.0
|ypos=2.0
|zpos=0.0
|zpos=0.0
|ff=2.0
|ff=2.0
Line 288: Line 322:
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
!Invincibility (Aerial)
!Invincibility (grounded)
|4-8
|-
!Invincibility (aerial)
|1-7
|1-7
|-
|-
!Invincibility (Grounded)
!Multihits
|4-8
|10-33 (rehit rate: 6)
|-
|-
!Multihits
!Windbox
|10-33
|10-33 (rehit rate: 10)
|-
|-
!Final hit
!Final hit
Line 308: Line 345:


{{FrameStripStart}}
{{FrameStripStart}}
|'''Hitboxes'''&nbsp;{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=24}}{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=45}}{{FrameStrip|t=Interruptible|c=2}}
!Hitboxes&nbsp;{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=24}}{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=45}}{{FrameStrip|t=Interruptible|c=2}}
|-
|-
|'''Aerial'''&nbsp;{{FrameStrip|t=Invincible|c=7}}{{FrameStrip|t=Vulnerable|c=80}}
!Windbox&nbsp;{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=FlinchlessHitbox|c=24}}{{FrameStrip|t=Lag|c=52}}{{FrameStrip|t=Interruptible|c=2}}
|-
|-
|'''Grounded'''&nbsp;{{FrameStrip|t=Vulnerable|c=3}}{{FrameStrip|t=Invincible|c=5}}{{FrameStrip|t=Vulnerable|c=79}}
!Grounded&nbsp;{{FrameStrip|t=Vulnerable|c=3}}{{FrameStrip|t=Invincible|c=5}}{{FrameStrip|t=Vulnerable|c=79}}
|-
!Aerial&nbsp;{{FrameStrip|t=Invincible|c=7}}{{FrameStrip|t=Vulnerable|c=80}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|vulnerable=y|invincible=y}}
{{FrameIconLegend|lag=y|hitbox=y|flinchlesshitbox=y|interruptible=y|vulnerable=y|invincible=y}}
{{clr}}
 
==Parameters==
The move can gain height by mashing the special move button during frames 10-40.
{|class="wikitable"
!Horizontal acceleration
|0.04
|-
!Maximum horizontal speed
|1.1 (grounded)<br>0.7 (aerial)
|-
!Added upward speed per button press
|0.65
|-
!Maximum upward speed
|0.85
|-
!Friction after last hit
|0.045
|}
 
==Trivia==
*The aerial version's windbox has a linking issue caused by the angle type it uses. It has an angle of 180°, but since it forces knockback in the direction Luigi is facing, opponents behind him are pushed away from him instead of towards him, as if they were hit from his frontside. The grounded version's windbox lacks this issue, as it uses a standard angle type.
 
{{MvSubNavLuigi|g=SSBU}}
{{MvSubNavLuigi|g=SSBU}}
[[Category:Luigi (SSBU)]]
[[Category:Luigi (SSBU)]]
[[Category:Special moves (SSBU)]]
[[Category:Special moves (SSBU)]]
[[Category:Down special moves (SSBU)]]
[[Category:Down special moves (SSBU)]]

Latest revision as of 12:33, July 31, 2022

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For in move itself, see Luigi Cyclone.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.
Hitbox visualization showing Luigi's grounded Luigi Cyclone.
Hitbox visualization showing Luigi's aerial Luigi Cyclone.

Overview[edit]

Luigi swiftly spins and creates a multi-hit damaging whirlwind that launches opponents with its final hit. Unlike previous games, it no longer gains sufficient height even with button mashing, making it essentially useless for recovery, and makes Luigi easier to edgeguard and gimp. However, the move has gained some notable strengths. It has larger hitboxes and now has a windbox that sucks the opponent into the move which helps it connect with opponents more consistently. It also has increased damage and knockback, making it a viable KO move particularily near the upper blast lines, and can be combo'd into from his down throw for a potential KO at high percents. It can also be a KO move on the ground near the ledge at very high percents, especially if the opponents' DI is poor.

It also has one last notable strength which is that it grants Luigi invincibility frames during the move. The amount and duration of invincibility depends on whether the move is used in the air or on the ground with the move having invincibility on frames 4-8 if used on the ground and frames 1-7 if used in the air. With its new trait of invincibility, Luigi can potentially break out of combos and tank through an opposing attack which when used properly, can help him get out of disadvantage and launch a counterattack. Lastly, its strong damage and knockback synergize with its invincibility to give it great ledge coverage use.

However, its downsides should not be overlooked. It has very high cooldown after the final hit with 46 frames of ending lag, making it very easy to punish if shielded or whiffed, and it can be easily read and avoided by the opponent. Additionally, despite its good KO power and utility in KO confirms, it can be survived even up to high percentages if the appropriate DI is used (down and away), especially if it becomes stale.

Overall, despite losing all of its recovery potential, the move has excellent utility as a KO move, combo and disadvantage breaker, and ledge coverage tool, making it one of the most useful moves in Luigi's kit. However, its effectiveness in combo and disadvantage breaking have led it to be overused by many players which has caused the move to be very easy to read. Therefore, players must remain unpredictable and mix things up in order to take advantage of its strengths.

Update History[edit]

Super Smash Bros. Ultimate 2.0.0

  • Buff Luigi Cyclone has more knockback (80 (base)/130/120 (scaling) → 85/140/130).

Super Smash Bros. Ultimate 3.1.0

  • Bug fix Luigi Cyclone's invincibility no longer lasts for its entire duration when used on the ground and while ascending into the air with certain timing.

Hitboxes[edit]

Grounded[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Multihits
1 0 6 2.0% 0 Autolink angle (367) Standard 85 30 0 HitboxTableIcon(False).png 5.5 top 0.0 10.0 -5.5 0.8× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Rapid (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 6 2.0% 0 Autolink angle (367) Standard 85 30 0 HitboxTableIcon(False).png 5.5 top 0.0 10.0 5.5 0.8× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Rapid (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
0 0 6 2.0% 0 Autolink angle (367) Standard 25 60 0 HitboxTableIcon(False).png 6.0 top 0.0 5.5 0.0 0.8× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Rapid (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
4 1 10 0.0% 0 AngleIcon180.png Standard 0 100 50 HitboxTableIcon(True).png 19.5 top 0.0 8.5 0.0 0.8× 0.8× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png No item All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(True).png HitboxTableIcon(False).png
The ID 0 to 2 hitboxes use a position vector with offsets [0, 8] for 9 frames.
Final hit
0 0 0 4.0% 0 AngleIcon70.png Standard 85 140 0 HitboxTableIcon(False).png 7.5 top 0.0 11.0 -9.5 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 4.0% 0 AngleIcon70.png Standard 85 140 0 HitboxTableIcon(False).png 7.5 top 0.0 11.0 9.5 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 4.0% 0 AngleIcon90.png Standard 85 140 0 HitboxTableIcon(False).png 6.5 top 0.0 4.0 0.0 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Aerial[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Multihits
1 0 6 2.0% 0 Autolink angle (367) Forward 80 30 0 HitboxTableIcon(False).png 6.0 top 0.0 9.5 5.5 0.8× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Rapid (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 6 2.0% 0 Autolink angle (367) Forward 80 30 0 HitboxTableIcon(False).png 6.0 top 0.0 9.5 -5.5 0.8× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Rapid (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
0 0 6 2.0% 0 Autolink angle (367) Forward 80 30 0 HitboxTableIcon(False).png 6.0 top 0.0 2.5 0.0 0.8× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Rapid (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
4 1 10 0.0% 0 AngleIcon180.png Forward 0 100 45 HitboxTableIcon(True).png 15.5 top 0.0 8.5 0.0 0.8× 0.8× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png No item All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(True).png HitboxTableIcon(False).png
The ID 0 to 2 hitboxes use a position vector with offsets [0, 8] for 8 frames.
Final hit
0 0 0 4.0% 0 AngleIcon70.png Standard 85 130 0 HitboxTableIcon(False).png 7.5 top 0.0 11.0 -9.5 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 4.0% 0 AngleIcon70.png Standard 85 130 0 HitboxTableIcon(False).png 7.5 top 0.0 11.0 9.5 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 4.0% 0 AngleIcon89.png Standard 85 130 0 HitboxTableIcon(False).png 6.5 top 0.0 2.0 0.0 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Invincibility (grounded) 4-8
Invincibility (aerial) 1-7
Multihits 10-33 (rehit rate: 6)
Windbox 10-33 (rehit rate: 10)
Final hit 40
Interruptible 86
Animation length 87
Hitboxes  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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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(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
Windbox  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 Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. 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(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
Grounded  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Aerial  FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Invincibility
Invincible
Icon for non-damaging hitbox frames in frame strips.
Flinchless hitbox
Interruptibility
Interruptible

Parameters[edit]

The move can gain height by mashing the special move button during frames 10-40.

Horizontal acceleration 0.04
Maximum horizontal speed 1.1 (grounded)
0.7 (aerial)
Added upward speed per button press 0.65
Maximum upward speed 0.85
Friction after last hit 0.045

Trivia[edit]

  • The aerial version's windbox has a linking issue caused by the angle type it uses. It has an angle of 180°, but since it forces knockback in the direction Luigi is facing, opponents behind him are pushed away from him instead of towards him, as if they were hit from his frontside. The grounded version's windbox lacks this issue, as it uses a standard angle type.