Luigi (SSBM)/Up special: Difference between revisions
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{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
[[File:FJPMelee.jpg|thumb|Luigi's Super Jump Punch in Melee.]] | |||
Luigi jumps straight up. It has a sweetspot at the very start of the jump that does 25% when grounded and 20% in the air. Due to the move only going straight up, it can't be angled and it does not have much vertical range, hindering it's [[recovery]] potential. | Luigi jumps straight up. It has a sweetspot at the very start of the jump that does 25% when grounded and 20% in the air. Due to the move only going straight up, it can't be angled and it does not have much vertical range, hindering it's [[recovery]] potential. | ||
==Changes from 64== | |||
*{{nerf|Super Jump Punch's animation now goes straight up, reducing it's horizontal use significantly.}} | |||
*{{nerf|Super Jump Punch gains less vertical distance.}} | |||
*{{nerf|Super Jump punch goes higher on the ground, making the move take longer to escape from a [[Helpless]] state.}} | |||
*{{nerf|Super Jump Punch's animation is slower, also having a slower hitbox.}} | |||
==Hitboxes== | ==Hitboxes== |
Revision as of 17:27, April 4, 2023
Overview
Luigi jumps straight up. It has a sweetspot at the very start of the jump that does 25% when grounded and 20% in the air. Due to the move only going straight up, it can't be angled and it does not have much vertical range, hindering it's recovery potential.
Changes from 64
- Super Jump Punch's animation now goes straight up, reducing it's horizontal use significantly.
- Super Jump Punch gains less vertical distance.
- Super Jump punch goes higher on the ground, making the move take longer to escape from a Helpless state.
- Super Jump Punch's animation is slower, also having a slower hitbox.
Hitboxes
Timing
Attack
Intangibility | 5-8 |
---|---|
Sweetspot | 5 |
Sourspot | 6-23 |
Animation length | 39 |
Landing lag
Animation length | 40 |
---|
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
|