Luigi Cyclone: Difference between revisions

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*19 presses gives the maximum height.<ref>[http://ikneedata.com/graphsgfys/luigi.html "Luigi Rising Cyclone Heights"]</ref> This would require the B button to alternate between being held and relieved between each [[frame]], and is believed impossible to achieve in normal human play.
*19 presses gives the maximum height.<ref>[http://ikneedata.com/graphsgfys/luigi.html "Luigi Rising Cyclone Heights"]</ref> This would require the B button to alternate between being held and relieved between each [[frame]], and is believed impossible to achieve in normal human play.


Due to a programming error, the parameter to determine if Luigi Cyclone is charged or uncharged at the beginning of a game is left blank. This causes the game to arbitrarily determine if the move should start charged or uncharged. Factors towards this determination include character combinations, [[Port priority|controller ports]] (only works for the player in the higher port), and the stage being played on. The full list of combinations (for the NTSC version) was found by {{Sm|OkamiBW}} in [https://smashboards.com/threads/luigis-down-b-starting-charged.292168/#post-12768689 this SmashBoards post]. In the PAL version it seems to only work for the player with the lower port, independent of character choice and on the stages [[Fountain of Dreams]], [[Pokémon Stadium]], [[Icicle Mountain]], [[Onett]], [[Big Blue]] and [[Poké Floats]].
Due to a programming error, the parameter to determine if Luigi Cyclone is charged or uncharged at the beginning of a game is left blank. This causes the game to arbitrarily determine if the move should start charged or uncharged. Factors towards this determination include character combinations, [[Port priority|controller ports]] (only works for the player in the higher port starting with player 4), and the stage being played on. The full list of combinations (for the NTSC version) was found by {{Sm|OkamiBW}} in [https://smashboards.com/threads/luigis-down-b-starting-charged.292168/#post-12768689 this SmashBoards post]. In the PAL version it seems to only work for the player with the lower port (stating with player 1), independent of character choice and on the stages [[Fountain of Dreams]], [[Pokémon Stadium]], [[Icicle Mountain]], [[Onett]], [[Big Blue]] and [[Poké Floats]].


====Combinations that start the game with Luigi Cyclone charged (NTSC)====
====Combinations that start the game with Luigi Cyclone charged (NTSC)====
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===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 in the same manner as ''Smash 64''. 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. The move additionally now boasts a KO confirm out of down throw.
In ''Ultimate'', Luigi Cyclone has received a mixture of buffs and nerfs; the linking hits connect more reliably, the move deals more damage and knockback, 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 in the same manner as ''Smash 64''. 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. The move additionally now boasts a KO confirm out of down throw.


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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[[File:SMW Mario Spin Jumping.jpg|thumb|Artwork of [[Cape]] Mario using a Spin Jump in ''Super Mario World''.]]
[[File:SMW Mario Spin Jumping.jpg|thumb|Artwork of [[Cape]] Mario using a Spin Jump in ''Super Mario World''.]]
The Luigi Cyclone is likely based on the {{s|mariowiki|Spin Jump}} that originated in ''[[Super Mario World]]''. The Spin Jump has lower vertical range than Luigi's jump but deals more damage, can jump on hazardous enemies, and can break rotating blocks. In ''{{s|mariowiki|Super Mario Galaxy}}'', both Mario and Luigi have a [[mariowiki:Spin|spinning attack]] very similar to the Mario Tornado and Luigi Cyclone. The spinning attack from ''Super Mario Galaxy'' made them gain some vertical height when used in the air, just like Luigi Cyclone and Mario Tornado, although in ''Super Mario Galaxy'' the spin acted more like a double jump and is done only once instead of multiple times.
The Luigi Cyclone is likely based on the {{s|mariowiki|Spin Jump}} that originated in ''[[Super Mario World]]''. The Spin Jump has lower vertical range than Luigi's jump but deals more damage, can jump on hazardous enemies, and can break rotating blocks. In ''{{s|mariowiki|Super Mario Galaxy}}'', both Mario and Luigi have a [[mariowiki:Spin|spinning attack]] very similar to the Mario Tornado and Luigi Cyclone. The spinning attack from ''Super Mario Galaxy'' made them gain some vertical height when used in the air, just like Luigi Cyclone and Mario Tornado, although in ''Super Mario Galaxy'' the spin acted more like a double jump and is done only once instead of multiple times.
''{{s|mariowiki|Super Mario Bros. Wonder}}'' also features the Boosting Spin Jump {{iw|mariowiki|badge|Super Mario Bros. Wonder}}, which modifies the {{s|mariowiki|Midair Spin}} to provide an upward momentum boost, causing it to closely resemble the aerial version of Luigi Tornado seen in ''Smash Bros.'' games prior to ''Ultimate''.
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[[Category:Luigi (SSB4)]]
[[Category:Luigi (SSB4)]]
[[Category:Luigi (SSBU)]]
[[Category:Luigi (SSBU)]]
[[es:Ciclón Luigi]]
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