Super Smash Bros. Ultimate

Luigi (SSBU)/Neutral attack/Hit 1: Difference between revisions

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==Overview==
==Overview==
Luigi throws a quick jab with his arm farthest from the camera. It is Luigi's fastest grounded option at frame 2, and can make for a somewhat safe poke in neutral. It is possible to hold the attack button down to repeatedly perform the move, making it a safe way to deal with spotdodges, techs in place, or stuff out short-ranged grounded approach options. It is also used to jablock opponents, however the small hitboxes can cause the move to whiff on skinnier characters, provided they don't bounce from the missed tech animation. It leads into the second hit very reliably.
Luigi throws a quick jab with his arm farthest from the camera. It is Luigi's fastest grounded option at frame 2, and one of the fastest neutral attacks in the game, only being surpassed by {{SSBU|Little Mac}} and {{SSBU|Zero Suit Samus}}. It can make for a somewhat safe poke in neutral. It is possible to hold the attack button down to repeatedly perform the move, making it a safe way to deal with spotdodges, techs in place, or stuff out short-ranged grounded approach options. It is also used to jablock opponents, however the small hitboxes can cause the move to whiff on skinnier characters, provided they don't bounce from the missed tech animation. It leads into the second hit very reliably.


==Update History==
==Update History==
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|sfx=Punch
|sfx=Punch
|slvl=S
|slvl=S
|hitbits=Fighter
|hitbits=Fighter only
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
Line 94: Line 94:
|2-3
|2-3
|-
|-
!Earliest continuable
!Continuability window
|5
|5-20
|-
!Consecutive jab frame
|7
|-
|-
!Interruptible
!Interruptible
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=14|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=5}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=1|s=LagContinuableE}}{{FrameStrip|t=Lag|c=1|e=LagLoopS}}{{FrameStrip|t=Lag|c=1|e=LagLoopE}}{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Interruptible|c=5}}
|-
{{FrameStrip|t=Blank|c=4}}{{FrameStrip|t=Continuable|c=16}}{{FrameStrip|t=Blank|c=3}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|loop=y|interruptible=y}}


{{MvSubNavLuigi|g=SSBU}}
{{MvSubNavLuigi|g=SSBU}}
[[Category:Luigi (SSBU)]]
[[Category:Luigi (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 10:24, April 22, 2024

Hitbox visualization showing Luigi's first jab.

Overview[edit]

Luigi throws a quick jab with his arm farthest from the camera. It is Luigi's fastest grounded option at frame 2, and one of the fastest neutral attacks in the game, only being surpassed by Little Mac and Zero Suit Samus. It can make for a somewhat safe poke in neutral. It is possible to hold the attack button down to repeatedly perform the move, making it a safe way to deal with spotdodges, techs in place, or stuff out short-ranged grounded approach options. It is also used to jablock opponents, however the small hitboxes can cause the move to whiff on skinnier characters, provided they don't bounce from the missed tech animation. It leads into the second hit very reliably.

Update History[edit]

Super Smash Bros. Ultimate 3.1.0

  • Buff Neutral attack's first hit has decreased base knockback on the arm hitboxes (30 → 25) to allow them to connect into the second hit more reliably.

Hitboxes[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
0 0 0 2.0% 0 Sakurai angle Forward 25 25 0 HitboxTableIcon(False).png 1.4 top 0.0 6.6 6.5 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch 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 2.0% 0 Sakurai angle Forward 25 25 0 HitboxTableIcon(False).png 1.7 top 0.0 6.6 9.1 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch 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 2.0% 0 AngleIcon180.png Forward 20 20 0 HitboxTableIcon(False).png 2.0 top 0.0 6.6 12.3 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png Fighter only All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 2.0% 0 Sakurai angle Forward 20 20 0 HitboxTableIcon(False).png 2.0 top 0.0 6.6 12.3 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Hitboxes 2-3
Continuability window 5-20
Consecutive jab frame 7
Interruptible 19
Animation length 23
FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible