Super Smash Bros. Ultimate

Luigi (SSBU)/Up special: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{competitive expertise}}
{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Super Jump Punch}}
{| class="wikitable" style="float:right; margin:4pt;"
{| class="wikitable" style="float:right; margin:4pt;"
|-
!colspan=5| Luigi Up Special Hitbox Visualizations
!colspan=5| Luigi Up Special Hitbox Visualizations. A closeup of the sweetspots can be found [[:File:LuigiSuperJumpPunchUltimate.png|here.]]
|-
|-
! Grounded || Aerial
! Grounded || Aerial
|-
|-
| |[[File:LuigiUSpecialGroundedSSBU.gif|300px]] || [[File:LuigiUSpecialAerialSSBU.gif|300px]]
||[[File:LuigiUSpecialGroundedSSBU.gif|200px]]||[[File:LuigiUSpecialAerialSSBU.gif|200px]]
|-
|}
|}
==Overview==
==Overview==
Super Jump Punch is Luigi's most reliable kill move, able to kill around 50% to 60%. It has massive landing lag (45 frames), making it very punishable on whiff. The aerial version is noticeably weaker, but can be hit from an up tilt, a down throw and other combos and mix ups.
Super Jump Punch is Luigi's most reliable KOing move, able to finish off opponents at around 50% to 60%. It has massive landing lag (45 frames), making it very punishable on whiff. Coming out on frame 8, it is one of Luigi's fastest out of shield options, but hindered by its low range. Aside from being Luigi’s primary recovery move for vertical distance, the move is typically used as a powerful combo finisher from a variety of Luigi's combo extenders, ending in a stock taken almost all the time. The move does not launch traditionally at 90°; instead, it has an angle of 88°. This means that optimal [[DI]] is away from Luigi.
 
In the air, it is noticeably weaker, but can be hit from an up tilt, a down throw and other combos and mix ups. It also has a slightly bigger hitbox that isn't extended into the [[z-axis]], causing some inconsistencies against thinner characters. It is also able to start a combo should Luigi grab the ledge immediately after sweetspotting it. Unlike the grounded version, the aerial version sends straight up, using an angle of 90°.
 
When sourspotted, Super Jump Punch deals only 1% with knockback so weak that it cannot KO above the upper [[blast line]], allowing two Luigis to perform the [[Luigi ladder]] technique. Combined with the high landing lag, this makes the late hit incredibly unsafe to land as it will inevitably lead to a very strong punish.
==Hitboxes==
==Hitboxes==
Landing a grounded clean hit triggers a [[Special Zoom]].
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Grounded clean hit|24}}
{{HitboxTableTitle|Grounded clean hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 33: Line 37:
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Aerial clean hit|24}}
{{HitboxTableTitle|Aerial clean hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 52: Line 56:
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Ŀate hit|24}}
{{HitboxTableTitle|Late hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 92: Line 96:


==Timing==
==Timing==
[[File:LuigiSuperJumpPunchUltimate.png|thumb|350px|Close-up of the move's clean hit.]]
The move enables ledge grabs from the front starting on frame 11, and from behind starting on frame 25. Luigi can also [[fast fall]] as early as frame 25.
To [[B-reverse]] the move, the control stick has to be held backward on frame 8 for the grounded version, and frame 6 for the aerial version.
===Grounded===
===Grounded===
{|class="wikitable"
{|class="wikitable"
!Optional reverse
|8
|-
!Intangible
|8-10
|-
!Clean hit
!Clean hit
|8
|8
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!Late hit
!Late hit
|9-23
|9-23
|-
!Intangible
|8-10
|-
|-
!Animation length
!Animation length
|23
|56
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=15|s=HitboxChangeE}}
{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=15|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=33}}
{{FrameStripEnd}}
|-
{{FrameStripStart}}
{{FrameStrip|t=Vulnerable|c=7|e=VulnerableStateS}}{{FrameStrip|t=Intangible|c=3|s=IntangibleStateE}}{{FrameStrip|t=Vulnerable|c=46}}
{{FrameStrip|t=Vulnerable|c=7}}{{FrameStrip|t=Intangible|c=3}}{{FrameStrip|t=Vulnerable|c=13}}
{{FrameStripEnd}}
{{FrameStripEnd}}


===Aerial===
===Aerial===
{|class="wikitable"
{|class="wikitable"
!Optional reverse
|6
|-
!Intangible
|6-8
|-
!Clean hit
!Clean hit
|6
|6
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!Late hit
!Late hit
|7-23
|7-23
|-
!Intangible
|6-8
|-
|-
!Animation length
!Animation length
|23
|56
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=17|s=HitboxChangeE}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=17|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=33}}
|-
{{FrameStrip|t=Vulnerable|c=5|e=VulnerableStateS}}{{FrameStrip|t=Intangible|c=3|s=IntangibleStateE}}{{FrameStrip|t=Vulnerable|c=48}}
{{FrameStripEnd}}
{{FrameStripEnd}}
===Landing===
{|class="wikitable"
!Animation length
|45
|}
{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Vulnerable|c=5}}{{FrameStrip|t=Intangible|c=3}}{{FrameStrip|t=Vulnerable|c=15}}
{{FrameStrip|t=Lag|c=45}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|vulnerable=y|state=y|intangible=y}}
==Parameters==
===Move===
While the move is generally described to only travel straight up, it can actually be directed horizontally much like [[Mario (SSBU)/Up special|Mario's version]], albeit to a much less significant degree that is harder to discern.
{|class="wikitable"
!Horizontal speed multiplier on startup
|0
|-
!Startup gravity
|0.05
|-
!Stick sensitivity to reverse
|0.25
|-
!Stick sensitivity to angle
|0.2
|-
!Maximum angle deviation
|1°
|-
!Grounded height multiplier
|1
|-
!Aerial height multiplier
|1.2
|-
!Horizontal speed multiplier on ending
|0.05
|-
!Helplessness air speed
|0.35
|-
!Helplessness fall speed
|1.5
|-
!Landing lag
|{{rollover|45 frames|Coded as 67 frames, but sped up in-game|y}}
|}
===Special Zoom===
{|class="wikitable"
!Duration
|35 frames
|-
!Slowdown magnitude
|4
|-
!Zoom rate
|3.5
|-
!Time before zoom
|3 frames
|-
!Background duration (non-1v1)
|24 frames
|}


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y}}
{{clr}}
{{MvSubNavLuigi|g=SSBU}}
{{MvSubNavLuigi|g=SSBU}}
[[Category:Luigi (SSBU)]]
[[Category:Luigi (SSBU)]]
[[Category:Special moves (SSBU)]]
[[Category:Special moves (SSBU)]]
[[Category:Up special moves (SSBU)]]
[[Category:Up special moves (SSBU)]]

Latest revision as of 13:46, June 2, 2024

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Super Jump Punch.
Luigi Up Special Hitbox Visualizations
Grounded Aerial
LuigiUSpecialGroundedSSBU.gif LuigiUSpecialAerialSSBU.gif

Overview[edit]

Super Jump Punch is Luigi's most reliable KOing move, able to finish off opponents at around 50% to 60%. It has massive landing lag (45 frames), making it very punishable on whiff. Coming out on frame 8, it is one of Luigi's fastest out of shield options, but hindered by its low range. Aside from being Luigi’s primary recovery move for vertical distance, the move is typically used as a powerful combo finisher from a variety of Luigi's combo extenders, ending in a stock taken almost all the time. The move does not launch traditionally at 90°; instead, it has an angle of 88°. This means that optimal DI is away from Luigi.

In the air, it is noticeably weaker, but can be hit from an up tilt, a down throw and other combos and mix ups. It also has a slightly bigger hitbox that isn't extended into the z-axis, causing some inconsistencies against thinner characters. It is also able to start a combo should Luigi grab the ledge immediately after sweetspotting it. Unlike the grounded version, the aerial version sends straight up, using an angle of 90°.

When sourspotted, Super Jump Punch deals only 1% with knockback so weak that it cannot KO above the upper blast line, allowing two Luigis to perform the Luigi ladder technique. Combined with the high landing lag, this makes the late hit incredibly unsafe to land as it will inevitably lead to a very strong punish.

Hitboxes[edit]

Landing a grounded clean hit triggers a Special Zoom.

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
Grounded clean hit
0 0 0 25.0% 0 AngleIcon88.png Standard 50 88 0 HitboxTableIcon(False).png 2.2 top 1.2 to -1.2 6.0 7.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Bat SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Aerial clean hit
0 0 0 20.0% 0 AngleIcon90.png Standard 40 80 0 HitboxTableIcon(False).png 2.7 top 0.0 6.0 5.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 1.0% 0 AngleIcon80.png Standard 1 1 0 HitboxTableIcon(False).png 5.8 head 2.0 2.2 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin 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 1.0% 0 AngleIcon80.png Standard 1 1 0 HitboxTableIcon(False).png 4.7 hip 0.0 4.8 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Coin (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Coin SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Close-up of the move's clean hit.

The move enables ledge grabs from the front starting on frame 11, and from behind starting on frame 25. Luigi can also fast fall as early as frame 25.

To B-reverse the move, the control stick has to be held backward on frame 8 for the grounded version, and frame 6 for the aerial version.

Grounded[edit]

Optional reverse 8
Intangible 8-10
Clean hit 8
Late hit 9-23
Animation length 56
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(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(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(VulnerableStateS).png FrameIcon(IntangibleStateE).png FrameIcon(Intangible).png FrameIcon(Intangible).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[edit]

Optional reverse 6
Intangible 6-8
Clean hit 6
Late hit 7-23
Animation length 56
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(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(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(VulnerableStateS).png FrameIcon(IntangibleStateE).png FrameIcon(Intangible).png FrameIcon(Intangible).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

Landing[edit]

Animation length 45
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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
Intangibility
Intangible

Parameters[edit]

Move[edit]

While the move is generally described to only travel straight up, it can actually be directed horizontally much like Mario's version, albeit to a much less significant degree that is harder to discern.

Horizontal speed multiplier on startup 0
Startup gravity 0.05
Stick sensitivity to reverse 0.25
Stick sensitivity to angle 0.2
Maximum angle deviation
Grounded height multiplier 1
Aerial height multiplier 1.2
Horizontal speed multiplier on ending 0.05
Helplessness air speed 0.35
Helplessness fall speed 1.5
Landing lag 45 frames

Special Zoom[edit]

Duration 35 frames
Slowdown magnitude 4
Zoom rate 3.5
Time before zoom 3 frames
Background duration (non-1v1) 24 frames