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Super Smash Bros. Melee

Luigi (SSBM)/Dash attack: Difference between revisions

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m (→‎Timing: replaced FrameStrips with FrameStripBGMelee.)
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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
[[File:LuigiDashAttackSSBM.gif|thumb|400px|Hitbox visualization showing Luigi's dash attack.]]
[[File:LuigiDashAttackSSBM.gif|thumb|400px|Hitbox visualization showing Luigi's dash attack.]]
{{competitive expertise}}
==Overview==
==Overview==
Luigi dashes forward whilst throwing childish, pathetic punches. While the move is fast and is disjointed, the positives end there. The moves damage output is merely fine assuming all the hits connect, and the extremely high end lag and low hitstun makes the move extremely unsafe on hit, allowing Luigi to be easily punished or grabbed. This leaves the move with practically non-existent usage in serious settings.
Luigi dashes forward while throwing several weak punches. The move has very fast [[startup]] and has slightly disjointed [[hitbox]]es, but that is where its positive qualities end. Ironically named the '''Fists of Fear''', the move has no practical uses in [[neutral]] nor [[punish]]. In the very unlikely scenario that all of its hits connect, its [[damage]] output is only slightly above-average, dealing 11.1%, due to the way [[staling]] affects multi-hit moves, but it's far more likely the opponent will be knocked out of reach for the successive hits even without [[SDI]]. Additionally, the move's long duration, ⅓ of a second long [[end lag]], and very low [[hitstun]] from each punch make it extremely unsafe on hit, allowing Luigi to be easily [[punish]]ed when he hits someone with the move, while the move is also expectedly very unsafe on [[shield]]. The most crippling flaw is that, like its [[Luigi (SSB)/Dash attack|Smash 64 incarnation]], the move's final hitbox is missing, giving it no proper [[launch]]ing hit (an oversight that wouldn't be rectified until ''Brawl''), so the move has no [[KO]] power nor ability to put the opponent in any disadvantageous situation after hitting them with it, and further contributes to the aforementioned issue of the move being so unsafe on hit. This all leaves the move with no practical use. The only, extremely rare, niche that Luigi players have been able to fit this move into is as a [[jab reset]] tool, where its weak knockback and damage is an asset, rather than a liability, although this is usually overshadowed by [[Luigi (SSBM)/Neutral attack/Hit 1|jab 1]].


==Hitboxes==
==Hitboxes==
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!Hitboxes
!Hitboxes
|4, 10, 16, 22, 29, 37
|4, 10, 16, 22, 29, 37
|-
!Boost grab window
|2-4
|-
|-
!Interruptible
!Interruptible
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=22}}{{FrameStrip|t=Interruptible|c=4}}
!Hitboxes {{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=22}}{{FrameStrip|t=Interruptible|c=4}}
|-
!Boost grab {{FrameStripBGMelee|al=63}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|continuable=y}}
{{MvSubNavLuigi|g=SSBM}}
{{MvSubNavLuigi|g=SSBM}}
[[Category:Luigi (SSBM)]]
[[Category:Luigi (SSBM)]]
[[Category:Dash attacks (SSBM)]]
[[Category:Dash attacks (SSBM)]]

Latest revision as of 17:53, January 10, 2025

Hitbox visualization showing Luigi's dash attack.

Overview[edit]

Luigi dashes forward while throwing several weak punches. The move has very fast startup and has slightly disjointed hitboxes, but that is where its positive qualities end. Ironically named the Fists of Fear, the move has no practical uses in neutral nor punish. In the very unlikely scenario that all of its hits connect, its damage output is only slightly above-average, dealing 11.1%, due to the way staling affects multi-hit moves, but it's far more likely the opponent will be knocked out of reach for the successive hits even without SDI. Additionally, the move's long duration, ⅓ of a second long end lag, and very low hitstun from each punch make it extremely unsafe on hit, allowing Luigi to be easily punished when he hits someone with the move, while the move is also expectedly very unsafe on shield. The most crippling flaw is that, like its Smash 64 incarnation, the move's final hitbox is missing, giving it no proper launching hit (an oversight that wouldn't be rectified until Brawl), so the move has no KO power nor ability to put the opponent in any disadvantageous situation after hitting them with it, and further contributes to the aforementioned issue of the move being so unsafe on hit. This all leaves the move with no practical use. The only, extremely rare, niche that Luigi players have been able to fit this move into is as a jab reset tool, where its weak knockback and damage is an asset, rather than a liability, although this is usually overshadowed by jab 1.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hits 1-6
0 0 2% 0 Sakurai angle 2 100 0 3.906 0 0.0 7.812 7.812 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shell
1 0 2% 0 Sakurai angle 2 100 0 3.1248 5 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shell

Timing[edit]

Hitboxes 4, 10, 16, 22, 29, 37
Boost grab window 2-4
Interruptible 59
Animation length 63
Hitboxes  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(Hitbox).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(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(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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Boost grab  FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Continuable).png
Continuable
Interruptibility
Interruptible