Super Smash Bros. 4

Luigi (SSB4)/Neutral attack/Hit 3: Difference between revisions

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{{ArticleIcons|ssb4=y}}
[[File:LuigiJab3.gif|thumb|270px|Hitbox visualization showing Luigi's third jab.]]
==Overview==
{{SSB4|Luigi}}'s third and final jab is a quick strike with his bottom. When coupled with his first two jabs, it's a very useful move to get opponents off of Luigi and do quick damage (10% total). However, it is unsafe on shield and has much higher endlag than the first two jabs (IASA 31), making it harder to use in neutral. It knocks opponents in a tech chase situation at low percentages and into a landing situation at higher percentages.
==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|part=0
|damage=5%
|damage=5%
|angle=361
|angle=361
Line 15: Line 18:
|ypos=-1.0
|ypos=-1.0
|zpos=1.0
|zpos=1.0
|type=Butt
|type=Body
|SDI=1.0
|trip=0
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
Line 23: Line 24:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=1
|id=1
|part=0
|damage=5%
|damage=5%
|angle=361
|angle=361
Line 31: Line 31:
|r=4.5
|r=4.5
|bn=12
|bn=12
|xpos=0.0
|type=Body
|ypos=0.0
|zpos=0.0
|type=Butt
|SDI=1.0
|trip=0
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
}}
}}
|}
|}
==Timing==
{|class="wikitable"
!Hitboxes
|6-7
|-
!Interruptible
|31
|-
!Animation length
|35
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=23}}{{FrameStrip|t=Interruptible|c=5}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}


{{MvSubNavLuigi|g=SSB4}}
{{MvSubNavLuigi|g=SSB4}}
[[Category:Luigi (SSB4)]]
[[Category:Neutral attacks (SSB4)]]

Latest revision as of 21:56, April 12, 2022

Hitbox visualization showing Luigi's third jab.

Overview[edit]

Luigi's third and final jab is a quick strike with his bottom. When coupled with his first two jabs, it's a very useful move to get opponents off of Luigi and do quick damage (10% total). However, it is unsafe on shield and has much higher endlag than the first two jabs (IASA 31), making it harder to use in neutral. It knocks opponents in a tech chase situation at low percentages and into a landing situation at higher percentages.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 5% 0 Sakurai angle 65 80 0 4.5 12 -4.5 -1.0 1.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Body (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 5% 0 Sakurai angle 65 80 0 4.5 12 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Body (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png

Timing[edit]

Hitboxes 6-7
Interruptible 31
Animation length 35
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible