Luigi (SSBU)/Neutral attack/Hit 1: Difference between revisions
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Line 66: | Line 66: | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=S | |slvl=S | ||
|hitbits=Fighter | |hitbits=Fighter only | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
Line 94: | Line 94: | ||
|2-3 | |2-3 | ||
|- | |- | ||
! | !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= | {{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)]] |
Revision as of 12:33, May 14, 2022
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.
Update History
- 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
Timing
Hitboxes | 2-3 |
---|---|
Continuability window | 5-20 |
Consecutive jab frame | 7 |
Interruptible | 19 |
Animation length | 23 |
Lag time |
Hitbox |
Loop point |
Continuable |
Earliest continuable point |
Interruptible |
|