Super Smash Bros. Melee

Luigi (SSBM)/Down special: Difference between revisions

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==Overview==
==Overview==
The second incarnation of [[Luigi Cyclone]], Luigi twirls around like a spinning top with both good horizontal control in the air and on the ground. Despite looking similar to the Marios' down-specials, this move differs in quite a lot of ways; one of the most noticeable being that of the move having two medium-strength hits instead of several weak hits like Fox's down-aerial. The move typically sees three uses in competitive play: a recovery tool, a combo tool, or a way to get back to stage from being juggled.
The second incarnation of [[Luigi Cyclone]], Luigi twirls around like a spinning top with both good horizontal control in the air and on the ground. Despite looking similar to Mario's down specials, this move differs in quite a lot of ways; one of the most noticeable being that of the move having two medium-strength hits instead of several weak hits like Fox's down aerial. The move typically sees three uses in competitive play: a recovery tool, a combo tool, or a way to get back to stage from being juggled.


Similar to the Marios' down-specials, mashing B whilst performing this move in the air will cause Luigi to gain height. This only works, however, if the move is ''charged''. This requires Luigi to perform the move and have it end on the ground. Luigi will also sometimes start with the move charged anyways; whether it is or not depends on his opponent and the current stage. To gain the maximum height, the player will have to mash B every-other frame.
Similar to the Marios' down-specials, mashing B whilst performing this move in the air will cause Luigi to gain height. This only works, however, if the move is "charged". This requires Luigi to perform the move and have it end on the ground. Luigi will also sometimes start with the move charged anyways; whether it is or not depends on his opponent and the current stage. To gain the maximum height, the player will have to mash the special button every other frame.


It also sees occasional use as a combo tool, usually on the ground and against Fox & Falco. The best possible scenario is to have the first hit launch the opponent and combo into the second hit, which can then possibly combo into another move.
It also sees occasional use as a combo tool, usually on the ground and against Fox & Falco. The best possible scenario is to have the first hit launch the opponent and combo into the second hit, which can then possibly combo into another move.


The move is strange in that executing it will immediately halt your upwards-vertical momentum, and send the player straight down towards the stage (assuming the move isn't charged and/or being mashed); this can be useful when being juggled by characters such as DK or Marth especially, whose up-airs can be stringed together in long chains.
The move is strange in that executing it will immediately halt his upwards-vertical momentum, and send the player straight down towards the stage (assuming the move isn't charged and/or being mashed); this can be useful when being juggled by characters such as Donkey Kong or Marth especially, whose up-airs can be stringed together in long chains.


==Hitboxes==
==Hitboxes==

Revision as of 05:32, September 18, 2023

This article is about the hitbox visualization in Super Smash Bros. Melee. For in move itself, see Luigi Cyclone.

Overview

The second incarnation of Luigi Cyclone, Luigi twirls around like a spinning top with both good horizontal control in the air and on the ground. Despite looking similar to Mario's down specials, this move differs in quite a lot of ways; one of the most noticeable being that of the move having two medium-strength hits instead of several weak hits like Fox's down aerial. The move typically sees three uses in competitive play: a recovery tool, a combo tool, or a way to get back to stage from being juggled.

Similar to the Marios' down-specials, mashing B whilst performing this move in the air will cause Luigi to gain height. This only works, however, if the move is "charged". This requires Luigi to perform the move and have it end on the ground. Luigi will also sometimes start with the move charged anyways; whether it is or not depends on his opponent and the current stage. To gain the maximum height, the player will have to mash the special button every other frame.

It also sees occasional use as a combo tool, usually on the ground and against Fox & Falco. The best possible scenario is to have the first hit launch the opponent and combo into the second hit, which can then possibly combo into another move.

The move is strange in that executing it will immediately halt his upwards-vertical momentum, and send the player straight down towards the stage (assuming the move isn't charged and/or being mashed); this can be useful when being juggled by characters such as Donkey Kong or Marth especially, whose up-airs can be stringed together in long chains.

Hitboxes

Grounded

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Grounded Hit 1
0 0 8% 0 AngleIcon90.png 50 80 0 3.5154 10 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 8% 0 AngleIcon90.png 50 80 0 3.5154 33 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
Aerial Hit 1
0 0 9% 0 AngleIcon90.png 50 80 0 4.8825 10 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 9% 0 AngleIcon90.png 50 80 0 4.8825 33 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 9% 0 AngleIcon90.png 50 80 0 3.67164 0 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
Hit 2
0 0 12% 0 AngleIcon90.png 50 80 0 4.8825 10 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 12% 0 AngleIcon90.png 50 80 0 4.8825 33 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 12% 0 AngleIcon90.png 50 80 0 3.67164 0 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing

Hit 1 6-29
Hit 2 43
Animation length 79
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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(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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox

Combinations that start the game with Luigi Cyclone charged

This list applies to the NTSC 1.02 version of the game.

Character Legal stages Other stages
Bowser Yoshi's Story, Pokémon Stadium, Battlefield Great Bay, Corneria, Yoshi’s Island N64, Kongo Jungle N64
Captain Falcon Yoshi's Story, Pokémon Stadium Icicle Mountain, Flat Zone, Yoshi’s Island, Mushroom Kingdom, Kongo Jungle N64
Dr. Mario Pokémon Stadium Flat Zone, Temple, Poké Floats
Donkey Kong Fountain of Dreams, Pokémon Stadium, Battlefield, Final Destination, Dream Land Flat Zone, Rainbow Cruise, Temple, Onett, Mute City
Falco Yoshi's Story, Battlefield, Final Destination Corneria, Venom, Poké Floats
Fox Yoshi's Island, Pokémon Stadium, Final Destination Mushroom Kingdom, Brinstar Depths, Poké Floats
Ganondorf Final Destination Kongo Jungle, Corneria, Jungle Japes, Yoshi's Island, Brinstar, Mushroom Kingdom, Poké Floats, Yoshi’s Island N64
Ice Climbers None Icicle Mountain, Princess Peach's Castle, Kongo Jungle, Great Bay, Corneria, Temple, Yoshi's Island, Green Greens, Mushroom Kingdom
Jigglypuff Battlefield Princess Peach's Castle, Kongo Jungle, Green Greens, Venom, Poké Floats, Mushroom Kingdom II, Yoshi’s Island N64
Kirby Pokémon Stadium, Battlefield Corneria, Temple, Yoshi's Island, Mushroom Kingdom, Brinstar Depths, Yoshi’s Island N64
Link Pokémon Stadium Icicle Mountain, Princess Peach's Castle, Kongo Jungle, Great Bay, Corneria, Jungle Japes, Temple, Green Greens, Brinstar, Mushroom Kingdom, Big Blue, Yoshi’s Island N64, Kongo Jungle N64
Luigi Yoshi's Story Princess Peach's Castle, Jungle Japes, Temple, Venom, Onett, Mute City
Mario None Princess Peach's Castle, Fourside, Poké Floats, Mushroom Kingdom II
Marth Final Destination, Dream Land Icicle Mountain, Rainbow Cruise, Temple, Green Greens, Big Blue, Poké Floats, Mushroom Kingdom II
Mewtwo Final Destination Princess Peach's Castle, Great Bay, Flat Zone, Temple, Yoshi's Island, Green Greens, Venom, Mute City, Mushroom Kingdom II, Kongo Jungle N64
Mr. Game & Watch Yoshi's Story, Pokémon Stadium, Final Destination Rainbow Cruise, Yoshi's Island, Green Greens, Big Blue, Poké Floats
Ness Yoshi's Story, Fountain of Dreams, Final Destination Rainbow Cruise, Temple, Mute City, Fourside, Big Blue, Poké Floats
Peach Yoshi's Story, Fountain of Dreams, Pokémon Stadium, Final Destination Rainbow Cruise, Temple, Green Greens, Brinstar, Onett, Mushroom Kingdom, Poké Floats
Pichu Yoshi's Story, Pokémon Stadium Princess Peach's Castle, Kongo Jungle, Jungle Japes, Venom, Brinstar Depths, Mushroom Kingdom II, Yoshi’s Island N64
Pikachu Pokémon Stadium, Battlefield Princess Peach's Castle, Corneria, Yoshi's Island, Green Greens, Venom, Brinstar, Onett, Mute City, Mushroom Kingdom II
Roy None Icicle Mountain, Kongo Jungle, Jungle Japes, Green Greens, Venom, Mushroom Kingdom, Mushroom Kingdom II, Yoshi’s Island N64, Kongo Jungle N64
Samus Fountain of Dreams, Dream Land Great Bay, Rainbow Cruise, Temple, Yoshi's Island, Onett, Mute City, Big Blue, Mushroom Kingdom II, Yoshi’s Island N64, Kongo Jungle N64
Sheik Fountain of Dreams, Battlefield, Final Destination Kongo Jungle, Jungle Japes, Fourside, Big Blue, Poké Floats, Mushroom Kingdom II, Kongo Jungle N64
Yoshi Yoshi's Story, Fountain of Dreams, Battlefield, Final Destination Rainbow Cruise, Venom, Brinstar, Onett, Fourside, Big Blue, Mushroom Kingdom II, Kongo Jungle N64
Young Link Fountain of Dreams, Pokémon Stadium, Battlefield, Final Destination Princess Peach's Castle, Kongo Jungle, Corneria, Onett, Mute City, Kongo Jungle N64
Zelda Fountain of Dreams Princess Peach's Castle, Kongo Jungle, Great Bay, Jungle Japes, Venom, Brinstar, Mushroom Kingdom, Fourside, Big Blue, Poké Floats, Mushroom Kingdom II, Kongo Jungle N64