Luigi ladder: Difference between revisions
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The technique can be performed to some degree in ''[[Super Smash Bros. Brawl]]'', but it can no longer be used past the upper blast line without KO'ing one of the Luigis. It can still be used to gain any amount of vertical distance (such as for [[recovery]], although it is very situational) or to stall against a ceiling. | The technique can be performed to some degree in ''[[Super Smash Bros. Brawl]]'', but it can no longer be used past the upper blast line without KO'ing one of the Luigis. It can still be used to gain any amount of vertical distance (such as for [[recovery]], although it is very situational) or to stall against a ceiling. | ||
In ''[[Super Smash Bros.]]'', since the Super Jump Punch does not send Luigi straight upward, it can be used to perform [[stage jump]]s. | |||
==In tournaments== | ==In tournaments== |
Revision as of 12:01, August 1, 2013
The Luigi ladder is a technique in Super Smash Bros. Melee. It involves two Luigis repeatedly using their Super Jump Punch against each other back and forth, allowing them to steadily climb upwards past the upper blast line and beyond. It is not clear why the Luigis do not KO each other while above the blast line.
The technique can be performed to some degree in Super Smash Bros. Brawl, but it can no longer be used past the upper blast line without KO'ing one of the Luigis. It can still be used to gain any amount of vertical distance (such as for recovery, although it is very situational) or to stall against a ceiling.
In Super Smash Bros., since the Super Jump Punch does not send Luigi straight upward, it can be used to perform stage jumps.
In tournaments
The Luigi ladder is banned in tournament play, though this, of course, is only significant in doubles. Since Friendly Fire is turned on in standard tournament rules, a team of two Luigis could execute the technique and create an essentially unbeatable stalling technique.
Trivia
- It is also possible to perform the Luigi ladder by having both players Super Jump Punch on the same frame, creating a much shorter jump which gives control back to the players much faster and in a synchronised fashion. However, as both Luigis must be next to each other, the uses for recovery are far more limited, and avoiding the helpless state is purposeless when stalling.
- This is also possible (though generally more difficult) with other characters, notably Samus's Screw Attack, Pikachu's Quick Attack and Link's (but not Young Link's) Spin Attack. However, none of these characters can go past the upper blast line without being KOed. Of the four characters, Link gains height the fastest, then Pikachu, Luigi, Samus. However, Pikachu turns around after every Quick Attack.