1,520
edits
mNo edit summary |
Iron Warrior (talk | contribs) |
||
Line 22: | Line 22: | ||
In the original ''Super Smash Bros'', the move has a great vertical range (enough to go from the main platform of {{SSB|Dream Land}} to the top platform) and decent horizontal range if aimed forward. | In the original ''Super Smash Bros'', the move has a great vertical range (enough to go from the main platform of {{SSB|Dream Land}} to the top platform) and decent horizontal range if aimed forward. | ||
From ''[[Super Smash Bros. Melee|Melee]]'' onward, this range was reduced, causing it to become an overall rather poor recovery move since it is easily [[edgeguard]]ed. However, he can utilize his [[Cape|side special]], [[wall jump]], and respective [[Mario Tornado|down]] [[F.L.U.D.D.|specials]] to mitigate this nerf. It also has the aforementioned lower damage output since ''Melee'', but can cancel itself into a wall upon startup, making it better for recovery mix-ups. | From ''[[Super Smash Bros. Melee|Melee]]'' onward, this range was reduced, causing it to become an overall rather poor recovery move since it is easily [[edgeguard]]ed. However, he can utilize his [[Cape|side special]], [[wall jump]], and respective [[Mario Tornado|down]] [[F.L.U.D.D.|specials]] to mitigate this nerf. It also has the aforementioned lower damage output since ''Melee'', but can cancel itself into a wall upon startup, making it better for recovery mix-ups. This version is also four frames faster than the original version, coming out on frame 3 as opposed to frame 7 and making it a superior out of shield option. | ||
In ''[[Super Smash Bros. Brawl|Brawl]]'', the move has much more landing lag and has lost the ability to cancel itself into a wall, but the last hit has increased knockback, rendering capable of KOing at the upper [[blast line]]. From ''Brawl'' onward, the move also possesses the [[autolink angle]] on the penultimate hits, allowing it to connect more reliably. | In ''[[Super Smash Bros. Brawl|Brawl]]'', the move has much more landing lag and has lost the ability to cancel itself into a wall, but the last hit has increased knockback, rendering capable of KOing at the upper [[blast line]]. From ''Brawl'' onward, the move also possesses the [[autolink angle]] on the penultimate hits, allowing it to connect more reliably. | ||
In ''[[Super Smash Bros. 4|SSB4]]'', the move travels at a slightly better vertical distance, compensating for the nerf to Cape's stalling effect, and is often used for a combo finisher after several [[up aerial]]s. | In ''[[Super Smash Bros. 4|SSB4]]'', the move travels at a slightly better vertical distance and no longer causes him to drop momentum at the move's apex, compensating for the nerf to Cape's stalling effect, and is often used for a combo finisher after several [[up aerial]]s. | ||
In ''[[Super Smash Bros. Ultimate|Ultimate]]'', there is a chance that [[Cappy]] from ''{{s|mariowiki|Super Mario Odyssey}}'' might show his eyes when Mario uses this move, with the coin sound effect altered, and the coins replaced with regional coins from New Donk City should this occur; this is purely aesthetic, and has no effect on the move's properties. The linking hits deal less damage and the final hit deals less base knockback, hindering the move's damage-racking and vertical KOing ability, while the move sweetspots the ledge three frames later, worsening its utility as a recovery move. However, the linking hits now use weight-independent knockback and are impossible to SDI, making the move connect even more reliably, and several of them (specifically the second to fourth hits of the entire move) have a larger gap between each other, increasing the move's total hitbox duration. | In ''[[Super Smash Bros. Ultimate|Ultimate]]'', there is a chance that [[Cappy]] from ''{{s|mariowiki|Super Mario Odyssey}}'' might show his eyes when Mario uses this move, with the coin sound effect altered, and the coins replaced with regional coins from New Donk City should this occur; this is purely aesthetic, and has no effect on the move's properties. The linking hits deal less damage and the final hit deals less base knockback, hindering the move's damage-racking and vertical KOing ability, while the move sweetspots the ledge three frames later, worsening its utility as a recovery move. However, the linking hits now use weight-independent knockback and are impossible to SDI, making the move connect even more reliably, and several of them (specifically the second to fourth hits of the entire move) have a larger gap between each other, increasing the move's total hitbox duration. | ||
===Dr. Mario=== | ===Dr. Mario=== | ||
In ''Melee'', Dr. Mario's version of the attack is nearly identical to Mario's, though it deals more knockback and scores fewer hits. As with Mario, if the attack hits an enemy, coins fly out and the attack deals about 13% damage fresh. However, the sound effect uses generic "hit" sounds instead of playing Mario's usual coin sound effect. Like Mario, Dr. Mario can also "aim" the move to change its angle somewhat. This move can be cancelled upon startup unlike Mario's, granting it combo ability, but it cannot be canceled into a wall jump since Dr. Mario cannot wall jump. It also travels less recovery distance than Mario's, forcing Dr. Mario to rely more on his respective [[Super Sheet|side]] and [[Dr. Tornado|down specials]] compared to Mario, both of which also | In ''Melee'', Dr. Mario's version of the attack is nearly identical to Mario's, though it deals more knockback and scores fewer hits. As with Mario, if the attack hits an enemy, coins fly out and the attack deals about 13% damage fresh. However, the sound effect uses generic "hit" sounds instead of playing Mario's usual coin sound effect. Like Mario, Dr. Mario can also "aim" the move to change its angle somewhat. This move can be cancelled upon startup unlike Mario's, granting it combo ability, but it cannot be canceled into a wall jump since Dr. Mario cannot wall jump. It also travels less recovery distance than Mario's, forcing Dr. Mario to rely more on his respective [[Super Sheet|side]] and [[Dr. Tornado|down specials]] compared to Mario, both of which also grant less momentum than Mario's. | ||
In ''SSB4'', Dr. Mario's Super Jump Punch no longer hits multiple times and coins no longer fly out, instead striking as a [[sex kick]], dealing 13.44% damage at the start of the attack and 6.72% damage for the rest of the move. This can be considered a less extreme version of Luigi's version of Super Jump Punch. This move, if hit clean and aimed in the opposite direction, can potentially hit foes behind him, allowing him to avoid a possible punish after using the move or [[edgeguard]] foes offstage and recover at the same time, somewhat compensating for the removal of its canceling technique. The move gains a significant landing lag nerf, similar to Mario's and Luigi's, hindering its safety if whiffed. | In ''SSB4'', Dr. Mario's Super Jump Punch no longer hits multiple times and coins no longer fly out, instead striking as a [[sex kick]], dealing 13.44% damage at the start of the attack and 6.72% damage for the rest of the move. This can be considered a less extreme version of Luigi's version of Super Jump Punch. This move, if hit clean and aimed in the opposite direction, can potentially hit foes behind him, allowing him to avoid a possible punish after using the move or [[edgeguard]] foes offstage and recover at the same time, somewhat compensating for the removal of its canceling technique. The move gains a significant landing lag nerf, similar to Mario's and Luigi's, hindering its safety if whiffed. | ||
Line 39: | Line 39: | ||
===Luigi=== | ===Luigi=== | ||
[[File:SSBUWebsiteLuigi2.jpg|thumb|Luigi's Fire Jump Punch in ''Super Smash Bros. Ultimate''. The sweetspot activates [[Special Zoom]].]] | [[File:SSBUWebsiteLuigi2.jpg|thumb|Luigi's Fire Jump Punch in ''Super Smash Bros. Ultimate''. The sweetspot activates [[Special Zoom]].]] | ||
Luigi's version of the move behaves very differently from both Mario and Dr. Mario's versions. The move has a rather large [[sourspot]] that deals only 1% damage (releasing a single coin) and no knockback, barely making an opponent flinch at all. However, it has a very precise {{b|sweetspot|hitbox}} right in front of Luigi only at the very beginning of the move, which if it connects turns the move into a powerful '''Fire Jump Punch''' that makes the [[ping]] sound effect, dealing 25% damage with high knockback (enough to [[KO]] at around 60% damage or higher), and triggers Special Zoom in ''Ultimate''. The Fire Jump Punch, if used in the air is much weaker than if used on the ground, dealing 20% rather than 25% and considerably lower knockback, except in ''Smash 64'', and does not trigger Special Zoom in ''Ultimate''. It is possible to combo with it by [[short hop]]ping, performing an neutral aerial, and then using a sweetspotted punch at damage percentages around 40% with many characters. Luigi can turn around after the initial hitbox, which will sourspot anyone near him when doing so; however, the usefulness of this maneuver is questionable. Regardless, the move is Luigi's most powerful KO move, and it also serves as Luigi's vertical recovery move. | Luigi's version of the move behaves very differently from both Mario and Dr. Mario's versions. The move has a rather large [[sourspot]] that deals only 1% damage (releasing a single coin) and no knockback, barely making an opponent flinch at all. However, it has a very precise {{b|sweetspot|hitbox}} right in front of Luigi only at the very beginning of the move, which if it connects turns the move into a powerful '''Fire Jump Punch''' that makes the [[ping]] sound effect, dealing 25% damage with high knockback (enough to [[KO]] at around 60% damage or higher), and triggers Special Zoom in ''Ultimate''. The Fire Jump Punch, if used in the air is much weaker than if used on the ground, dealing 20% rather than 25% and considerably lower knockback (with a somewhat larger hitbox to compensate), except in ''Smash 64'', and does not trigger Special Zoom in ''Ultimate''. It is possible to combo with it by [[short hop]]ping, performing an neutral aerial, and then using a sweetspotted punch at damage percentages around 40% with many characters. Luigi can turn around after the initial hitbox, which will sourspot anyone near him when doing so; however, the usefulness of this maneuver is questionable. Regardless, the move is Luigi's most powerful KO move, and it also serves as Luigi's primary vertical recovery move. | ||
In the original ''[[Super Smash Bros.]]'', Luigi's Super Jump Punch sends him upwards and forwards like Mario, but the horizontal movement after the move is performed is low. From ''Melee'' onward, to distinguish the behavior of the move even further from Mario and Dr. Mario, the move instead sends Luigi directly vertically upward with no horizontal range at all, gaining less height compared to ''Smash 64'' and losing the ability to be aimed. In ''Melee'', specifically Luigi would fall straight down after he finished rising, forcing him to rely entirely on his then-newly added [[Green Missile]] and his [[Luigi Cyclone]] for horizontal recovery. From ''Brawl'' onward, for comedic and aesthetic effect Luigi falls upside-down after performing the move, becoming [[helpless]]; this allows him to steer himself horizontally while falling at the cost of more landing lag, unlike the old helpless state, however the sweetspot is even harder to land than before, but with greater knockback. It covers considerably greater vertical distance than Mario's | In the original ''[[Super Smash Bros.]]'', Luigi's Super Jump Punch sends him upwards and forwards like Mario, but the horizontal movement after the move is performed is low. From ''Melee'' onward, to distinguish the behavior of the move even further from Mario and Dr. Mario, the move instead sends Luigi directly vertically upward with no horizontal range at all, gaining less height compared to ''Smash 64'' and losing the ability to be aimed. In ''Melee'', specifically Luigi would fall straight down after he finished rising, forcing him to rely entirely on his then-newly added [[Green Missile]] and his [[Luigi Cyclone]] for horizontal recovery. From ''Brawl'' onward, for comedic and aesthetic effect Luigi falls upside-down after performing the move, becoming [[helpless]]; this allows him to steer himself horizontally while falling at the cost of more landing lag, unlike the old helpless state, however the sweetspot is even harder to land than before, but with greater knockback. It covers considerably greater vertical distance than Mario's and Dr. Mario's respective versions in all game except ''Smash 4''. It gains even less distance than before in ''Smash 4'', with even more landing lag, and it does not KO until about 10% later due to its reduced base knockback. It is somewhat safer however, due to its reduced distance. However, in ''Ultimate'' most of the move's height and KO power from ''Brawl'' was restored, albeit with reduced horizontal movement when Luigi starts descending. The move also KO confirms from many of Luigi's moves, including his [[down throw]], [[up tilt]], and [[neutral aerial]]. | ||
The move's sourspot may seem useless; however, in [[Time]] matches it can be used to steal [[KO]]s, as it will give Luigi the last hit on the opponent without changing their trajectory. Additionally, in ''Melee'' and ''Ultimate'', the [[Luigi Ladder]] can be performed, where two Luigis can repeatedly hit each other with the sourspot of the attack to rise indefinitely, even above the upper [[blast line]]. | The move's sourspot may seem useless; however, in [[Time]] matches it can be used to steal [[KO]]s, as it will give Luigi the last hit on the opponent without changing their trajectory. Additionally, in ''Melee'' and ''Ultimate'', the [[Luigi Ladder]] can be performed, where two Luigis can repeatedly hit each other with the sourspot of the attack to rise indefinitely, even above the upper [[blast line]]. |
edits