Super Smash Bros. Melee

Luigi (SSBM)/Dash attack: Difference between revisions

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[[File:LuigiDashAttackSSBM.gif|thumb|400px|Hitbox visualization showing Luigi's dash attack.]]
[[File:LuigiDashAttackSSBM.gif|thumb|400px|Hitbox visualization showing Luigi's dash attack.]]
==Overview==
==Overview==
Luigi dashes forward while throwing several weak punches. While the move is fast and slightly disjointed, its damage output is only decent if all the hits connect. The extremely high end lag and low hitstun makes the move extremely unsafe on hit, allowing Luigi to be easily punished or grabbed. This leaves the move with practically no usage in serious settings.
Luigi dashes forward while throwing several weak punches. While the move is fast and slightly disjointed, its damage output is only decent if all the hits connect. The extremely high end lag and low hitstun makes the move extremely unsafe on hit, allowing Luigi to be easily punished or grabbed. This leaves the move with practically no usage in serious settings. One reason this move is bad is because its final hit is just missing. This was later fixed in Brawl, which also changed the weak punches to have set knockback so it could connect into the final hit more easily.


==Hitboxes==
==Hitboxes==

Revision as of 16:59, May 10, 2023

Hitbox visualization showing Luigi's dash attack.

Overview

Luigi dashes forward while throwing several weak punches. While the move is fast and slightly disjointed, its damage output is only decent if all the hits connect. The extremely high end lag and low hitstun makes the move extremely unsafe on hit, allowing Luigi to be easily punished or grabbed. This leaves the move with practically no usage in serious settings. One reason this move is bad is because its final hit is just missing. This was later fixed in Brawl, which also changed the weak punches to have set knockback so it could connect into the final hit more easily.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hits 1-6
0 0 2% 0 Sakurai angle 2 100 0 3.906 0 0.0 7.812 7.812 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shell
1 0 2% 0 Sakurai angle 2 100 0 3.1248 5 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shell

Timing

Hitboxes 4, 10, 16, 22, 29, 37
Interruptible 59
Animation length 63
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(Hitbox).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(Hitbox).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(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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible