Super Smash Bros. Ultimate

Luigi (SSBU)/Side special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Green Missile.
Hitbox visualization showing Luigi's side special, Green Missile.
Hitbox visualization showing Luigi's side special, Green Missile, when it misfires.
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Overview

Green Missile is by far Luigi's most situational move. The hitbox covers his neck, face and upper torso, but does not completely cover his head, making the move easy to intercept, especially with disjointed attacks. Due to his low airspeed, Luigi has to use it when trying to recover, making his recovery somewhat predictable. It can be charged and, at full charge, it travels at a long distance and deals high damage and knockback.

By using a smash input, it gains a bit of charge by default.

The move has a 10% chance of misfiring. This makes the move faster and stronger, and the hitbox covers more of Luigi's torso. However, it does not give any height, making it easy to get stuck under the stage after its use.

Above a certain speed, it has a 50% of getting Luigi stuck into a wall. The minimum speed is very low and possible to reach with a smash input. When inside the wall, Luigi is completely vulnerable for 91 frames (just above a second and a half).

Update History

  2.0.0

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Regular
0 0 0 10.0% 4   Standard 30 80 0   4.8 neck 1.0 0.0 0.0 1.2× 1.0× 0%               Burn   All All            
Misfire
0 0 0 25.0% 4   Standard 20 100 0   5.5 neck 0.0 0.0 0.0 1.2× 1.0× 0%               Burn   All All            

Timing

Missile

This data starts from release. Start up animation is 17 frames. The interruptibility is when the move ends when airborne. The ending lag on the ground depends on the height before landing.

Intangibility 1-5
Hitboxes 5-43
Interruptible 63
Animation length 67
                                                                                                                                                                       
                                                                                                                                                                       

Landing Lag

Animation length 41
                                                                                 

Wall stick

Animation length 91
                                                                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible