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

Overview

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Hitboxes

Grounded

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Hit 1
0 0 16% 0   65 90 0 70 0 0 300 150           Kick
1 0 16% 0   65 90 0 70 0 0 300 -150           Kick
2 0 16% 0   65 90 0 90 0 0 0 0           Kick
Hit 2
0 0 18% 0   80 100 0 100 0 0 300 150           Kick
1 0 18% 0   80 100 0 100 0 0 300 -150           Kick

Aerial

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Hit 1
0 0 15% 0   65 90 0 70 0 0 300 150           Kick
1 0 15% 0   65 90 0 70 0 0 300 -150           Kick
2 0 15% 0   65 90 0 90 0 0 120 0           Kick
Hit 2
0 0 18% 0   80 100 0 100 0 0 300 150           Kick
1 0 18% 0   80 100 0 100 0 0 300 -150           Kick
2 0 18% 0   80 100 0 110 0 0 120 0           Kick
3 0 18% 0   80 100 0 45 0 0 420 0           Kick

Timing

If Luigi lands while the first hit is active, the moves hitboxes will prematurely end. The grounded version is intended to be active until the second hit comes out but its hitboxes end much sooner due to this bug.

Grounded

Hit 1 1-13
Hit 2 43-44
Animation length 86
                                                                                                                                                                           

Aerial

Hit 1 1-42
Hit 2 43-46
Animation length 86
                                                                                                                                                                           


Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change