Luigi (SSBM)/Side special
Overview[edit]
Luigi huddles, charging his body up for the duration the B button is held, before launching himself forward. The distance the move travels is dependent upon how long it was charged for.
This move is one of Luigi's principal recovery moves. Owing to Luigi's horrible air speed (the worst in the game), Luigi gets much farther distance from his green missile then he does from simply falling and holding in towards the stage. Doing so carries risk, however; the end lag is a full half of a second, leaving Luigi vulnerable to an off-stage punish. Landing on stage while still in end lag is even more of a terrible idea, as the Luigi is completely motionless and unable to defend himself until he becomes actionable, although it does let him perform an amsah tech. If the Luigi is attempting to use this move to recover onto the stage, there is a way to cancel the end lag. Landing on the very edge of a platform will let the player edge cancel it, becoming immediately actionable.
The move's X factor comes in the form of its ability to get a misfire. Every time the move is activated, there's a ⅛ chance for Luigi to rocket forward, dealing significantly more damage and knockback and traveling much farther than the move's typical length. This is, in most cases, a boon to Luigi, as it lets him recover for "free". Opponents attempting to edgeguard Luigi should be on guard, as being struck by a misfire has a good chance to outright kill them, being able to kill Fox at 71% from the middle of Battlefield, even with perfect Survival DI.
Hitboxes[edit]
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Rebound | Effect | G | A | Sound | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Regular | ||||||||||||||||||
0 | 0 | 10% | 4 | 20 | 80 | 0 | 3.5154 | 22 | 0.0 | 0.0 | 0.0 | Burn | ||||||
Misfire | ||||||||||||||||||
1 | 0 | 25% | 4 | 20 | 100 | 0 | 4.6872 | 22 | 0.0 | 0.0 | 0.0 | Burn |
Timing[edit]
Missile[edit]
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.
Hitbox | 5-44 |
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Animation length | 74 |
Landing Lag[edit]
Animation length | 41 |
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Similar moves[edit]
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