Luigi (SSBU)/Side special
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 poor air speed, Luigi will often have 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).
- Green Missile has one less frame of ending lag.
Without a misfire, the move's true base damage is specified in its parameters, and ranges from 6% to 21% based on charge. More specifically, its base damage is equal to
6 + 15 * (charge frames / 90). A smash input causes the move to start off with 20 charge frames.
The move allows Luigi to land starting from frame 31 onward, skipping its remaining active frames in the process; when used on flat ground, Luigi usually lands on frame 55, allowing it to be interrupted on frame 95. Likewise, it skips to frame 61 upon hitting an opponent, or a wall if Luigi does not get stuck on it. Jostling is also disabled from frame 22 onward.
|Hitboxes (regular; early, late)||22-24, 25-60|
|Hitboxes (misfire; early, late)||22-27, 28-60|
|Animation length (grounded)||99|
|Animation length (aerial)||84|
|Horizontal speed multiplier on startup||0.8|
|Friction during startup and charge||0.02|
|Gravity during startup and charge||0.05|
|Total charge time||90 frames|
|Starting charge with smash input||20 frames|
|Maximum hold time before automatic cancel||150 frames|
|Base damage||6% to 21%|
|Initial horizontal speed on release||1.4 to 2.65 (normal)|
|Initial vertical speed on release||0.4 to 0.8 (normal)|
|Minimum horizontal speed for wall stick||1.8|
|Wall stick chance||50%|
|Gravity on release||0.008|
|Fall speed on release||1.2|
|Friction on ending||0.07|
|Gravity on ending||0.1|
- The scripts for the regular version of the move have a ledge grab window for both sides set to activate from frame 39 onward. However, for unknown reasons, it does not actually take effect in-game.