Template:SSB4 to SSBU changelist/Luigi: Difference between revisions

Tag: Mobile edit
Tag: Mobile edit
 
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*{{buff|Like all characters, Luigi's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Luigi's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Luigi [[walk]]s faster (1.08 → 1.134).}}
*{{buff|Luigi [[walk]]s faster (1.08 → 1.134).}}
*{{buff|Luigi [[dash]]es faster (1.5 → 1.65).}}
*{{buff|Luigi [[run]]s faster (1.5 → 1.65).}}
**{{buff|His initial [[dash]] is significantly faster (1.28 → 1.815).}}
**{{buff|Luigi's initial [[dash]] is significantly faster (1.28 → 1.815).}}
*{{buff|Luigi's [[air speed]] is slightly faster (0.7341766 → 0.77).}}
*{{buff|Luigi's [[air speed]] is slightly higher (0.7341766 → 0.77), although it is still the second slowest of the cast.}}
*{{change|Luigi [[falling speed|falls]] faster (1.25 → 1.32).}}
*{{change|Luigi [[falling speed|falls]] faster (1.25 → 1.32). This improves his vertical endurance and makes him less susceptible to [[juggling]], but makes him more susceptible to combos.}}
**{{buff|His [[fast fall]]ing speed is faster as well (2 → 2.112).}}
*{{buff|Luigi's [[fast fall]]ing speed is faster (2 → 2.112). This improves his air mobility and makes him less susceptible to juggles.}}
*{{buff|Luigi's [[gravity]] is higher (0.075 → 0.083). This makes his jumps faster and leaves him less vulnerable to juggles, while his faster falling speed compensates for its faster vertical knockback.}}
*{{buff|Luigi's [[gravity]] is higher (0.075 → 0.083). This makes his jumps faster and makes him less vulnerable to juggles, while his faster falling speed compensates for its faster vertical knockback.}}
**{{nerf|However, it also makes him more susceptible to combos and reduces the height of his jumps.}}
*{{buff|Luigi has significantly higher [[traction]] (0.024 → 0.096), no longer being the lowest in the game. This allows him to punish out of shield much more easily and improves his approach.}}
*{{buff|Luigi has significantly higher [[traction]] (0.024 → 0.096), no longer being the lowest in the game. This allows him to punish out of shield much more easily.}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 31 → 30).}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 31 → 30).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-17 → 4-15).}}
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**{{change|It has an altered animation, being a side kick instead of a spinning hook kick. Luigi also faces the camera during the kick.}}
**{{change|It has an altered animation, being a side kick instead of a spinning hook kick. Luigi also faces the camera during the kick.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{change|Luigi has a new up tilt: a jumping uppercut, similar to the one he possessed in the original ''[[Super Smash Bros.]]''.}}
**{{change|Luigi has a new up tilt: a jumping uppercut, similar to the one he possessed in the original ''[[Super Smash Bros.]]''}}
**{{buff|Due to the new animation, it has more range above and in front of Luigi, allowing it to reach opponents on the lower platforms of {{SSBU|Battlefield}}, and opponents further in front of him.}}
**{{buff|Due to the new animation, it has more range above and in front of Luigi, allowing it to reach opponents on the lower platforms of {{SSBU|Battlefield}}, and opponents further in front of him.}}
**{{buff|It has less ending lag (FAF 31 → 28), which combined with the previous change, this improves its combo potential.}}
**{{buff|It has less ending lag (FAF 31 → 28), which combined with the previous change, improves its combo potential.}}
**{{nerf|It can no longer hit opponents behind Luigi.}}
**{{nerf|It can no longer hit opponents behind Luigi.}}
*[[Down tilt]]:
*[[Down tilt]]:
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**{{buff|It consists of five hits instead of seven, which deal much more damage (1% (hits 1-6), 2% (hit 7) → 2% (hits 1-4), 4% (hit 5)) with knockback not compensated on the last hit, improving its KO potential.}}
**{{buff|It consists of five hits instead of seven, which deal much more damage (1% (hits 1-6), 2% (hit 7) → 2% (hits 1-4), 4% (hit 5)) with knockback not compensated on the last hit, improving its KO potential.}}
**{{nerf|The first four hits have a higher [[hitlag]] multiplier (0.3× → 0.5×). Combined with the universally increased hitlag, this allows opponents to [[SDI]] them, which was previously impossible due to their lack of hitlag.}}
**{{nerf|The first four hits have a higher [[hitlag]] multiplier (0.3× → 0.5×). Combined with the universally increased hitlag, this allows opponents to [[SDI]] them, which was previously impossible due to their lack of hitlag.}}
**{{change|The first four hits have a different angle (10°/65° → 0°) and more base knockback (26/60 → 51/74). Combined with the increased traction across the cast, this generally helps them connect more reliably; however, it is also more prone to whiffing at high percents as a result, especially at the edge.}}
**{{buff|The first four hits have a different angle (10°/65° → 0°(hits 1-3)/15°/10° (hit 4)) and altered base knockback (26/60 → 38/60 (hits 1-3)/24/48 (hit 4)). Combined with the increased traction across the cast, this generally helps them connect more reliably.}}
**{{change|The final hit has lost its closest hitbox (5u/4u/3u → 5u/4u), but its second innermost hitbox has been moved more inwards to compensate (Z offset: 6u → 5u).}}
**{{change|The final hit has lost its closest hitbox (5u/4u/3u → 5u/4u), but its second innermost hitbox has been moved more inwards to compensate (Z offset: 6u → 5u).}}
*[[Forward smash]]:
*[[Forward smash]]:
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*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash's sweetspots on both hits take priority over the sourspots, making them easier to land.}}
**{{buff|Down smash's sweetspots on both hits take priority over the sourspots, making them easier to land.}}
**{{nerf|Both hits launch at lower angles (120° (hit 1)/60° (hit 2) → 52°/48°), with the first one no longer launching opponents towards Luigi. This hinders their setup and KO potential, without meaningfully improving their ability to get opponents offstage.}}
**{{buff|Both hits launch at lower angles (120° (hit 1)/60° (hit 2) → 52°/48°), with the first one no longer launching opponents behind Luigi. This improves their KO potential and ability to set up edgeguards.}}
**{{nerf|The sweetspot on the first hit has been moved inwards (Z offset: 6.8u → 6.5u), slightly reducing its range.}}
**{{nerf|The sweetspot on the first hit has been moved inwards (Z offset: 6.8u → 6.5u), slightly reducing its range.}}


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**{{change|Luigi has a neutral expression when using the move instead of a scared expression.}}
**{{change|Luigi has a neutral expression when using the move instead of a scared expression.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|It has an altered animation, with Luigi's torso rotating later than the leg.}}
**{{buff|Up aerial has less ending lag (FAF 30 → 27), improving its combo potential. This also allows Luigi to perform two up aerials in a short hop and [[auto-cancel]] the second one, like in ''Brawl'' and ''Smash 64''.}}
**{{buff|Up aerial has less ending lag (FAF 30 → 27), improving its combo potential. This also allows Luigi to perform two up aerials in a short hop and [[auto-cancel]] the second one, like in ''Brawl'' and ''Smash 64''.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's clean hit has increased base knockback (20 → 30) and a bigger hitbox (2.5u → 3u), improving the meteor smash's KO potential without worsening its combo potential due to the decreased jumpsquat and landing lag.}}
**{{buff|Down aerial's clean hit has increased base knockback (20 → 30) and a bigger hitbox (2.5u → 3u), improving the meteor smash's KO potential without worsening its combo potential due to the decreased jumpsquat and landing lag.}}
**{{change|The clean hit has a lower hitlag multiplier (2× → 1.4×).}}
**{{buff|The clean hit has a lower hitlag multiplier (2× → 1.4×). This makes it harder to DI.}}
*{{buff|Luigi gained a [[grab aerial]], the Suction Shot, effectively gaining an extra attack. Unlike other grab aerials, it has considerable landing lag and cannot be used as a [[tether recovery]], but produces a [[projectile]] in the form of a plunger that drops a set distance downward. It can be shot even during landing lag depending on timing, allowing it to be used as a new edgeguarding option and combo starter. Lastly, it can hit opponents at the ledge if the plunger is falling. It is incapable of connecting when Luigi is grounded, but will connect if the opponent is hanging on the ledge.}}
*[[Grab aerial]]:
**{{buff|Luigi has gained a [[grab aerial]], the Suction Shot, effectively receiving an extra attack. Unlike other grab aerials, it has considerable landing lag and cannot be used as a [[tether recovery]], but produces a [[projectile]] in the form of a plunger that drops a set distance downward. It can be shot even during landing lag depending on timing, allowing it to be used as a new edgeguarding option and combo starter. Lastly, it can hit opponents at the ledge if the plunger is falling. It is incapable of connecting when Luigi is grounded, but will connect if the opponent is hanging on the ledge.}}


===Throws and other attacks===
===Throws and other attacks===
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*{{change|Forward and back throws trigger a hitlag effect on both Luigi and the opponent prior to release, while down throw no longer inflicts hitlag on the opponent when released.}}
*{{change|Forward and back throws trigger a hitlag effect on both Luigi and the opponent prior to release, while down throw no longer inflicts hitlag on the opponent when released.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{change|Luigi has a new forward throw: the Slam used in Luigi's Mansion 3.}}
**{{change|Luigi has a new forward throw: the Slam used in ''Luigi's Mansion 3''.}}
**{{nerf|It releases opponents slower (frame 13 → 15) with 4 frames of hitlag to the opponent, but has more ending lag (FAF 28 → 38).}}
**{{nerf|It releases opponents slower (frame 13 → 15) with 4 frames of hitlag to the opponent, but has more ending lag (FAF 28 → 38).}}
*[[Back throw]]:
*[[Back throw]]:
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**{{change|Down throw's animation has been slightly changed, with the Poltergust being visible throughout it.}}
**{{change|Down throw's animation has been slightly changed, with the Poltergust being visible throughout it.}}
**{{buff|It has gained a hitbox before the throw that lasts on frames 18-28, with its damage redistributed (6% → 3% (hit 1 and throw)) and knockback compensated on the throw (55 base/83 scaling → 45/135). This allows it to hit bystanders.}}
**{{buff|It has gained a hitbox before the throw that lasts on frames 18-28, with its damage redistributed (6% → 3% (hit 1 and throw)) and knockback compensated on the throw (55 base/83 scaling → 45/135). This allows it to hit bystanders.}}
**{{buff|It releases the opponent slower (frame 18 → 29), but it no longer causes 6 frames of hitlag to the opponent. Overall, since its total duration is unchanged, this reduces its effective ending lag by five frames. Combined with Luigi's faster jumpsquat and jump speed, this significantly improves its combo potential, granting it multiple KO setups at high percents.}}
**{{buff|It releases the opponent slower (frame 18 → 29), but it no longer deals 6 frames of hitlag to the opponent. Overall, since its total duration is unchanged, this reduces its effective ending lag by five frames. Combined with Luigi's faster jumpsquat and jump speed, this significantly improves its combo potential, allowing it to lead into potential [[zero-to-death]] combos and granting it multiple KO setups at high percents, most notably with Luigi Cyclone, which had previously been removed in the patch [[1.1.1]] of ''Smash 4''.}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}
**{{buff|Edge attack deals more damage (7% → 9%).}}
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*[[Green Missile]]:
*[[Green Missile]]:
**{{buff|Green Missile has less ending lag in the air (FAF 86 → 81) and on hit (FAF 42 → 33).}}
**{{buff|Green Missile has less ending lag in the air (FAF 86 → 81) and on hit (FAF 42 → 33).}}
**{{buff|It travels farther when fully charged.}}
**{{buff|It travels farther when fully charged (2.5 → 2.65).}}
**{{buff|The regular version has intangibility after releasing the charge (frames 1-5).}}
**{{buff|The regular version has intangibility after releasing the charge (frames 1-5).}}
**{{buff|The regular version has increased base knockback (20 → 30), improving its KO potential when charged.}}
**{{buff|The regular version has increased base knockback (20 → 30), improving its KO potential when charged.}}
**{{buff|The regular version has larger hitboxes (4.2u → 4.8u).}}
**{{buff|The regular version has larger hitboxes (4.2u → 4.8u).}}
**{{buff|Misfire covers more horizontal distance, but less vertical distance. Therefore, it's easier to land a misfire while grounded.}}
**{{buff|Misfire covers more horizontal distance (2.5 → 3.0), but less vertical distance (0.8 → 0.34). Therefore, it's easier to land a misfire while grounded.}}
***{{nerf|The lower vertical distance makes it more likely for Luigi to get stuck below the stage after misfiring while recovering.}}
**{{nerf|Green Missile slows down more at the end (Brake: 0.05 → 0.07).}}
**{{change|Green Missile's physics in the air are floatier (initial gravity: 0.01 → 0.008).}}
**{{change|Luigi's misfire animation has been changed, having him spin.}}
**{{change|Luigi's misfire animation has been changed, having him spin.}}
**{{change|Luigi's charging animation has been changed, appearing angrier and has an altered pose with his arms in behind him in a shoulder tackle position.}}
**{{change|Luigi's charging animation has been changed, appearing angrier and has an altered pose with his arms in behind him in a shoulder tackle position.}}
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**{{buff|The sweetspot has increased knockback scaling (77 (grounded)/66 (aerial) → 88/80), greatly improving its KO potential.}}
**{{buff|The sweetspot has increased knockback scaling (77 (grounded)/66 (aerial) → 88/80), greatly improving its KO potential.}}
**{{buff|The sweetspot reaches further into the Z axis, making it more consistent at hitting some fighters.}}
**{{buff|The sweetspot reaches further into the Z axis, making it more consistent at hitting some fighters.}}
**{{buff|It can now be b-reversed before the hitbox comes out, allowing Luigi to use the move to hit behind himself.}}
**{{nerf|It has less aerial drift when Luigi starts facing downwards, making it riskier to use farther away from the ledge.}}
**{{nerf|It has less aerial drift when Luigi starts facing downwards, making it riskier to use farther away from the ledge.}}
**{{nerf|The sourspot has smaller hitboxes (7.68u/6.24u → 5.8u/4.7u).}}
**{{nerf|The sourspot has smaller hitboxes (7.68u/6.24u → 5.8u/4.7u).}}
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**{{buff|It deals more damage (1.5% → 2% (hits 1-4), 3% → 4% (hit 5); 9% → 12% (total)), and has increased knockback on the last hit (80 (base)/130/120 (scaling) → 85/140/130), significantly improving its KO potential.}}
**{{buff|It deals more damage (1.5% → 2% (hits 1-4), 3% → 4% (hit 5); 9% → 12% (total)), and has increased knockback on the last hit (80 (base)/130/120 (scaling) → 85/140/130), significantly improving its KO potential.}}
**{{buff|It has gained a windbox that pulls opponents into the move. The looping hits also have a lower hitlag multiplier (1× (grounded)/1.3× (aerial) → 0.8×) and SDI multiplier (1× → 0.8×), and their aerial version deals less knockback (60 base/120 scaling → 80/30), allowing them to connect more reliably.}}
**{{buff|It has gained a windbox that pulls opponents into the move. The looping hits also have a lower hitlag multiplier (1× (grounded)/1.3× (aerial) → 0.8×) and SDI multiplier (1× → 0.8×), and their aerial version deals less knockback (60 base/120 scaling → 80/30), allowing them to connect more reliably.}}
***{{nerf|However, the addition of the windbox to the move and the aerial loop hits' lower knockback completely remove its ability to [[gimp]] opponents offstage at almost any percent, significantly hindering its edgeguarding potential.}}
***{{nerf|The windbox for the aerial version pushes opponents away from Luigi if they are behind him, making it less consistent even when they're already trapped in the vortex.}}
**{{buff|It has larger hitboxes (4.5u/5u/5u → 5.5u/5.5u/6u (multi-hits), 6u/6u/6u → 7.5u/7.5u/6.5u (last hit)) and the grounded version's stomach hitbox was moved down, greatly increasing its range and coverage around Luigi, while also allowing it to hit some characters hanging on the ledge.}}
**{{buff|It has larger hitboxes (4.5u/5u/5u → 5.5u/5.5u/6u (multi-hits), 6u/6u/6u → 7.5u/7.5u/6.5u (last hit)) and the grounded version's stomach hitbox was moved down, greatly increasing its range and coverage around Luigi, while also allowing it to hit some characters hanging on the ledge.}}
**{{nerf|Luigi Cyclone has much less horizontal maneuverability on the ground.}}
**{{nerf|Luigi Cyclone has much less horizontal maneuverability on the ground.}}
**{{nerf|It gains significantly less height from [[button mashing]], essentially removing its usefulness in recovery, and considerably weakening Luigi's recovery overall.}}
**{{nerf|It gains significantly less height from [[button mashing]], with the move's ending lag now completely negating any additional height it might garner. Aside from delaying Luigi's descent, this essentially removes its usefulness in recovery and considerably weakens Luigi's recovery overall.}}
**{{nerf|The addition of the windbox to the move and the aerial loop hits' lower knockback completely remove its ability to [[gimp]] opponents offstage.}}
**{{change|Luigi Cyclone has a more opaque vortex form around Luigi when used.}}
**{{change|Luigi Cyclone has a more opaque vortex form around Luigi when used.}}
**{{change|The aerial version uses the same ending animation as the grounded version.}}
**{{change|The aerial version uses the same ending animation as the grounded version.}}
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