Super Smash Bros. Melee

Luigi (SSBM)/Dash attack: Difference between revisions

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[[File:LuigiDashAttackSSBM.gif|thumb|400px|Hitbox visualization showing Luigi's dash attack.]]
[[File:LuigiDashAttackSSBM.gif|thumb|400px|Hitbox visualization showing Luigi's dash attack.]]
==Overview==
==Overview==
Luigi dashes forward while throwing several weak punches. While the move is fast and slightly disjointed, its damage output is only decent if all the hits connect. The extremely high end lag and low hitstun makes the move extremely unsafe on hit, allowing Luigi to be easily punished or grabbed. This leaves the move with practically no usage in serious settings. One reason this move is bad is because its final hit is just missing. This was later fixed in Brawl, which also changed the weak punches to have set knockback so it could connect into the final hit more easily.
Luigi dashes forward while throwing several weak punches. The move has very fast [[startup]] and has slightly disjointed [[hitbox]]es, but that is where its positive qualities end. In the very unlikely scenario that all of its hits connect, its [[damage]] output is only slightly above-average, dealing 11.1% fresh, but it's far more likely the opponent will be knocked out of reach for the successive hits even without [[SDI]]. Additionally, the move's long duration and very low [[hitstun]] from its hitboxes make it extremely unsafe on hit, allowing Luigi to be easily [[punish]]ed or [[grab]]bed when he hits someone with the move, while the move is also expectedly very unsafe on [[shield]]. The most crippling flaw is that the move's final hitbox is missing, giving it no proper [[launch]]ing hit, so the move has no [[KO]] power nor ability to put the opponent in any disadvantageous situation after hitting them with it, and further contributes to the aforementioned issue of the move being so unsafe on hit. This all leaves the move with no practical use.


==Hitboxes==
==Hitboxes==

Latest revision as of 22:24, April 27, 2024

Hitbox visualization showing Luigi's dash attack.

Overview[edit]

Luigi dashes forward while throwing several weak punches. The move has very fast startup and has slightly disjointed hitboxes, but that is where its positive qualities end. In the very unlikely scenario that all of its hits connect, its damage output is only slightly above-average, dealing 11.1% fresh, but it's far more likely the opponent will be knocked out of reach for the successive hits even without SDI. Additionally, the move's long duration and very low hitstun from its hitboxes make it extremely unsafe on hit, allowing Luigi to be easily punished or grabbed when he hits someone with the move, while the move is also expectedly very unsafe on shield. The most crippling flaw is that the move's final hitbox is missing, giving it no proper launching hit, so the move has no KO power nor ability to put the opponent in any disadvantageous situation after hitting them with it, and further contributes to the aforementioned issue of the move being so unsafe on hit. This all leaves the move with no practical use.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hits 1-6
0 0 2% 0 Sakurai angle 2 100 0 3.906 0 0.0 7.812 7.812 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shell
1 0 2% 0 Sakurai angle 2 100 0 3.1248 5 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shell

Timing[edit]

Hitboxes 4, 10, 16, 22, 29, 37
Interruptible 59
Animation length 63
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible