Green Missile: Difference between revisions

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The move also has a small chance to "misfire". A misfire's distance and damage will not be affected by how much it is charged, with both being greater than even a fully charged regular Green Missile. The probability of misfiring is {{fractions|1|8}} for ''Melee'' and ''Brawl'' and {{fractions|1|10}} for ''SSB4''. When one occurs, the move's animation will have a noticeable fire/rocket effect. But after a misfire the chance of getting another one is only {{fractions|1|4}}
The move also has a small chance to "misfire". A misfire's distance and damage will not be affected by how much it is charged, with both being greater than even a fully charged regular Green Missile. The probability of misfiring is {{fractions|1|8}} for ''Melee'' and ''Brawl'' and {{fractions|1|10}} for ''SSB4''. When one occurs, the move's animation will have a noticeable fire/rocket effect. But after a misfire the chance of getting another one is only {{fractions|1|4}}


A misfire can allow Luigi to cover horizontal distances significantly farther than normal; however, as implied by the name, a misfire is not always beneficial. For example, if the move is aimed at an opponent who dodges and the move misfires, Luigi will likely travel horizontally a long distance off the stage even if the move was uncharged, making it very hard for him to get back on (as well as leaving him exposed to [[edgeguarding]]). In ''Melee'', the spontaneous misfire fires Luigi extremely far, nearly three times the distance of an uncharged Green Missile and longer than {{SSBM|Final Destination}}. This has been toned down in ''Brawl'' to about twice the regular distance, lowering the chance of an [[SD]] occuring.
A misfire can allow Luigi to cover horizontal distances significantly farther than normal; however, as implied by the name, a misfire is not always beneficial. For example, if the move is aimed at an opponent who dodges and the move misfires, Luigi will likely travel horizontally a long distance off the stage even if the move was uncharged, making it very hard for him to get back on (as well as leaving him exposed to [[edgeguarding]]). In ''Melee'', the spontaneous misfire fires Luigi extremely far, nearly three times the distance of an uncharged Green Missile and longer than {{SSBM|Final Destination}}. This has been toned down in ''Brawl'' to about twice the regular distance, lowering the chance of an [[SD]] occurring.


As Luigi's regular [[up special]] recovery move, [[Super Jump Punch]], gains no horizontal distance whatsoever, [[CPU]] Luigis in ''Melee'' are coded to use the Green Missile instead to [[recover]]. However, even at CPU level 9, they will never switch to the Super Jump Punch once they drop below the level of the stage, which will always cause them to uselessly repeat the Green Missile over and over below the edge and result in an avoidable SD. This is most visible when fighting a CPU Luigi on [[Mushroom Kingdom II]]. Additionally, the CPU will never charge the move, making it even more likely to come up short. High-level CPUs in ''Brawl'' are capable of properly combining the two recovery moves (though lower-level ones will only use the Super Jump Punch).
As Luigi's regular [[up special]] recovery move, [[Super Jump Punch]], gains no horizontal distance whatsoever, [[CPU]] Luigis in ''Melee'' are coded to use the Green Missile instead to [[recover]]. However, even at CPU level 9, they will never switch to the Super Jump Punch once they drop below the level of the stage, which will always cause them to uselessly repeat the Green Missile over and over below the edge and result in an avoidable SD. This is most visible when fighting a CPU Luigi on [[Mushroom Kingdom II]]. Additionally, the CPU will never charge the move, making it even more likely to come up short. High-level CPUs in ''Brawl'' are capable of properly combining the two recovery moves (though lower-level ones will only use the Super Jump Punch).
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