Super Jump Punch: Difference between revisions

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Luigi's version of the move behaves quite differently from both Mario and Dr. Mario's versions. The move has a rather large [[sourspot]] that deals only 1% damage (releasing a single coin) and no knockback, barely making an opponent flinch at all. However, it has a very precise {{b|sweetspot|hitbox}} right in front of Luigi only at the very beginning of the move, which if it connects turns the move into a powerful '''Fire Jump Punch''' that makes the [[ping]] sound effect, dealing around 25% damage with high knockback (enough to [[KO]] at around 60% damage or higher). The Fire Jump Punch if used in the air is slightly weaker than if used on the ground, dealing 20% rather than 25%. It is possible to combo with it by [[short hop]]ping, performing an neutral aerial, and then using a sweetspotted punch at damage percentages around 40% with many characters. Luigi can turn around after the initial hitbox, which will sourspot anyone near him when doing so; however, the usefulness of this maneuver is questionable.
Luigi's version of the move behaves quite differently from both Mario and Dr. Mario's versions. The move has a rather large [[sourspot]] that deals only 1% damage (releasing a single coin) and no knockback, barely making an opponent flinch at all. However, it has a very precise {{b|sweetspot|hitbox}} right in front of Luigi only at the very beginning of the move, which if it connects turns the move into a powerful '''Fire Jump Punch''' that makes the [[ping]] sound effect, dealing around 25% damage with high knockback (enough to [[KO]] at around 60% damage or higher). The Fire Jump Punch if used in the air is slightly weaker than if used on the ground, dealing 20% rather than 25%. It is possible to combo with it by [[short hop]]ping, performing an neutral aerial, and then using a sweetspotted punch at damage percentages around 40% with many characters. Luigi can turn around after the initial hitbox, which will sourspot anyone near him when doing so; however, the usefulness of this maneuver is questionable.


In the original ''[[Super Smash Bros.]]'', Luigi's Super Jump Punch sends him upwards and forwards like Mario, but the horizontal movement after the move is performed is low. From ''Melee'' onward, to distinguish the behavior of the move even further from Mario and Dr. Mario, the move instead sends Luigi directly vertically upward with no horizontal range at all. In ''Melee'' specifically Luigi would fall straight down after he finished rising, forcing him to rely entirely on his then-newly added [[Green Missile]] and his [[Luigi Cyclone]] for horizontal recovery. From ''Brawl'' onwards, for comedic and aesthetic effect Luigi falls upside-down after performing the move, becoming [[helpless]]; this allows him to steer himself horizontally while falling at the cost of more landing lag, unlike the old helpless state. It covers greater vertical distance than Mario's (in Melee and Brawl) and Dr. Mario's respective versions.
In the original ''[[Super Smash Bros.]]'', Luigi's Super Jump Punch sends him upwards and forwards like Mario, but the horizontal movement after the move is performed is low. From ''Melee'' onward, to distinguish the behavior of the move even further from Mario and Dr. Mario, the move instead sends Luigi directly vertically upward with no horizontal range at all, gaining less height compared to Smash 64. In ''Melee'' specifically Luigi would fall straight down after he finished rising, forcing him to rely entirely on his then-newly added [[Green Missile]] and his [[Luigi Cyclone]] for horizontal recovery. From ''Brawl'' onwards, for comedic and aesthetic effect Luigi falls upside-down after performing the move, becoming [[helpless]]; this allows him to steer himself horizontally while falling at the cost of more landing lag, unlike the old helpless state. It covers greater vertical distance than Mario's (in Melee and Brawl) and Dr. Mario's respective versions. It gains even less distance than before in Smash 4, but has more power to compensate for this, much like how much power it had in Brawl compared to Melee's version.


The move's sourspot may seem useless; however, in [[Time]] matches it can be used to steal [[KO]]s, as it will give Luigi the last hit on the opponent without changing their trajectory. Additionally, in ''Melee'' the [[Luigi Ladder]] can be performed, where two Luigis can repeatedly hit each other with the sourspot of the attack to rise indefinitely, even above the upper [[blast line]].
The move's sourspot may seem useless; however, in [[Time]] matches it can be used to steal [[KO]]s, as it will give Luigi the last hit on the opponent without changing their trajectory. Additionally, in ''Melee'' the [[Luigi Ladder]] can be performed, where two Luigis can repeatedly hit each other with the sourspot of the attack to rise indefinitely, even above the upper [[blast line]].
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