The hitbox of Luigi's up special.
The sweetspot of Luigi's up special.

OverviewEdit

Luigi's up special move in Super Smash Bros. is the Super Jump Punch, in which Luigi does a uppercut jump, similar to how he used to jump in the original Mario games. The move works in a similar way to Mario's Super Jump Punch, with the controls being exactly the same. However, the properties of Luigi's Super Jump Punch are significantly different. The move has a sweetspot that turns the move into the Fire Jump Punch, dealing around 25% and very high knockback. The grounded version KOs Mario on Dream Land at 45% at ground level while the aerial version KOs him at 54%. This move can KO certain characters rather early, and is one of Luigi's primary KO moves. It is also often used at the end of aerial strings. However, the Fire Jump Punch has a rather small hitbox and it only lasts for one frame, meaning players must be precise to land it. The rest of the move is a sourspot that deals only 1% damage, barely making the opponent flinch. Whiffing the move can leave Luigi rather vulnerable. The move also has intangibility while the sweetspot is active.

Like Mario's Super Jump Punch, the move is also a great recovery move, granting Luigi a high amount of vertical distance and a decent amount of horizontal distance if angled. It can also be used in certain situations to escape combos from opponents, though doing this is harder than with Mario's due to it having less intangibility. The move's vertical distance also allows it to land on platforms easily; for example, on Dream Land, Luigi can reach the top platform from the ground using just this move, leaving him significantly less punishable.

In the Japanese version, the grounded version of the move is stronger, being able to KO Mario on Dream Land at 41% at ground level although the aerial version deals less damage and knockback; not KOing him on Dream Land until 62% at ground level making his aerial strings KO later in the Japanese version.

HitboxesEdit

NTSC-JEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Grounded clean hit
0 0 25% 0   100 78 0 140 12 0 0 0           Kick
1 0 25% 0   100 78 0 60 15 160 0 0           Kick
Aerial clean hit
0 0 24% 0   80 78 0 140 12 0 0 0           Kick
1 0 24% 0   80 78 0 60 15 160 0 0           Kick
Late hit
0 0 2% 0   0 100 10 155 12 0 0 60           Coin
1 0 2% 0   0 100 10 130 15 150 0 60           Coin

NTSC-U/PALEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Grounded clean hit
0 0 25% 0   90 80 0 140 12 0 0 0           Bat
1 0 25% 0   90 80 0 60 15 160 0 0           Bat
Aerial clean hit
0 0 25% 0   80 80 0 140 12 0 0 0           Bat
1 0 25% 0   80 80 0 60 15 160 0 0           Bat
Late hit
0 0 1% 0   0 100 10 155 12 0 0 60           Coin
1 0 1% 0   0 100 10 130 15 150 0 60           Coin

SummaryEdit

  •   Grounded sweetspot angle (80° → 90°).
  •   Grounded sweetspot knockback (100 (base), 78 (scaling) → 90/80).
  •   Aerial sweetspot damage (24% → 25%).
  •   Aerial sweetspot knockback scaling (78 → 80).
  •   The sweetspot SFX changed from a heavy kick to a ping sound.
  •   Sourspot damage (2% → 1%).

TimingEdit

Clean hit 2
Late hit 3-24
Intangible 2
Animation length 39
                                                                             
                                                                             

Landing lagEdit

Animation length 25
                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible

GalleryEdit