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Luigi (SSBM)/Dash attack: Difference between revisions

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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
[[File:LuigiDashAttackSSBM.gif|thumb|400px|Hitbox visualization showing Luigi's dash attack.]]
[[File:LuigiDashAttackSSBM.gif|thumb|400px|Hitbox visualization showing Luigi's dash attack.]]
{{competitive expertise}}
==Overview==
==Overview==
Luigi dashes forward whilst throwing childish, pathetic punches. While the move is fast and is disjointed, the positives end there. The moves damage output is merely fine assuming all the hits connect, and 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 non-existent usage in serious settings.
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]]. Then the move's long duration and very low [[hitstun]] from its hitboxes makes 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 farther contributes to the aforementioned issue of the move being so unsafe on hit. This all leaves the move with no practical use.


==Hitboxes==
==Hitboxes==

Revision as of 18:02, May 14, 2023

Hitbox visualization showing Luigi's dash attack.

Overview

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. Then the move's long duration and very low hitstun from its hitboxes makes 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 farther contributes to the aforementioned issue of the move being so unsafe on hit. This all leaves the move with no practical use.

Hitboxes

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 EffectIcon(Normal).png 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 EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shell

Timing

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)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible