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Luigi (SSBU)/Down special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For in move itself, see Luigi Cyclone.
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Hitbox visualization showing Luigi's grounded Luigi Cyclone.
Hitbox visualization showing Luigi's aerial Luigi Cyclone.

OverviewEdit

Luigi swiftly spins and creates a multi-hit damaging whirlwind that launches opponents with its final hit. Unlike previous games, it no longer gains sufficient height even with button mashing, making it essentially useless for recovery, and makes Luigi easier to edgeguard and gimp. However, the move has gained some notable strengths. It has larger hitboxes and now has a windbox that sucks the opponent into the move which helps it connect with opponents more consistently. It also has increased damage and knockback, making it a viable KO move particularily near the upper blast lines, and can be combo'd into from his down throw for a potential KO at high percents. It can also be a KO move on the ground near the ledge at very high percents, especially if the opponents' DI is poor.

It also has one last notable strength which is that it grants Luigi invincibility frames during the move. The amount and duration of invincibility depends on whether the move is used in the air or on the ground with the move having invincibility on frames 4-8 if used on the ground and frames 1-7 if used in the air. With its new trait of invincibility, Luigi can potentially break out of combos and tank through an opposing attack which when used properly, can help him get out of disadvantage and launch a counterattack. Lastly, its strong damage and knockback synergize with its invincibility to give it great ledge coverage use.

However, its downsides should not be overlooked. It has very high cooldown after the final hit with 46 frames of ending lag, making it very easy to punish if shielded or whiffed, and it can be easily read and avoided by the opponent. Additionally, despite its good KO power and utility in KO confirms, it can be survived even up to high percentages if the appropriate DI is used (down and away), especially if it becomes stale.

Overall, despite losing all of its recovery potential, the move has excellent utility as a KO move, combo and disadvantage breaker, and ledge coverage tool, making it one of the most useful moves in Luigi's kit. However, its effectiveness in combo and disadvantage breaking have led it to be overused by many players which has caused the move to be very easy to read. Therefore, players must remain unpredictable and mix things up in order to take advantage of its strengths.

Update HistoryEdit

  2.0.0

  •   Luigi Cyclone has more knockback (80 (base)/130/120 (scaling) → 85/140/130).

  3.1.0

  •   Luigi Cyclone's invincibility no longer lasts for its entire duration when used on the ground and while ascending into the air with certain timing.

HitboxesEdit

GroundedEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Multihits
1 0 6 2.0% 0   Standard 85 30 0   5.5 top 0.0 10.0 -5.5 0.8× 0.8× 0%               Kick   All All            
2 0 6 2.0% 0   Standard 85 30 0   5.5 top 0.0 10.0 5.5 0.8× 0.8× 0%               Kick   All All            
0 0 6 2.0% 0   Standard 25 60 0   6.0 top 0.0 5.5 0.0 0.8× 0.8× 0%               Kick   All All            
4 1 10 0.0% 0   Standard 0 100 50   19.5 top 0.0 8.5 0.0 0.8× 0.8× 0%               None   No item All            
The ID 0 to 2 hitboxes use a position vector with offsets [0, 8] for 9 frames.
Final hit
0 0 0 4.0% 0   Standard 85 140 0   7.5 top 0.0 11.0 -9.5 2.0× 1.0× 0%               Kick   All All            
1 0 0 4.0% 0   Standard 85 140 0   7.5 top 0.0 11.0 9.5 2.0× 1.0× 0%               Kick   All All            
2 0 0 4.0% 0   Standard 85 140 0   6.5 top 0.0 4.0 0.0 2.0× 1.0× 0%               Kick   All All            

AerialEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Multihits
1 0 6 2.0% 0   Forward 80 30 0   6.0 top 0.0 9.5 5.5 0.8× 0.8× 0%               Kick   All All            
2 0 6 2.0% 0   Forward 80 30 0   6.0 top 0.0 9.5 -5.5 0.8× 0.8× 0%               Kick   All All            
0 0 6 2.0% 0   Forward 80 30 0   6.0 top 0.0 2.5 0.0 0.8× 0.8× 0%               Kick   All All            
4 1 10 0.0% 0   Forward 0 100 45   15.5 top 0.0 8.5 0.0 0.8× 0.8× 0%               None   No item All            
The ID 0 to 2 hitboxes use a position vector with offsets [0, 8] for 8 frames.
Final hit
0 0 0 4.0% 0   Standard 85 130 0   7.5 top 0.0 11.0 -9.5 2.0× 1.0× 0%               Kick   All All            
1 0 0 4.0% 0   Standard 85 130 0   7.5 top 0.0 11.0 9.5 2.0× 1.0× 0%               Kick   All All            
2 0 0 4.0% 0   Standard 85 130 0   6.5 top 0.0 2.0 0.0 2.0× 1.0× 0%               Kick   All All            

TimingEdit

Invincibility (grounded) 4-8
Invincibility (aerial) 1-7
Multihits 10-33 (rehit rate: 6)
Windbox 10-33 (rehit rate: 10)
Final hit 40
Interruptible 86
Animation length 87
Hitboxes                                                                                                                                                                               
Windbox                                                                                                                                                                               
Grounded                                                                                                                                                                               
Aerial                                                                                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
 
Flinchless hitbox
 
Interruptible

ParametersEdit

The move can gain height by mashing the special move button during frames 10-40.

Horizontal acceleration 0.04
Maximum horizontal speed 1.1 (grounded)
0.7 (aerial)
Added upward speed per button press 0.65
Maximum upward speed 0.85
Friction after last hit 0.045

TriviaEdit

  • The aerial version's windbox has a linking issue caused by the angle type it uses. It has an angle of 180°, but since it forces knockback in the direction Luigi is facing, opponents behind him are pushed away from him instead of towards him, as if they were hit from his frontside. The grounded version's windbox lacks this issue, as it uses a standard angle type.