nyuuzyou/wikis huggingface dataset:
Luigi (SSBM)/Neutral attack/Hit 3

==Overview==
Similar to Captain Falcon's jab 3, Luigi lunges his lower body forward, doing a hip check on the opponent. Between the two moves, Luigi's has less than half the active frames, but a much shorter recovery; in addition, it has one hitbox, as opposed to Falcon's, which has an early hit and late hit. It is generally considered to be weaker, but much less risky, since the Luigi player doesn't have to worry about unintentionally activating a rapid jab, as well as the fact that it can be done from a wavedash.
The move sees occasional use in tournament play. It can be used to cover Luigi after performing an unsafe jab 1 or jab 2 against a crouching or shielding opponent; in these instances, the best scenario is to hit the opponent as they're attempting to punish the unsafe jabs. It's generally more rewarding than hitting the opponent with just jab 1, as it deals more damage and has scaling knockback, being able to tumble Fox at 88%. This comes at the cost of being much more telegraphed, as the entire move lasts 22 frames (well-within the timeframe of humans' reaction time), and must be preceded by jab 1 & 2; at low-mid percents (greater than 27% on Fox), it deals enough hitstun to be positive on hit, although this can still lose to crouch canceling and ASDI-down. At higher percents, when it begins to tumble the opponent, it becomes much more safe to throw out, and generally becomes very rewarding as it can lead to a tech chase.
The move also sees use niche use in edgeguarding. Generally, Luigi wants to use his powerful aerials, like forward air or down air, which are significantly stronger. However, between a 4-frame jumpsquat and the startup on his aerials, the player may not be able to react to the opponent's recovery in time if they choose a quick option, such as Falco's Phantasm, a move with an 18-frame startup, which is just barely within a human's reaction time. If the Falco attempts to recover to stage using Phantasm, the Luigi can react, hitting him with jab 1 (Luigi's fastest move) before following up with jab 2 & 3 to prevent Falco from grabbing the ledge, knocking him away & resetting the situation.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-6
Interruptible 	22
Animation length	30
Category:Luigi (SSBM)
Category:Neutral attacks (SSBM)
Luigi (SSBM)/Side special

==Overview==
Luigi huddles, charging his body up for the duration the B button is held, before launching himself forward. The distance the move travels is dependent upon how long it was charged for.
This move is one of Luigi's principal recovery moves. Owing to Luigi's horrible air speed (the worst in the game), Luigi gets much farther distance from his green missile then he does from simply falling and holding in towards the stage. Doing so carries risk, however; the end lag is a full half of a second, leaving Luigi vulnerable to an off-stage punish. Landing on stage while still in end lag is even more of a terrible idea, as the Luigi is completely motionless and unable to defend himself until he becomes actionable, although it does let him perform an amsah tech. If the Luigi is attempting to use this move to recover onto the stage, there is a way to cancel the end lag. Landing on the very edge of a platform will let the player edge cancel it, becoming immediately actionable.
The move's X factor comes in the form of its ability to get a misfire. Every time the move is activated, there's a ⅛ chance for Luigi to rocket forward, dealing significantly more damage and knockback and traveling much farther than the move's typical length. This is, in most cases, a boon to Luigi, as it lets him recover for "free". Opponents attempting to edgeguard Luigi should be on guard, as being struck by a misfire has a good chance to outright kill them, being able to kill Fox at 71% from the middle of Battlefield, even with perfect Survival DI.
==Hitboxes==
|}
==Timing==
===Missile===
This data starts from release. Start up animation is 17 frames. The interruptibility is when the move ends when airborne. The ending lag on the ground depends on the height before landing.
Hitbox 	5-44
Animation length	74
===Landing Lag===
Animation length	41
==Similar moves==
*
*
Category:Luigi (SSBM)
Luigi (SSBM)/Taunt

==Overview==
Luigi bashfully puts his hands behind his back before kicking his foot forward. This move is notable for being wholly unique, as it's the only taunt in the game that has a hitbox. This doesn't mean that it's useful as an attack, however. It takes 3/4's of a second before a single frame of an attack hitbox comes out, only for it to take nearly half a second to recover.
The move sees almost no use in competitive play. It is a horrible neutral option, being slow and having a small hitbox, almost guaranteeing Luigi will be punished. It can be used at the edge of the stage to hit opponents attempting to sweetspot; this is almost always a bad idea, as well. If it misses, the opponent will likely be able to punish Luigi. If it hits, there's a decent chance they'll be able to meteor cancel. Given this, the move's sole use in competitive play is as a humiliation tactic, getting a kill on an opponent who misses their meteor cancel.
==Hitboxes==
|}
==Timing==
Hitboxes 	46
Animation length	70
Category:Luigi (SSBM)
Luigi (SSBM)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	5-7
Ending autocancel 	16-
Interruptible 	30
Animation length 	33
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
Category:Luigi (SSBM)
Category:Up aerials (SSBM)
Luigi (SSBM)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
Baseline 	Baseline
Invincibility 	1-8
Throw Release 	18
Animation length	39
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
==Similar Moves==
*Mario (SSBM)/Up throw
*Dr. Mario (SSBM)/Up throw
Category:Luigi (SSBM)
Category:Up throws (SSBM)
Luigi (SSBU)/Back aerial

==Overview==
Luigi performs a dropkick behind himself. It is Luigi's strongest aerial when sweetspotted, easily being able to K.O. at respectable percentages. Its power is highly useful when finishing a combo, sending far off stage for the potential of an edgeguard. It is most useful at high percent, after a down throw or nair, being a more reliable K.O. move than Luigi Cyclone on stages with high upper blast lines. At low percent, it is even able to start combos into Luigi's other grounded moves.
Its sourspot and late hit also begin to start effective combos when landing at mid percentages. Luigi is able to link into all of his tilts, dash attack, fast aerials such as Nair, and even his grab depending on the percent.
At mid percentages, the sweetspot will begin putting opponents into a tumble state, forcing the character into a difficult to react tech situation where Luigi can potentially jablock and get a K.O. Depending on the DI and the character's fall speed, he can confirm a jablock while rising, but it's more commonly seen when landing. The sourspot and late hit are able to set this up as well at high percentages. 
Because of Luigi's high jumps, back aerial isn't very useful when rising in neutral. Its sweetspot is unable to hit the majority of characters when standing and the weak hit does not serve any purpose until it knocks into tumble as it's not safe enough on hit otherwise. As such, it is most useful as a combo finisher when rising, a combo starter when landing and a general kill move off the stage or against opponents that are airborne.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	6-7
Late hit 	8-13
Ending autocancel 	33-
Interruptible 	45
Animation length 	51
|-
===Landing lag===
Interruptible 	11
Animation length	28
Category:Luigi (SSBU)
Category:Back aerials (SSBU)
Luigi (SSBU)/Back throw

Luigi back throw hurtbox visualization	Luigi back throw hurtbox visualization	Luigi back throw hurtbox visualization	Luigi back throw hurtbox visualization	Luigi back throw hurtbox visualization
 	 	 	 	
==Overview==
Luigi slams the opponent behind him with the Poltergust G-00. Its great knockback makes it a strong KO throw, KOing most characters at around 130% near the ledge, while its fast animation makes it difficult to react to with DI.
==Throw Data==
|}
==Timing==
During frame 14, the move inflicts 5 frames of hitlag to both Luigi and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-15
Turnaround 	15
Throw release 	15
Interruptible 	38
Animation length	59
|-
Category:Luigi (SSBU)
Category:Back throws (SSBU)
Luigi (SSBU)/Dash attack

==Overview==
Luigi childishly throws punches whilst dashing forward. His second fastest grounded option, out-sped by his frame 2 jab, Luigi's dash attack makes for his best burst option, and especially useful when perfect shielding a longer ranged move. At high percents, it is able to KO opponents, making it great for when Super Jump Punch cannot reach in time or when dash grab is too slow, although the lengthy animation and high hitlag multiplier on the final hit make it easier to DI on reaction. While it is possible to SDI the move, the low hitlag multiplier of 0.5x makes it a bit more difficult to do so. It is also unsafe on shield even if it crosses up, and if it completely whiffs, the lengthy animation can lead to a punish on Luigi.
==Update History==
 
*
**
 
*
==Hitboxes==
|}
==Timing==
Hits 1-4 	4, 8, 12, 16
Hit 5 	25
Interruptible 	48
Animation length	55
Category:Luigi (SSBU)
Category:Dash attacks (SSBU)
Luigi (SSBU)/Down aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Clean hit 	10
Late hit 	11-14
Ending autocancel 	24-
Interruptible 	29
Animation length 	34
|-
===Landing lag===
Interruptible 	13
Animation length	28
Category:Luigi (SSBU)
Category:Down aerials (SSBU)
Luigi (SSBU)/Down smash

==Overview==
Luigi sweeps around himself with both legs. While being his weakest smash attack, it is also by far his fastest, with the first hit coming out on frame 6, with a frame 14 second hit. It has a sweetspot on both hits on Luigi's hip, reliably killing at ~140%, which also have priority over the sourspot. The move causes Luigi to go low, allowing him to low-profile aerials and catch landing attempts easier, while sending at an alternative angle to up smash which can switch up the opponent's DI. It is also possible to use down smash out of a run turnaround, in order to get both hits to hit shield, which leads to good shield damage, which can be useful as an unexpected shield-break method.
Down smash's back hit, despite possessing a weaker sound effect, has more knockback scaling over the first hit, which also makes it very effective against rolls. It is also able to hit ledgehang animations, however down tilt is usually preferred due to being less committal and hitting every ledgehang in the game as opposed to down smash. With its speed and range, it can make for a decent punish for when Super Jump Punch is unable to reach.
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hit 1 	6-7
Hit 2 	14-15
Interruptible 	38
Animation length	42
Category:Luigi (SSBU)
Category:Down smashes (SSBU)
Luigi (SSBU)/Down taunt

==Overview==
Luigi bashfully kicks the ground, powerfully meteor smashing anyone hit by it. Being the strongest meteor smash at low % thanks to its high set knockback, it has its uses in competitive play. It is most effective after a ledge regrab, making it relatively useful after a ledge trump. Its high set knockback combined with SSBU's grounded meteor smash mechanics make it an effective combo starter at any percent.
However, the move possesses gaping flaws. It is Luigi's slowest move, coming out on frame 45. It also has a duration of only a single frame and a small hitbox placed at an extremely low angle. These traits make it awkward to execute the attack in practice and renders it highly predictable. The move's low range is also easily beat by disjointed recovery moves like Dolphin Slash.
Overall, down taunt is a fringe option that is rarely seen in practice due to sluggish speed and difficulty in landing the attack.
==Hitboxes==
|}
==Timing==
Hitboxes 	45
Interruptible 	70
Animation length	69
==Trivia==
*This move has a rehit rate of 8. However, due to its extremely short duration, it never comes into play.
Category:Luigi (SSBU)
Category:Taunts (SSBU)
Luigi (SSBU)/Down throw

==Overview==
Luigi ground-pounds the opponent. This is Luigi's best combo starter. As it’s useful both for racking up damage and setting up for kills. It can combo into several moves, including all of Luigi's aerials, and he can act as soon as his feet touch the ground.
==Update History==
 
*
==Throw and Hitbox Data==
|}
|}
==Timing==
If used at an edge, the opponent is pushed 1 unit up and away when thrown, preventing certain characters from getting stage spiked underneath.
Invincibility 	1-29
Hitbox 	18-28
Throw Release 	29
Interruptible 	41
Animation length	57
|-
Category:Luigi (SSBU)
Category:Down throws (SSBU)
Luigi (SSBU)/Down tilt

==Overview==
Luigi performs a heel kick in front of him. It possesses fast frame 5 startup and very little endlag, at only 5 frames of vulnerability once the hitbox ends. It also possesses 4 active frames, which combined with a good, low-hitting hitbox, makes it an excellent two-frame tool. This makes down tilt a generally low commitment move, even being -2 on shield when fresh, and being +1 should the very last active frame connect, making it one of Luigi's overall safest ways to poke in neutral. Due to its safety, it has a potential shield-break setup in two down tilts then Super Jump Punch. It can be avoided via rolls or a very fast out-of-shield option, however down tilt's sheer safety can allow Luigi to punish if an OOS option is correctly read. It also gives Luigi lots of combo potential, including being able to jablock at low percents, leading to standing grabs at mid percents, then dash grabs at high percents, and the very low endlag of the move even allows moves like up tilt, more down tilts, aerials or Super Jump Punch to be used out of a dash for further combos, KO confirms and mixups.
Down tilt also is useful as a ledgetrapping tool. As a result of its hitbox and sheer speed, it can pressure ledge options from every character in the game, as it is able to hit every single ledgehang animation, and when combined with his grab aerial, can make for a difficult time for opponents to get back to stage. It can also set up for an aerial offstage if hit close to ledge. Down tilt is also one of Luigi's best options out of a perfect shield, as opponents typically will shield themselves after being perfect shielded, allowing down tilt to then pressure them for this, thus conditioning the opponent to do something else which can be punished accordingly.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-8
Interruptible 	14
Animation length	27
Category:Luigi (SSBU)
Category:Down tilts (SSBU)
Luigi (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-22
Intangibility (2nd grab)	1-18
Intangibility (3rd grab)	1-11
Hitbox 	20-22
Interruptible 	56
Animation length 	55
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Luigi (SSBU)
Category:Edge attacks (SSBU)
Luigi (SSBU)/Forward aerial

==Overview==
Swings his hand downwards, similarly to a karate chop. It has outstanding speed,on par with PAC-Man's forward aerial, and it's very good for combos and edgeguarding due to its average knockback, favourable angle and extremely low ending lag.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	7-10
Ending autocancel 	21-
Interruptible 	24
Animation length 	45
|-
===Landing lag===
Interruptible 	14
Animation length	42
Category:Luigi (SSBU)
Category:Forward aerials (SSBU)
Luigi (SSBU)/Forward smash

Luigi forward smash hitbox visualizations	Luigi forward smash hitbox visualizations	Luigi forward smash hitbox visualizations	Luigi forward smash hitbox visualizations	Luigi forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Luigi steps forward and delivers a knifehand jab. It is fast for its strength at frame 12 with moderate ending lag, and possesses a very slight disjoint at the fingers as well as no kind of sourspot, making it a reliable KO option. It can be angled, which alters the move's knockback and angle stats. The slight disjoint can be utilized with the up angle as an anti-air against low-ranged aerials, strengthened by its higher kill power due to higher knockback and launch angle, capable of killing at ~85% on midweights from the top. The un-angled variation can be used with its longer horizontal reach as a strong punish, and the down angle can be used to hit certain ledgehangs, and sends at the lowest angle, thus killing earliest at the ledge at ~100% on midweights. The move also possesses five extra points of shield damage, making it a useful move to break a damaged shield.
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hitboxes 	12-13
Interruptible 	42
Animation length	41
Category:Luigi (SSBU)
Category:Forward smashes (SSBU)
Luigi (SSBU)/Forward throw

Luigi forward throw hurtbox visualization	Luigi forward throw hurtbox visualization	Luigi forward throw hurtbox visualization	Luigi forward throw hurtbox visualization	Luigi forward throw hurtbox visualization
 	 	 	 	
==Overview==
Luigi slams the opponent in front of him with the Poltergust G-00. While visually similar to his back throw, forward throw is much weaker, being unable to KO on its own until around 160% at the ledge. As such, it is only really used when too far from an edge for back throw to take a stock and when down throw's knockback is too high to combo into a reliable kill option. It is used mostly to get an opponent off stage to gain stage control. 
Overall, forward throw is overshadowed by Luigi's other throws and rarely used outside of its niche application.
==Throw Data==
|}
==Timing==
During frame 14, the move inflicts 5 frames of hitlag to both Luigi and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-15
Throw Release 	15
Interruptible 	38
Animation length	63
|-
Category:Luigi (SSBU)
Category:Forward throws (SSBU)
Luigi (SSBU)/Forward tilt

Luigi forward tilt hitbox visualizations	Luigi forward tilt hitbox visualizations	Luigi forward tilt hitbox visualizations	Luigi forward tilt hitbox visualizations	Luigi forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Luigi performs a sideways hook kick while facing the camera. Like most forward tilts, it has the ability to be angled, which can make it a better anti-air angled up, or hit ledgehangs angled down. In general, however, it is quite unremarkable in almost every area, being most useful as a grounded spacing tool, however even his forward smash provides better range, and forward tilt has a moderate amount of endlag, making not as good as other spacing options, even when compared to other forward tilts. It also possesses no kill power until around 180%, and lacks combo or lock potential, which further makes the move overshadowed by the rest of Luigi's kit. Down tilt is a generally better option to hit the ledge with, and Luigi has other methods of anti-airing as well, not to mention his jab comes out faster, while down and up tilts comes out at the same frame as forward tilt. Overall, it's one of Luigi's most situational attacks.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-7
Interruptible 	33
Animation length	38
Category:Luigi (SSBU)
Category:Forward tilts (SSBU)
Luigi (SSBU)/Grab

==Overview==
Luigi fires a plunger from the Poltergust G-00. While the move has significant start up lag, it has low ending lag. This makes it similar to regular grabs. The slow speed of all three variations allows them to only work effectively as whiff punishes. While it's not impossible to use it in other contexts, it is far less reliable.
===Standing Grab===
Luigi's standing grab, while slow at frame 14, is highly useful thanks to its range. It is ranked 7th overall. It's able to reliably punish under-spaced moves and lead into Luigi's devastating combos.
===Dash Grab===
While ineffective as a burst option due to its speed, Luigi's dash grab is useful as a whiff punish. It suffers, however, from a blindspot. Its grabbox is disabled just before the plunger reaches its maximum range, giving the impression that the move should have worked in certain situations.
===Pivot Grab===
Pivot grab's high range, even on its first two active frames, makes it a very reliable option to catch aggressive options.
==Update History==
 
*
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	14-15, 16-20
Interruptible 	48
Animation length	63
===Dash grab===
Grab 	16-17, 18-22
Interruptible 	52
Animation length	66
===Pivot grab===
Grab 	17-18, 19-23
Interruptible 	50
Animation length	65
Category:Luigi (SSBU)
Category:Grabs (SSBU)
Luigi (SSBU)/Grab aerial

==Overview==
Luigi fires a plunger from the Poltergust G-00. Once the Plunger has travelled a set distance, it starts falling. It cannot be reflected or absorbed.
If Luigi lands before the plunger is fired, the landing animation will fire it on frame 6.
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Aerial===
Autocanceling the move causes Luigi to experience 8 frames of landing lag, like other grab aerials.
Hitbox 	14-63
Ending autocancel	49-
Interruptible 	53
Animation length 	63
|-
|-
===Landing===
The hitbox is only generated if Luigi lands before frame 14.
Hitbox (off ledge) 	6-55
Hitbox (ground level)	6-30
Interruptible 	21
Animation length 	39
!Off ledge 
|-
!Ground level 
|-
!Lag 
Category:Luigi (SSBU)
Category:Grab aerials (SSBU)
Luigi (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Straight 	
Neutral attack 3 	Rump Thrust 	
Forward tilt (mid) 	Middle Kick 	
Forward tilt (high) 	Middle Kick 	
Forward tilt (low) 	Middle Kick 	
Up tilt 	Cat Uppercut 	
Down tilt 	Heel Kick 	
Dash attack 	Flurry Punches 	
Forward smash 	Hell Thrust 	
Forward smash (high) 	Hell Thrust 	
Forward smash (low) 	Hell Thrust 	
Up smash 	Lead Headbutt 	
Down smash 	Double Kick 	
Neutral aerial 	Luigi Kick 	
Forward aerial 	Crown Chop 	
Back aerial 	Rear Drop Kick 	
Up aerial 	Air Slash 	
Down aerial 	Drill Kick 	
Grab aerial 	Suction Shot 	
Neutral special 	Fireball 	
Side special 	Green Missile 	
Side special (misfire)	Green Missile 	
Up special (ground) 	Super Jump Punch	
Up special (air) 	Super Jump Punch	
Down special (ground) 	Luigi Cyclone 	
Down special (air) 	Luigi Cyclone 	
Standing grab 	Suction Shot 	
Dash grab 	Suction Shot 	
Pivot grab 	Suction Shot 	
Pummel 	Poltergust Shock	
Forward throw 	Slam 	
Back throw 	Slam 	
Up throw 	Poltergust Reel 	
Down throw 	Poltergust Drop 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Down taunt 	 	
Category:Luigi (SSBU)
Category:Hitboxes (SSBU)