nyuuzyou/wikis huggingface dataset:
Luigi (SSBU)/Neutral aerial

==Overview==
Luigi performs a short kick, with the front leg stretched out while the back leg remains close to his body. It is Luigi's fastest aerial and the second strongest in terms of damage, but does not kill until very high percents. Due to its low base knockback, low landing lag, very fast startup, and completely vertical launch angle, it is one of Luigi's most used moves when it comes to his combos. When used while landing it is capable of setting up into all of Luigi's moves at varying percents, with the exception of Down Taunt. 
It has no sourspot, however it does have a lingering late hit that is much weaker than the early hit. This hit does not combo very well at very low percents, however the lower knockback allows it to continue being a combo starter past percents where the early hit launches too far. The trajectory of the late hit is a few degrees off of being entirely vertical.
When platforms are present, the vertical launch angle allows it to be used to place opponents onto platforms, or in a position where another aerial can allow Luigi to utilize the platform to extend a combo. At certain percent ranges depending on weight, the opponent can be forced into a tech situation that Luigi can use to earn himself a K.O.
Because of Luigi's slow and floaty jump, along with the move's interruptibility, it isn't very useful when rising, being negative on hit until high percents, or when connecting with the final frames that it is active. The hitbox only covers below Luigi and as such isn't a great anti-air, but the speed allows it to break combos and in turn give Luigi advantage if he lands soon after.
==Hitboxes==
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==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	3-5
Late hit 	6-31
Ending autocancel 	36-
Interruptible 	45
Animation length 	51
|-
===Landing lag===
Interruptible 	9
Animation length	24
Category:Luigi (SSBU)
Category:Neutral aerials (SSBU)
Luigi (SSBU)/Neutral attack

==Overview==
Luigi's neutral attacks consist of 2 jabs and a backwards hip thrust. It does 8% in total.
For the technical data of each individual hit, see:
*Luigi (SSBU)/Neutral attack/Hit 1
*Luigi (SSBU)/Neutral attack/Hit 2
*Luigi (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	2-3
Jab 2 	7-8
Jab 3 	15-16
Interruptible 	19, 25, 40
Animation lengths	23, 31, 46
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|-
Category:Luigi (SSBU)
Category:Neutral attacks (SSBU)
Luigi (SSBU)/Neutral attack/Hit 1

==Overview==
Luigi throws a quick jab with his arm farthest from the camera. It is Luigi's fastest grounded option at frame 2, and one of the fastest neutral attacks in the game, only being surpassed by and . It can make for a somewhat safe poke in neutral. It is possible to hold the attack button down to repeatedly perform the move, making it a safe way to deal with spotdodges, techs in place, or stuff out short-ranged grounded approach options. It is also used to jablock opponents, however the small hitboxes can cause the move to whiff on skinnier characters, provided they don't bounce from the missed tech animation. It leads into the second hit very reliably.
==Update History==
 
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==Hitboxes==
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==Timing==
Hitboxes 	2-3
Continuability window	5-20
Consecutive jab frame	7
Interruptible 	19
Animation length 	23
|-
Category:Luigi (SSBU)
Category:Neutral attacks (SSBU)
Luigi (SSBU)/Neutral attack/Hit 2

==Overview==
Luigi throws a quick jab with the opposite hand from the first hit. It possesses better range over the first hit, allowing it to be used for close-range spacing mixups with the first jab, and has a much easier time jablocking opponents with skinnier frames. It can also work alongside the other jabs in mixing up on an opponent's shield, especially due to the fact that it is the safest jab of Luigi's on shield, at -12, a frame safer than the first jab. With the added range, it can be useful for opponents with poor out-of-shield options.
==Update History==
 
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==Hitboxes==
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==Timing==
Hitboxes 	3-4
Continuability window	6-30
Interruptible 	19
Animation length 	27
|-
Category:Luigi (SSBU)
Category:Neutral attacks (SSBU)
Luigi (SSBU)/Neutral attack/Hit 3

==Overview==
Luigi bumps the opponent with his behind. The slowest overall of all his jabs, meaning that it is also relatively unsafe on shield. With jab 2, it can be used against an unshielding opponent if they do not expect the third hit, which works well with the safety of jab 2. It can lead to niche jablock or tech chase situations at low percents, although the endlag makes them hard to perform. It is also incapable of killing at any realistic percent, making it a move exclusively for getting opponents off of Luigi. Otherwise, it provides decent range, with Luigi moving forwards a decent amount and even having minor disjoint, which helps jab 2 connect into it more easily.
==Update History==
 
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==Hitboxes==
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==Timing==
Hitboxes 	6-7
Interruptible 	31
Animation length	37
Category:Luigi (SSBU)
Category:Neutral attacks (SSBU)
Luigi (SSBU)/Neutral special

==Overview==
==Update History==
 
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==Hitboxes==
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==Timing==
Clean hit 	17-45
Late hit 	46-66
Interruptible 	44
Animation length	54
|-
===Differences for 's Copy Ability===
*
==Parameters==
Lifetime 	50 frames
Travel speed 	1.25
Travel angle 	0°
Can pierce opponents?	No
==Trivia==
*The fireball has various unused parameters meant to control gravity and speed changes when it bounces off surfaces, much like Mario's Fireballs, which are carried over from Luigi's Bouncing Fireball custom in Smash 4.
Category:Luigi (SSBU)
Category:Neutral special moves (SSBU)
Category:Special moves (SSBU)
Luigi (SSBU)/Pummel

==Overview==
Luigi squeezes the opponent with the vacuum nozzle of the Poltergust G-00. Like every other pummel, it is fast and allows Luigi to rack up damage a bit more before using his down throw to start his devastating combos. 
==Hitboxes==
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==Timing==
Hitbox 	1
Interruptible 	7
Animation length	19
==Trivia==
*Despite not using his head anymore, Luigi's pummel is still considered a head move.
Category:Luigi (SSBU)
Category:Pummels (SSBU)
Luigi (SSBU)/Side special

==Overview==
Green Missile is by far Luigi's most situational move. The hitbox covers his neck, face and upper torso, but does not completely cover his head, making the move easy to intercept, especially with disjointed attacks. Due to his poor air speed, Luigi will often have to use it when trying to recover, making his recovery somewhat predictable. It can be charged and, at full charge, it travels at a long distance and deals high damage and knockback. 
By using a smash input, it gains a bit of charge by default.
The move has a 10% chance of misfiring. This makes the move faster and stronger, and the hitbox covers more of Luigi's torso. However, it does not give any height, making it easy to get stuck under the stage after its use.
Above a certain speed, it has a 50% of getting Luigi stuck into a wall. The minimum speed is very low and possible to reach with a smash input. When inside the wall, Luigi is completely vulnerable for 91 frames (just above a second and a half).
==Update History==
 
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==Hitboxes==
Without a misfire, the move's true base damage is specified in its parameters, and ranges from 6% to 21% based on charge. More specifically, its base damage is equal to 6 + 15 * (charge frames / 90). A smash input causes the move to start off with 20 charge frames.
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==Timing==
===Missile===
The move allows Luigi to land starting from frame 31 onward, skipping its remaining active frames in the process; when used on flat ground, Luigi usually lands on frame 55, allowing it to be interrupted on frame 95. Likewise, it skips to frame 61 upon hitting an opponent, or a wall if Luigi does not get stuck on it. Jostling is also disabled from frame 22 onward.
Charges between 	17-18
Intangibility 	18-22
Hitboxes (regular; early, late)	22-24, 25-60
Hitboxes (misfire; early, late)	22-27, 28-60
Interruptible (grounded) 	100
Interruptible (aerial) 	80
Animation length (grounded) 	99
Animation length (aerial) 	84
!Grounded, regular 
|-
!Aerial, regular 
|-
!Grounded, misfire 
|-
!Aerial, misfire 
|-
!Luigi 
===Wall stick===
Animation length	91
==Parameters==
Horizontal speed multiplier on startup 	0.8
Friction during startup and charge 	0.02
Gravity during startup and charge 	0.05
Total charge time 	90 frames
Starting charge with smash input 	20 frames
Maximum hold time before automatic cancel	150 frames
Misfire chance 	10%
Base damage 	6% to 21%
Initial horizontal speed on release 	1.4 to 2.65 (normal)3 (misfired)
Initial vertical speed on release 	0.4 to 0.8 (normal)0.34 (misfired)
Minimum horizontal speed for wall stick 	1.8
Wall stick chance 	50%
Gravity on release 	0.008
Fall speed on release 	1.2
Friction on ending 	0.07
Gravity on ending 	0.1
==Trivia==
*The scripts for the regular version of the move have a ledge grab window for both sides set to activate from frame 39 onward. However, for unknown reasons, it does not actually take effect in-game.
Category:Luigi (SSBU)
Category:Side special moves (SSBU)
Category:Special moves (SSBU)
Luigi (SSBU)/Up aerial

==Overview==
Does a backflip and kicks upwards with one leg. Has decent range, speed and power making it useful for juggling. However, it’s moderately low knockback and unfavourable launch angle doesn’t allow it to kill until the opponent’s at extremely high percents and near the upper blast line, but it does allow it to combo more consistently, especially at low percents.
==Update History==
 
*
==Hitboxes==
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==Timing==
===Attack===
Initial autocancel	1
Clean hit 	5-7
Late hit 	8-11
Ending autocancel 	19-
Interruptible 	27
Animation length 	37
|-
===Landing lag===
Interruptible 	8
Animation length	26
Category:Luigi (SSBU)
Category:Up aerials (SSBU)
Luigi (SSBU)/Up smash

==Overview==
Luigi jumps slightly and swings his head from behind to front upwards. Nicknamed the 'Lead Headbutt' ingame, it is a powerful anti-air move for Luigi, possessing full head intangibility during the 5 frames the hitbox is active and has good knockback with a fair amount of range, capable of killing at ~125% with proper DI. It is fairly low in startup and endlag, making it a good out-of-shield option at frame 9, and the front hit is on frames 12-13, making it great coverage for landings or dealing with crossups on shield, although doesn't possess as much range as the back hit. Up smash's later frames are also capable of comboing into some of Luigi's aerials, such as forward, back or up aerials, which can lead to a fair amount of damage. The low angle that always sends towards Luigi can trip up opponent's DI with those unfamiliar with this property. Up smash possesses a sourspot on Luigi's chest, but is hard to land unless the opponent is almost touching him as the sweetspot has priority over it.
==Update History==
 
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==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hitboxes 	9-13
Head and nose intangible	9-13
Interruptible 	40
Animation length 	40
!Hitboxes 
|-
!Head and nose 
|-
Category:Luigi (SSBU)
Category:Up smashes (SSBU)
Luigi (SSBU)/Up special

Luigi Up Special Hitbox Visualizations	Luigi Up Special Hitbox Visualizations	Luigi Up Special Hitbox Visualizations	Luigi Up Special Hitbox Visualizations	Luigi Up Special Hitbox Visualizations
Grounded 	Aerial 	 	 	
 	 	 	 	
==Overview==
Super Jump Punch is Luigi's most reliable KOing move, able to finish off opponents at around 50% to 60%. It has massive landing lag (45 frames), making it very punishable on whiff. Coming out on frame 8, it is one of Luigi's fastest out of shield options, but hindered by its low range. Aside from being Luigi’s primary recovery move for vertical distance, the move is typically used as a powerful combo finisher from a variety of Luigi's combo extenders, ending in a stock taken almost all the time. The move does not launch traditionally at 90°; instead, it has an angle of 88°. This means that optimal DI is away from Luigi. 
In the air, it is noticeably weaker, but can be hit from an up tilt, a down throw and other combos and mix ups. It also has a slightly bigger hitbox that isn't extended into the z-axis, causing some inconsistencies against thinner characters. It is also able to start a combo should Luigi grab the ledge immediately after sweetspotting it. Unlike the grounded version, the aerial version sends straight up, using an angle of 90°.
When sourspotted, Super Jump Punch deals only 1% with knockback so weak that it cannot KO above the upper blast line, allowing two Luigis to perform the Luigi ladder technique. Combined with the high landing lag, this makes the late hit incredibly unsafe to land as it will inevitably lead to a very strong punish.
==Hitboxes==
Landing a grounded clean hit triggers a Special Zoom.
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==Timing==
The move enables ledge grabs from the front starting on frame 11, and from behind starting on frame 25. Luigi can also fast fall as early as frame 25.
To B-reverse the move, the control stick has to be held backward on frame 8 for the grounded version, and frame 6 for the aerial version.
===Grounded===
Optional reverse	8
Intangible 	8-10
Clean hit 	8
Late hit 	9-23
Animation length	56
|-
===Aerial===
Optional reverse	6
Intangible 	6-8
Clean hit 	6
Late hit 	7-23
Animation length	56
|-
===Landing===
Animation length	45
==Parameters==
===Move===
While the move is generally described to only travel straight up, it can actually be directed horizontally much like Mario's version, albeit to a much less significant degree that is harder to discern.
Horizontal speed multiplier on startup	0
Startup gravity 	0.05
Stick sensitivity to reverse 	0.25
Stick sensitivity to angle 	0.2
Maximum angle deviation 	1°
Grounded height multiplier 	1
Aerial height multiplier 	1.2
Horizontal speed multiplier on ending 	0.05
Helplessness air speed 	0.35
Helplessness fall speed 	1.5
Landing lag 	
===Special Zoom===
Duration 	35 frames
Slowdown magnitude 	4
Zoom rate 	3.5
Time before zoom 	3 frames
Background duration (non-1v1)	24 frames
Category:Luigi (SSBU)
Category:Special moves (SSBU)
Category:Up special moves (SSBU)
Luigi (SSBU)/Up throw

Luigi up throw hurtbox and hitbox visualization	Luigi up throw hurtbox and hitbox visualization	Luigi up throw hurtbox and hitbox visualization	Luigi up throw hurtbox and hitbox visualization	Luigi up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Luigi launches the opponent upwards by swinging the Poltergust G-00.
==Throw and Hitbox Data==
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|}
==Timing==
Invincibility 	1-18
Collateral hit 	15
Throw Release 	18
Interruptible 	40
Animation length	54
|-
Category:Luigi (SSBU)
Category:Up throws (SSBU)
Luigi (SSBU)/Up tilt

==Overview==
Luigi performs an uppercut while jumping. It is a useful combo starter, however at very early percents, it is unsafe on hit, so its combo potential comes moreso from mid percents. Up tilt can notably lead into most of his aerials, itself (although not reliably), and even Super Jump Punch for a strong KO, or up aerial to back aerial for high damage and a potential kill at ledge. The higher speed of up tilt and being harder to DI can make it a more useful combo tool over down throw in situations where grabs are too slow or when it is possible to DI out of a Super Jump Punch KO. While it can work as an anti-air on shorter ranged landing options, the head intangibility and extra area coverage of up smash is better suited to this over up tilt.
Up tilt is also useful as a way to shark platforms, being safer but less rewarding over up smash. It also hits quite low for an up tilt, allowing it to hit ledgehangs and even two-frame certain characters, allowing for slightly extended combos due to hitting opponents from a lower point. Aside from its confirms into Super Jump Punch, up tilt itself cannot kill well at realistic percents, although can kill earlier than up throw. It also cannot hit behind Luigi very well, if at all.
==Hitboxes==
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==Timing==
Hitboxes 	5-10
Interruptible 	28
Animation length	39
Category:Luigi (SSBU)
Category:Up tilts (SSBU)
Luma (disambiguation)

Luma can refer to:
*Lumas, star-like creatures from the series.
**Rosalina & Luma's appearance as a fighter in Super Smash Bros. 4.
**Rosalina & Luma's appearance as a fighter in Super Smash Bros. Ultimate.
*, a smasher from Australia.
*, a smasher from Missouri.
*, a smasher from Germany.
LumiRank 2023/Japan Top 200

The LumiRank 2023 Japan ranks the top 200 players in Japan during the LumiRank 2023 season.
Ranking requirements were more relaxed compared to the main ranking; however, players were still required to attend more than two tournaments in order to be ranked.
==Rankings==
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==External links==
*Rankings
Category:LumiRank
Category:Japanese Power Rankings
LumiRank 2023/North America Top 200

The LumiRank 2023 North America ranks the top 200 players in North America during the LumiRank 2023 season.
Ranking requirements were more relaxed compared to the main ranking, however players were still required to attend more than two tournaments in order to be ranked.
==Rankings==
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==External links==
*Rankings
Category:LumiRank
Category:North American Power Rankings
LumiRank 2024

Following a community vote, the LumiRank 2024 was split into two separate seasons:
*LumiRank 2024.1, which took place from December 18th, 2023 to July 15th, 2024
*LumiRank 2024.2, which will take place from July 16th, 2024 to December 16th, 2024.
==Regional rankings==
Alongside the half-year seasons, full-year regional rankings were also released:
*LumiRank 2024/Europe
*LumiRank 2024/Japan
*LumiRank 2024/North America
===World showcase===
The following players were not from a region that received a regional ranking, but were considered the best players from their region by the algorithm:
*
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*
*
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* (representing Réunion)
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==External links==
*World showcase
Category:LumiRank
Lunala

Lunala (, Lunala) is a Legendary Pokémon from the Alola region.
==Origin==
 is a Psychic/Ghost-type Legendary Pokémon introduced in , and is categorized within the Pokédex at #792 as the "Moone Pokémon". It serves as the mascot for Pokémon Moon. It evolves from when leveled up in Pokémon Moon, Pokémon Ultra Moon, Pokémon Shield, or Pokémon Violet starting at level 53. It is one of 's final forms, the other being Solgaleo. fuses with Lunala using the to become Dawn Wings Necrozma.
 is Lunala's . It has 100 power and 100% accuracy and allows its user to ignore the target's Abilities when dealing damage.
==In Super Smash Bros. Ultimate==
===As a Poké Ball Pokémon===
Once summoned, Lunala teleports to the background of the stage, readying its signature move, Moongeist Beam (, Shadow Ray), a large, lingering damage-dealing laser; it will fire a laser at an opponent before dragging it upwards towards the top of the screen. It repeats this process 3 times before flying away. It can only aim at grounded opponents, otherwise aiming at the last point on the ground the opponent was on before entering the air.
Unlike many other Pokémon, Lunala cannot be summoned on many stages, presumably due to background obstructions, moving background characters, or the stage having a 2D or scrolling nature, which interferes with Lunala's visibility.
These stages include: 3D Land, 75m, Balloon Fight, Brinstar Depths, Delfino Plaza, Dracula's Castle, Dream Land, Dream Land GB, , Flat Zone X, Frigate Orpheon, Gamer, Golden Plains, Green Hill Zone, Hanenbow, Hollow Bastion, King of Fighters Stadium, Luigi's Mansion, Mario Bros., Mementos, Midgar, Minecraft World, Mishima Dojo, Mushroom Kingdom II, Mushroomy Kingdom, Mute City SNES, New Donk City Hall, New Pork City, Norfair, Onett, Pac-Land, Palutena's Temple, Paper Mario, PictoChat 2, Prism Tower, Rainbow Cruise, Shadow Moses Island, Spring Stadium, Super Happy Tree, Super Mario Maker, Temple, The Great Cave Offensive, Tomodachi Life, Umbra Clock Tower, WarioWare Inc., Wii Fit Studio, Wrecking Crew and Yoshi's Island.
===Spirit===
No.	Image	Name	Type	Class	Slots	Base	Max	Base	Max 	Base	Max 	Ability 	Series
558	 	 	★★★ 	3 	2934 	8825	880	2647	2054	6178	No Effect	Pokémon Series	
==Gallery==
SSBULunala.png|Lunala's official artwork from Ultimate.
LunalaUltimate.png|Alternate artwork of Lunala.
SSBUWebsiteLunala1.jpg
SSBUWebsiteLunala2.jpg
SSBUWebsiteLunala3.jpg|Lunala using Moongeist Beam on , , and .
SSBUWebsiteLunala4.jpg|
SSBUWebsiteDarkSamus5.jpg| next to Lunala.
==Names in other languages==
==Trivia==
*The noise Lunala makes when summoned includes the sound of Mothra's cry from the Godzilla film franchise; this is similar to Palkia in Super Smash Bros. Brawl and Super Smash Bros. 4, who uses stock sound effects of Godzilla and King Ghidorah's roar.
**Lunala's roar is not heard in the game's Sound Test.
Category:Spirits
Lunar Jumping

The Lunar Jump is an advanced technique that can only be performed by . 
The technique involves desyncing Rosalina and Luma by performing right after executing a jab or tilt. This allows the player to cover the air with a short hop aerial while Luma covers the ground with a tilt or jab.
==How to perform==
The player must perform a tilt or jab, on the second frame of the execution the player must press the jump button, then on frame 3 and 4 the player can choose a direction or leave the control still in the neutral position for the wanted aerial attack. This causes Luma to perform the designated grounded move and Rosalina a short hop aerial.
== When execution fails==
If Luma jumps with Rosalina that means that the player pressed the jump and attack button on the same frame. If Rosalina gets stuck on the ground and performs a neutral attack with Luma it is because the player jumped on frame 3 or later.
==Applications==
Lunar Jumping gives Rosalina more options offensively and defensively, as well as improving her approach. The technique can be used to apply both grounded and aerial pressure on the opponent or attack while retreating. Luma's grounded attacks can also combo into Rosalina's Aerials. Lunar Jumping can also cover many options such as grab, grounded and air born attacks from different directions at once.
==Limitations==
Lunar Jumping cannot be performed in combination with a Smash attack. Performing a jump during the first 3 frames of a smash attack leads to a cancelled Smash attack for both Rosalina and Luma. Cancelled smash attacks however will always follow up with an aerial.
The second limitation of Lunar Jumping is Rosalina’s jump, she will always perform a Short Hop Aerial although the user can choose between all 5 aerials.
The third limitation of Lunar Jumping is that it can only be performed In combination with a neutral attack, not any of the 4 special moves.
==Videos==
Category:Advanced techniques