nyuuzyou/wikis huggingface dataset:
Lucina (SSBU)/Dash attack

==Overview==
==Hitboxes==
!Shieldstun
|1.5×
|1.5×
|1.5×
|1.5×
|—
|1.5×
|1.5×
|—
|}
==Timing==
Early hit 	13-15
Late hit 	16
Interruptible 	50
Animation length	59
Category:Lucina (SSBU)
Category:Dash attacks (SSBU)
Lucina (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Early hit 	9-10
Clean hit 	11
Late hit 	12-13
Ending autocancel 	55-
Interruptible 	60
Animation length 	69
|-
===Landing lag===
Interruptible 	15
Animation length	29
Category:Lucina (SSBU)
Category:Down aerials (SSBU)
Lucina (SSBU)/Down special

==Overview==
==Hitboxes==
The move's true base damage is equal to 1.2× of the countered attack's damage, with a minimum of 8% and a maximum of 50%. Additionally, the hitboxes ignore any kind of armor, except 's double jump, and they play an additional sound effect on hit if an attack that deals at least 13% is countered, which is shared with Lucina's Final Smash.
|}
==Timing==
===Counter===
Intangibility 	5-6
Counter 	6-27
Interruptible 	65
Animation length	84
|-
===Attack===
Upon countering an attack, Lucina immediately transitions to the first frame of this state, in which she freezes for 21 frames alongside the opponent before the counterattack proceeds.
Intangibility 	1-8
Hitboxes 	5-7
Interruptible 	42
Animation length	51
|-
==Parameters==
Horizontal speed multiplier on startup	0.5
Air friction 	0.0025
Gravity 	0.04
Fall speed 	1.2
Counter hitlag on activation 	21 frames
Counter damage multiplier 	1.2
Counter minimum damage 	8%
Counter maximum damage 	50%
Counter bubble size 	10.5u
Counter bubble bone 	top
Counter bubble offsets 	[0, 10, 0]
Category:Lucina (SSBU)
Category:Down special moves (SSBU)
Category:Counterattacks (SSBU)
Lucina (SSBU)/Down throw

Lucina down throw hurtbox visualization	Lucina down throw hurtbox visualization	Lucina down throw hurtbox visualization	Lucina down throw hurtbox visualization	Lucina down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
===Properties===
*During frame 15, the move inflicts 5 frames of hitlag to both Lucina and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
*If used at an edge, the opponent is pushed 2 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
Invincibility 	1-16
Throw Release 	16
Interruptible 	43
Animation length	51
|-
Category:Lucina (SSBU)
Category:Down throws (SSBU)
Lucina (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	7-8
Interruptible 	24
Animation length	49
==Trivia==
*The move has a 20% trip chance that can only happen on slants due to the launch angle.
Category:Lucina (SSBU)
Category:Down tilts (SSBU)
Lucina (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)	1-25
Intangibility (2nd grab)	1-20
Intangibility (3rd grab)	1-12
Hitbox 	23-25
Interruptible 	56
Animation length 	59
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Lucina (SSBU)
Category:Edge attacks (SSBU)
Lucina (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	6-8
Ending autocancel	36-
Interruptible 	38
Animation length 	43
|-
===Landing lag===
Interruptible 	11
Animation length	27
Category:Lucina (SSBU)
Category:Forward aerials (SSBU)
Lucina (SSBU)/Forward throw

Lucina forward throw hurtbox visualization	Lucina forward throw hurtbox visualization	Lucina forward throw hurtbox visualization	Lucina forward throw hurtbox visualization	Lucina forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
During frame 14, the move inflicts 4 frames of hitlag to both Lucina and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-15
Throw Release 	15
Interruptible 	32
Animation length	71
|-
Category:Lucina (SSBU)
Category:Forward throws (SSBU)
Lucina (SSBU)/Grab

==Overview==
==Update History==
 
*
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	44
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	52
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	52
Category:Lucina (SSBU)
Category:Grabs (SSBU)
Lucina (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Slash 	
Neutral attack 2 	Combination Slash	
Forward tilt 	Hard Edge 	
Up tilt 	Anti-air Slash 	
Down tilt 	Low Thrust 	
Dash attack 	Raid Chop 	
Forward smash 	Dragon Killer 	
Up smash 	Justice Sword 	
Down smash 	Whirlwind 	
Neutral aerial 	Double Slash 	
Forward aerial 	Flag Cut 	
Back aerial 	About Face 	
Up aerial 	Luna Slash 	
Down aerial 	Halfmoon 	
Neutral special 	Shield Breaker 	
Neutral special up 	Shield Breaker 	
Neutral special down 	Shield Breaker 	
Side special hit 1 	Dancing Blade 	
Side special hit 2 	Dancing Blade 	
Side special hit 2 up 	Dancing Blade 	
Side special hit 3 	Dancing Blade 	
Side special hit 3 up 	Dancing Blade 	
Side special hit 3 down	Dancing Blade 	
Side special hit 4 	Dancing Blade 	
Side special hit 4 up 	Dancing Blade 	
Side special hit 4 down	Dancing Blade 	
Up special (grounded) 	Dolphin Slash 	
Up special (aerial) 	Dolphin Slash 	
Down special 	Counter 	
Down special attack 	Counter 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Kneebutt 	
Forward throw 	Elbowbutt 	
Back throw 	Leg Hooker 	
Up throw 	Casting 	
Down throw 	Grab Drop 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Lucina (SSBU)
Category:Hitboxes (SSBU)
Lucina (SSBU)/Neutral aerial

==Overview==
Lucina's Neutral Aerial is one of her fastest aerials and a very fast move overall (out at frame 6).
It is also one of her most versatile moves, with excellent shield safety (hits are -4 and -3 on shield respectively), but also great KO potential compared to the rest of her kit (killing a midweight like around 100% at Battlefield's ledge) ; on top of that, if hit while falling, the first hit can confirm into a and even a at all percents, which might be her best kill confirm overall. 
However, this move can be a bit unreliable in some situations, most importantly when used while rising from a full hop opponents can fall out of hit (get hit by the first hit but not the second one). Less importantly, the hitboxes behind lucina hit pretty high up, making it almost impossible to hit a grounded opponent with them, making the move less useful out of shield (specifially against crossups) than it may seem.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hit 1 	6-7
Hit 2 	15-21
Ending autocancel 	47-
Interruptible 	50
Animation length 	49
|-
===Landing lag===
Interruptible 	8
Animation length	27
Category:Lucina (SSBU)
Category:Neutral aerials (SSBU)
Lucina (SSBU)/Neutral attack

==Overview==
Lucina's neutral attacks consist of two slashes from the Parallel Falchion. It deals 8.075% in total.
For the technical data of each individual hit, see:
*Lucina (SSBU)/Neutral attack/Hit 1
*Lucina (SSBU)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	5-6
Jab 2 	14-15
Interruptible 	26, 39
Animation lengths	49, 54
|-
Category:Lucina (SSBU)
Category:Neutral attacks (SSBU)
Lucina (SSBU)/Neutral special

Lucina Shield Breaker hitbox visualizations	Lucina Shield Breaker hitbox visualizations	Lucina Shield Breaker hitbox visualizations	Lucina Shield Breaker hitbox visualizations	Lucina Shield Breaker hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
The hitboxes with the "shield breaker" effect have a damage multiplier of 1.15×. However, they can only strike opponents' head hurtboxes, and unlike the move's damage increase by charging, this multiplier functions as a "damage taken" modifier (like the 1v1 multiplier), so it has no effect on knockback dealt or damage to shields.
The move triggers a Special Zoom if it breaks a shield with any of the hitboxes.
===Not fully charged===
The hitboxes' damage can be multiplied by up to 2.2× depending on the move's charge, for a maximum of 18.53% right before reaching full charge. More specifically, the damage multiplier is equal to 1 + 1.2 * (charge frames / 60). When fully charged, the hitboxes are instead changed directly with no additional damage modifier.
|}
===Fully charged===
|}
===Differences for 's Copy Ability===
*
==Timing==
On frame 12, the aerial version adds forward momentum of 0.5 (in units per frame) if not fully charged, and 2 if fully charged.
Charges between 	11-12
Clean hit 	19
Late hit 	20
Interruptible (from release) 	51 (40)
Animation length (from release)	62 (51)
===Differences for Kirby's Copy Ability===
*
==Parameters==
===Move===
Horizontal speed multiplier on startup	0.5
Air friction 	0.02
Total charge time 	60 frames
Maximum damage multiplier by charge 	2.2
===Special Zoom===
Duration 	35 frames
Slowdown magnitude 	4
Zoom rate 	5
Time before zoom 	3 frames
Background duration (non-1v1)	25 frames
Category:Lucina (SSBU)
Category:Neutral special moves (SSBU)
Lucina (SSBU)/Side special

==Hitbox visualizations==
Type 	First	Second	Third	Fourth
Up 	 	 	 	
Forward	 	 	 	
Down 	 	 	 	
==Overview==
==Hitboxes==
===First hit===
|}
===Second hits===
|}
===Third hits===
|}
===Fourth hits===
|}
==Timing==
===First hit===
Hitboxes 	9-11
Earliest continuable 	12
Continuability window 	2-30
Interruptible (grounded)	40
Interruptible (aerial) 	30
Animation length 	66
!Grounded 
|-
!Aerial 
|-
!Continuability 
===Second hit===
====Upward====
Hitboxes 	4-7
Earliest continuable 	8
Continuability window 	2-29
Interruptible (grounded)	39
Interruptible (aerial) 	41
Animation length 	51
!Grounded 
|-
!Aerial 
|-
!Continuability 
====Forward====
Hitboxes 	5-7
Earliest continuable 	8
Continuability window 	2-29
Interruptible (grounded)	39
Interruptible (aerial) 	41
Animation length 	48
!Grounded 
|-
!Aerial 
|-
!Continuability 
===Third hit===
====Upward====
Hitboxes 	5-7
Earliest continuable 	8
Continuability window 	2-24
Interruptible (grounded)	44
Interruptible (aerial) 	47
Animation length 	51
!Grounded 
|-
!Aerial 
|-
!Continuability 
====Forward====
Hitboxes 	4-6
Earliest continuable 	7
Continuability window 	2-24
Interruptible (grounded)	44
Interruptible (aerial) 	47
Animation length 	53
!Grounded 
|-
!Aerial 
|-
!Continuability 
====Downward====
Hitboxes 	5-7
Earliest continuable 	8
Continuability window 	2-24
Interruptible (grounded)	44
Interruptible (aerial) 	47
Animation length 	53
!Grounded 
|-
!Aerial 
|-
!Continuability 
===Fourth hit===
====Upward====
Hitboxes 	6-10
Interruptible 	45
Animation length	66
====Forward====
Hitboxes 	7-9
Interruptible 	56
Animation length	75
====Downward====
Hits 1-4 	7, 10, 13, 16
Hit 5 	19-21
Interruptible 	75
Animation length	87
==Parameters==
Horizontal speed multiplier on startup	0.5
Added vertical speed in the air 	1.4
==Trivia==
*Despite being a forward-angled attack, the second hit's standard variant is named "SpecialS2Lw" (or "SpecialAirS2Lw" in the case of the aerial version) within the game's files, using the suffix of the downward-angled attacks instead.
Category:Lucina (SSBU)
Category:Special moves (SSBU)
Category:Side special moves (SSBU)
Lucina (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitboxes 	5-9
Ending autocancel 	38-
Interruptible 	46
Animation length 	55
|-
===Landing lag===
Interruptible 	9
Animation length	24
Category:Lucina (SSBU)
Category:Up aerials (SSBU)
Lucina (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Sword hitboxes 	13-17
Launcher hitbox 	13-14
Interruptible 	59
Animation length	79
!Sword 
|-
!Launcher 
Category:Lucina (SSBU)
Category:Up smashes (SSBU)
Lucina (SSBU)/Up special

Lucina Up Special Hitbox Visualizations.	Lucina Up Special Hitbox Visualizations.	Lucina Up Special Hitbox Visualizations.	Lucina Up Special Hitbox Visualizations.	Lucina Up Special Hitbox Visualizations.
Grounded 	Aerial 	 	 	
 	 	 	 	
==Overview==
One of the best recoveries in the game, as well as a solid Out-Of-shield punish option. 
As a recovery, it goes decently high, with a very fast movement and a disjointed hitbox making it hard to intercept with an aerial, especially if performed directly below the ledge; beyond that, its frame 1 (through 5) intangibility (when used in the air) provide lucina with a tool that make her almost impossible to challenge offstage without a jump read. The relatively strong clean hitbox (frames 5-6) reinforces this, threatening opponents with a an almost guaranteed stage spike KO if they get hit and miss the tech. Furthermore, Lucina's low gravity allows her to mix up the timing of this move, making it even harder to contest (and scarier, as it makes teching the eventual Stage Spike less trivial than it may seem).
It is also a frame 6 out of shield punish option with a decent range and KO potential (especially near the ledge at mid percents, given its high base knockback but low scaling knockback), which only adds to an already great OoS kit (neutral air, forward air, back air, as well as situational but useful OoS smashes, Forward/Down Smash being frame 21/17 OoS with a huge range). While punishable if missed (baited by a -5 or more hitbox or a well spaced move), it might be useful to note that it allows Lucina to land on the top platform of Battlefield, in which case it becomes harder to punish (does not work on Yoshi's Story)
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from the front starting on frame 8. It lacks a window for backward ledge grabs, so Lucina cannot grab ledges from behind until a frame after the animation is over (frame 41 onward).
Intangible (grounded)	4-5
Intangible (aerial) 	1-5
Clean hit 	5
Mid hit 	6
Late hit 	7-11
Animation length 	39
!Hitboxes 
|-
!Grounded 
|-
!Aerial 
===Landing===
Interruptible 	25
Animation length	34
==Parameters==
Horizontal speed multiplier on startup	0.66
Stick sensitivity to angle 	0.5
Maximum angle deviation 	20°
Gravity after jump 	0.06
Aerial height multiplier 	1.1
Helplessness air speed multiplier 	0.4
Landing lag 	24 frames
Category:Lucina (SSBU)
Category:Special moves (SSBU)
Category:Up special moves (SSBU)
Lucina (SSBU)/Up throw

Lucina up throw hurtbox visualization	Lucina up throw hurtbox visualization	Lucina up throw hurtbox visualization	Lucina up throw hurtbox visualization	Lucina up throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-13
Throw Release 	13
Interruptible 	45
Animation length	44
|-
Category:Lucina (SSBU)
Category:Up throws (SSBU)
Luigi (SSB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-9
Clean hit 	10-13
Late hit 	14-19
Ending autocancel 	20-
Animation length 	39
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Related moves==
*
Category:Luigi (SSB)
Category:Back aerials (SSB)
Category:Aerial attacks (SSB)
Luigi (SSB)/Back throw

==Overview==
Luigi grabs the opponent by the legs, swings them multiple times, and then throws them back. It is one of the weakest back throws in the game, only dealing 12% and having below average knockback for a back throw. It cannot KO Mario at the center of until he is at 153% and at 110% when used at the ledge. The throw is rather slow, although it has a collateral hitbox while Luigi is swinging his opponent, which deals 10% to bystanders. This hitbox is not particularly powerful although it does grant Luigi some protection while performing the throw. Overall, Luigi's back throw is one of the least effective back throws in the game although it is still a solid option to set up edgeguards and to score KOes in some situations. Luigi is usually better off using his , although if he is at the ledge, facing away from it, back throw would still be his preferred option. 
In the Japanese version, Luigi's back throw was identical to , dealing 16% and much higher knockback. This naturally made Luigi's back throw much more useful, although the power from his original back throw has been transferred into his forward throw to compensate. 
==Throw and Hitbox Data==
|}
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
*
==Timing==
Invincibility 	4-17
Hitbox 	18-45
Turnaround 	46
Throw release 	46
Animation length	66
|-
==Trivia==
*This is a throw taken directly from , where during the Bowser battles, Mario must throw Bowser into one of the explosive spiked pillars surrounding the arena.
==Similar moves==
*Mario (SSB)/Back throw
Category:Luigi (SSB)
Category:Back throws (SSB)
Luigi (SSB)/Dash attack

==Overview==
Luigi runs forward and throws six punches, ending with a headbutt. Due to a programming error, the headbutt's hitbox never comes out. Because of this, the move does not have a designated finisher. Each hit does 2% and this can do up to 12% if all are hit. It is rather useless competitively, due to it's high end lag, low combo potential, and how hard it is to hit due to Luigi's slow dashing speed. It is easy to punish, and is rarely used.
==Hitboxes==
|}
==Timing==
Hitboxes 	3-6, 7-10, 11-17, 18-24, 25-31, 32-38
Animation length	60
==Trivia==
*The move was intended to have a final hitbox on Luigi's head with higher knockback but due to a developer oversight, this hitbox does not appear in the regular game. It seems that this final hit was intended to be active from frames 45-48 but due to a timing error, the game calls for the hitbox to end on frame 4, rather than waiting for 4 frames to end the hitbox. As the animation has far surpassed frame 4, the final hit is never activated. 
Category:Luigi (SSB)
Category:Dash attacks (SSB)
Luigi (SSB)/Down aerial

==Overview==
Luigi does a basic drill kick, dealing 3% damage per hit, with 8 hits, for a total of 24% damage. It is a meteor smash with very weak set knockback, though despite this, it is an appreciably useful damage racker, dealing decent damage on its own, while easily being able to combo straight into an , which can be done extremely quickly after the down aerial. At base to very low percentages, down aerial → up aerial combos are almost always the quickest way to rack up damage. At slighty higher percents, the move can easily combo into a for a KO. Against , down aerial into Fire Jump Punch can flatout KO Jigglypuff at 0% if Luigi uses it when Jigglypuff is on a platform on . The move does meteor smash, though the knockback is very low, meaning its greatest use offstage is for gimping recoveries. However, due to the knockback being fixed, it can combo into itself repeatedly to ensure the opponent is unable to recover. The move does have high landing lag making it easily punishable even on hit. As a result, it is essential to Z-cancel down aerial when landing with it. Additionally like other drill attacks in the game, it is heavily SDIable, slightly limiting its uses, though it is still a rather good move to use.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-9
Hits 	10-11,13-14,16-17,19-20,22-23,25-26,28-29,31-32
Ending autocancel 	33-
Animation length 	38
|-
===Landing lag===
Animation length 	36
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Related moves==
*
Category:Luigi (SSB)
Category:Normal attacks (SSB)
Category:Down aerials (SSB)
Category:Meteor smashes (SSB)
Category:Aerial attacks (SSB)
Luigi (SSB)/Down special

==Overview==
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
If Luigi lands while the first hit is active, the move's hitboxes will prematurely end. The grounded version is intended to be active until the second hit comes out but its hitboxes end much sooner due to this bug.
===Grounded===
Hit 1 	1-13
Hit 2 	43-44
Animation length	86
===Aerial===
Hit 1 	1-42
Hit 2 	43-46
Animation length	86
Category:Luigi (SSB)
Category:Down special moves (SSB)
Luigi (SSB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-10
Clean hit 	11-14
Late hit 	15-26
Ending autocancel 	27-
Animation length 	39
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Related moves==
*
Category:Luigi (SSB)
Category:Forward aerials (SSB)
Category:Aerial attacks (SSB)
Luigi (SSB)/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==
==Hitboxes==
|}
==Timing==
Hitbox 	16-20
Animation length	41
==Related moves==
*
Category:Luigi (SSB)
Category:Normal attacks (SSB)
Category:Forward smashes (SSB)
Luigi (SSB)/Forward throw

==Overview==
Luigi grabs the opponent and swings them forward. It is rather powerful for a forward throw, dealing 16% and having above average knockback for a forward throw. It can KO Mario at 124% at the center of and at 91% when used at the ledge. The throw is decently fast too. Overall, Luigi's forward throw is one of the better forward throws in the game due its solid power. Forward throw is usually Luigi's go to throw, although if he is at the ledge, facing away from it, would be his preferred option. 
In the Japanese version, Luigi's forward throw was identical to , dealing 12% and much lower knockback. This naturally made Luigi's forward throw much less useful, although his back throw was more powerful in the Japanese version, making that his go to throw instead. 
==Throw and Hitbox Data==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
*
==Timing==
Invincibility 	4-13
Throw Release 	14
Animation length	30
|-
==Trivia==
*This is a throw taken directly from , where during the Bowser battles, Mario must throw Bowser into one of the explosive spiked pillars surrounding the arena.
==Similar moves==
*Mario (SSB)/Forward throw
Category:Luigi (SSB)
Category:Forward throws (SSB)
Luigi (SSB)/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==
==Hitboxes==
|}
==Timing==
Hitboxes 	8-12
Animation length	42
Category:Luigi (SSB)
Category:Forward tilts (SSB)
Luigi (SSB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Left Punch 	
Neutral attack 2 	Right Punch 	
Neutral attack 3 	Kick 	
Forward tilt 	Middle Kick 	
Forward tilt up 	Middle Kick 	
Forward tilt down 	Middle Kick 	
Up tilt 	Uppercut 	
Down tilt 	Low Kick 	
Dash attack 	Flurry Punches 	
Forward smash 	Smash Punch 	
Forward smash mid up 	Smash Punch 	
Forward smash up 	Smash Punch 	
Forward smash mid down	Smash Punch 	
Forward smash down 	Smash Punch 	
Up smash 	Lead Headbutt 	
Down smash 	Double Kick 	
Neutral aerial 	Luigi Kick 	
Forward aerial 	Forward Dropkick 	
Back aerial 	Backward Dropkick 	
Up aerial 	Air Slash 	
Down aerial 	Drill Kick 	
Neutral special 	Fire Ball 	
Up special grounded 	Super Jump Punch 	
Up special (sweetspot)	Fire Jump Punch 	
Down special grounded 	Luigi Cyclone 	
Down special aerial 	Luigi Cyclone 	
Grab 	 	
Forward throw 	Forward Spin Throw	
Back throw 	Airplane Swing 	
Getup attack front 	 	
Getup attack back 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Taunt 	 	
Category:Luigi (SSB)
Category:Hitboxes (SSB)
Category:Hitbox repositories
Luigi (SSB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial auto-cancel	1-2
Clean hit 	3-10
Late hit 	11-36
Ending auto-cancel 	37-
Animation length 	49
|-
===Landing lag===
Animation length 	14
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Related moves==
*
Category:Luigi (SSB)
Category:Neutral aerials (SSB)
Category:Normal attacks (SSB)
Category:Aerial attacks (SSB)
Category:Sex kicks (SSB)