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Data Luigi Hitboxes and Frame Data

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
Credits to SuperDoodleMan for most of the frame data.
Images compiled and edited by Standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.


Punch 1

Total: 15
Hit: 2-3
Window of the second punch: 3-25
Second punch starts: 6 (or later)
-------------------------------------
Punch 2

Total: 18
Hit: 3-4
Window of the butt: 2-25
Butt starts: 7
-------------------------------------
Butt

Total: 30
Hit: 5-6
IASA: 23
-------------------------------------
F Tilt



Total: 32
Hit: 4-8
IASA: 32
-------------------------------------
D Tilt

Total: 34
Hit: 5-7
-------------------------------------
U Tilt

Total: 29
Hit: 4-12
-------------------------------------
Dash attack

Total: 63
Hit: 4, 10, 16, 22, 29, 37
IASA: 59
-------------------------------------
F Smash



Total: 41
Hit: 12-13
Charge frame: 5
-------------------------------------
U Smash

Total: 39
Hit: 9-11
Head invincible: 9-11
Charge Frame: 7
-------------------------------------
D Smash

Total: 37
Hit: 5-6, 14-15
Charge frame: 3
-------------------------------------
N-Air

Total: 45
Hit: 3-31
Auto cancel: <2 36>
Landlag: 15
Lcanceled: 7
-------------------------------------
U-Air

Total: 33
Hit: 5-7
IASA: 30
Auto cancel: <2 16>
Landlag: 15
Lcanceled: 7
-------------------------------------
B-Air

Total: 28
Hit: 6-17
Auto cancel: <5 19>
Landlag: 15
Lcanceled: 7
-------------------------------------
D-Air

Total: 32
Hit: 10-14
IASA: 29
Auto cancel: <5 24>
Landlag: 18
Lcanceled: 9
-------------------------------------
F-Air

Total: 34
Hit: 7-10
IASA: 33
Auto Cancel: 20>
Landlag: 25
Lcanceled: 12
-------------------------------------
Ledge stand <100%

Total: 34
Invincible: 1-30
-------------------------------------
Ledge stand 100%>

Total: 59
Invincible: 1-55
-------------------------------------
Ledge roll <100%

Total: 49
Invincible: 1-27
-------------------------------------
Ledge roll 100%>

Total: 79
Invincible: 1-56
-------------------------------------
Ledge attack <100%

Total: 55
Hit: 24-36
Invulnerable: 1-20
-------------------------------------
Ledge attack 100%>

Total: 69
Invincible: 1-36
Hit: 40-44
-------------------------------------
Ledge jump <100%

Total: 38
Invulnerable: 1-15
Soonest FF: 48
-------------------------------------
Upward Getup Attack

Total: 50
Invincible: 1-25
Hit: 20-21, 24-25
-------------------------------------
Downward Getup Attack

Total: 50
Invincible: 1-26
Hit: 19-20, 25-26
-------------------------------------
Ledge jump 100%>

Total: 48
Invincible: 1-19
Soonest FF: 52
-------------------------------------
Grab

Total: 30
Grab: 7-8
-------------------------------------
Running grab

Total: 40
Grab: 11-12
-------------------------------------
Luigi Tornado

^(grounded)^

^(aerial)^
Total: 79
Hit: 6-29, 43
Window to hop off the ground: 6-43
Second hitbox is lower in the air
-------------------------------------
Fireball

Total: 46
Fireball comes out: 17
Fireball lasts: 50 frames
Fastfall anytime
-------------------------------------
Green Missile

Starts charging: frame 18
Max # of frames to charge: 71


^(misfire)^
--Upon release--
Total: 74
Hit: 5-44

When you land, 41 frames of lag
-------------------------------------
Super Jump Punch

Total: 39
Hit: 5-23
Invincible: 5-8
Can grab edge as soon as 27
Landlag: 40
Landfallspeciallag: 40

Sweetspot is here:

-------------------------------------
Taunt

Total: 70
Hit: 45
-------------------------------------

Jump: airborne on frame 5

Air time: 76
Earliest FF: 37
FF air time: 59

SH air time: 44
Earliest FF: 23
SH FF air time: 31

2nd jump earliest FF: 33
-------------------------------------

Air Dodge
invulnerable 4-29 out of 48

Ground dodge
invulnerable 2-15 out of 22

Roll
Invulnerable 4-19 out of 31

Landing lag: 4 frames

Dash becomes run at frame 11
Turn-Jump threshold: 20
Run turnaround: 23
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,560
that is not the meteor hitbox st... it's the larger one in that area but the smaller one takes priority.
 

Thoraxe

Smash Apprentice
Joined
Feb 5, 2011
Messages
154
Location
texas. yeeha
haha, i like how the taunt is included, now I finally know the exact frames to meteor taunt all them weegy haters.
 

Rep

Smash Apprentice
Joined
Jul 27, 2006
Messages
172
I'm wondering about luigi's air dodge, which you didn't include here. At what frames is he invincible, and at what frame can he grab the edge (is it only after the air dodge is completely ended?) I'm thinking of alternate ways to avoid fox's Stand-near-the-edge-and-crouch-cancel-shine-edgeguard.
 

Rep

Smash Apprentice
Joined
Jul 27, 2006
Messages
172
And how about hit stun / shield stun. This wasn't included either. I'm wondering if it is 100% safe to do a delayed nair on a shielding opponent and immediately grab. 7 frames for the l-cancelled nair, and 7 frames for the grab... Does his nair have more than 14 frames of shield stun?
 

Rep

Smash Apprentice
Joined
Jul 27, 2006
Messages
172
Wow, hmm. But that does mean that Nair->Jab is an actual combo, and that even leaves 2 frames for error too? So a fox / falco shouldn't be able to shine out of shield before you get a chance to jab their shield (granted you delay the nair until the last possible frame it could hit their shield)?
 

Artificial Flavour

Smash Apprentice
Joined
Feb 6, 2012
Messages
107
Location
Kalamazoo, MI
IASA = interrupt as soon as. It's the frame that you can input the next command, even though the move isn't necessarily over yet.

Auto cancel is the frames that aerials will cancel if you hit the ground during that time. I believe it has regular landing lag as opposed to the moves landing lag, but I could be wrong on that.
 

Dire Creeper

Smash Apprentice
Joined
May 13, 2014
Messages
147
Location
Hickory, NC
NNID
Dire_Creeper
Holy crack, it looks like up tilt and back air last forever lol.

So can someone explain the dair hitboxes to me? Is the meteor at the hips?
Here's the outlines for each hitbox:


White = the normal trajectory and green = the meteor. If you want to spike with dair, ONLY hit with the green.
 

ThaDifference

Smash Rookie
Joined
Dec 1, 2014
Messages
7
I'm doing a project for all of the melee roster and I'm starting with Luigi. It's basically a graphical layout of all frame data in the OP. Would someone be willing to check the chart to make sure that I have everything correct?
 
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