I have been exploring Luigi for a while now and what i found recently never stood out to me in matches that i have seen, i surely have not seen that many and maybe i am not attentive enough to notice, or people just do not use it because they don't know about it or they don't think it's worth the trouble.
What i am referring to is the fitting in of another action when doing a dropping aerial from platforms. In some scenarios the window is prohibitively small but in others (think about how high Dreamland's lower platforms are), it is quite easy.
Possible sequences include:
I started to accumulate some data on how much time there is for all the drops and what hence can be done. The letters refer to the aerial made.
Battlefield
Dream Land
Yoshi's Story
Pokémon Stadium
Fountain of Dreams
On interruptibility:
On air-times:
Frame window calculations are based on SuperDoodleMan's frame data, i confirmed some results via testing.
A short demo:
(The re-jump wave-lands that i do appear to be imperfect by one frame, i.e. the R button was pressed two frames after the jump instead of one.)
Has anyone used this? Do you people think this could be useful?
What i am referring to is the fitting in of another action when doing a dropping aerial from platforms. In some scenarios the window is prohibitively small but in others (think about how high Dreamland's lower platforms are), it is quite easy.
Possible sequences include:
Walk/slide off platform
-> Aerial
-> Air-dodge
-> Wave-land to safety
-> Re-jump
-> Fall through platform instead of landing (completed aerials only)
-> N-Air (for large windows)
-> Aerial
-> Air-dodge
-> Wave-land to safety
-> Re-jump
-> Fall through platform instead of landing (completed aerials only)
-> N-Air (for large windows)
I started to accumulate some data on how much time there is for all the drops and what hence can be done. The letters refer to the aerial made.
Battlefield
Upper Platform to Lower Platforms
Lower Platforms to Ground
Lower Platforms to Ground
Air-time:
30-31 Frames
Auto-cancels:U, D, F
Complete:B: 2-3 Frames
Interruptible:D: 2-3 Frames
U: 1-2 Frames
U: 1-2 Frames
Dream Land
Upper Platform to Lower Platforms
Air-time:
Lower Platforms to Ground27-28 Frames
Auto-cancels:U, D, F, B
Air-time:
33 Frames (predominantly)
Auto-cancels:F
Complete:U: 0 Frames
D: 1 Frame (enough for an air-dodge when input upon completion leading into that frame)
B: 5 Frames
Interruptible:D: 1 Frame (enough for an air-dodge when input upon completion leading into that frame)
B: 5 Frames
U: 4 Frames
D: 5 Frames
F: 1 Frame
D: 5 Frames
F: 1 Frame
Yoshi's Story
Upper Platform to Lower Platforms
Air-time:
Lower Platforms to Ground26 Frames (predominantly)
Auto-cancels:U: 11 Frames
D: 3 Frames
F: 7 Frames
B: 8 Frames
D: 3 Frames
F: 7 Frames
B: 8 Frames
Air-time:
29 Frames
Auto-cancels:U, D, F
Complete:B: 1 Frame
Interruptible:D: 1 Frame
Pokémon Stadium
Default
Platforms to Ground
WaterAir-time:
30 (predominantly)
Auto-cancels:U, D, F
Complete:B: 2 Frames
Interruptible:D: 2 Frames
U: 1 Frame
U: 1 Frame
Lower Platform to Pond
FireAir-time:
Upper Platform to Lower Platform30 (predominantly)
Auto-cancels:U, D, F
Complete:B: 2 Frames
Interruptible:D: 2 Frames
U: 1 Frame
U: 1 Frame
Air-time:
24 (predominantly)
Auto-cancels:U: 9 Frames
D: 1 Frame
F: 5 Frames
B: 6 Frames
D: 1 Frame
F: 5 Frames
B: 6 Frames
Shelter to Stage Frame
RockAir-time:
Shelter to High Ground (Right Side, Straight Down)26-27 Frames
Auto-cancels:U: 11-12 Frames
D: 3-4 Frames
F: 7-8 Frames
B: 8-9 Frames
D: 3-4 Frames
F: 7-8 Frames
B: 8-9 Frames
Air-time
Shelter to Low Ground (Left Side, Hole)24-25 Frames (24: 4x, 25: 6x)
Auto-cancels:U: 9-10 Frames
D: 1-2 Frame/s
F: 5-6 Frames
B: 6-7 Frames
D: 1-2 Frame/s
F: 5-6 Frames
B: 6-7 Frames
Air-time
Tree Platform to Stage Frame28-29 Frames (predominantly)
Auto-cancels:U: 13-14 Frames
D: 5-6 Frames
F: 9-10 Frames
Complete:D: 5-6 Frames
F: 9-10 Frames
B: 0-1 Frame/s
Interruptible:D: 0-1 Frame/s
Air-time
32-33 Frames (predominantly)
Auto-cancels:F
Complete:D: 0-1 Frame/s
B: 4-5 Frames
Interruptible:B: 4-5 Frames
U: 3-4 Frames
D: 4-5 Frames
F: 0-1 Frame/s
D: 4-5 Frames
F: 0-1 Frame/s
Right Middle Platform to Ground
GrassAir-time:
Right Upper Platform to Left Lower Platform26-27 Frames (predominantly)
Auto-cancels:U: 11-12 Frames
D: 3-4 Frames
F: 7-8 Frames
B: 8-9 Frames
D: 3-4 Frames
F: 7-8 Frames
B: 8-9 Frames
Air-time:
Left Upper Platform to Right Middle Platform21 Frames (predominantly)
Auto-cancels:U: 6 Frames
F: 2 Frames
B: 3 Frames
F: 2 Frames
B: 3 Frames
Air-time:
25 Frames
Auto-cancels:U: 10 Frames
D: 2 Frames
F: 6 Frames
B: 7 Frames
D: 2 Frames
F: 6 Frames
B: 7 Frames
Upper Platform to Lower Platform
Air-time:
Lower Platform to Grass on the Left24 Frames (predominantly)
Auto-cancels:U: 9 Frames
D: 1 Frame
F: 5 Frames
B: 6 Frames
D: 1 Frame
F: 5 Frames
B: 6 Frames
Air-time:
Lower Platform to Grass on the Right25-26 Frames (25: 3x, 26: 7x)
Auto-cancels:U: 10-11 Frames
D: 2-3 Frames
F: 6-7 Frames
B: 7-8 Frames
D: 2-3 Frames
F: 6-7 Frames
B: 7-8 Frames
Air-time:
Lower Platform to Grass Below24-25 Frames (24: 7x, 25: 3x)
Auto-cancels:U: 9-10 Frames
D: 1-2 Frames
F: 5-6 Frames
B: 6-7 Frames
D: 1-2 Frames
F: 5-6 Frames
B: 6-7 Frames
Air-time:
Tree to Grass Below27-28 Frames (27: 5x, 28: 5x)
Auto-cancels:U: 12-13 Frames
D: 4-5 Frames
F: 8-9 Frames
B: 9-10 Frames
Complete:D: 4-5 Frames
F: 8-9 Frames
B: 9-10 Frames
B: ? Frames (While my small measure samples yielded nothing above 28 i was still able to wave-land after a back-air and jump after a down-air, so maybe an input can be made one frame earlier than i thought or sometimes the air-time is longer.)
Interruptible:D: ? Frames (See above)
Air-time:
Tree to Grass Below the Lower Platform<16 Frames => Not enough for anything (If you drop through you get more air-time and can auto-cancel stuff)
Air-time:
17-18 Frames (predominantly)
Auto-cancels:U: 2-3 Frames
Fountain of Dreams
[A lot of configurations with subtle differences, hard to describe and discern in-game. I recommend doing some trial and error yourself.]
On interruptibility:
You cannot interrupt aerials with an air-dodge, you can however jump and start an air dodge on the next frame. This will minimally move Luigi up before the air-dodge resulting in an almost perfect wave-land when done just above the ground, this can be started on the last frame in the interruptibility window without landing.
On air-times:
This is measured from when Luigi is in the falling animation (inclusive) until you see the landing splash (exclusive).
Aerials can start on frame 1, last air-dodge can be made between the (n-1)-th and n-th frame, presumable because of its start-up.
Frame count can differ because the character probably leaves the platform at a much more precise time than what is rendered, inputs however are evaluated at discreet times are as far as i know though. How Luigi leaves the edge (running, sliding, walking) may also matter...
Aerials can start on frame 1, last air-dodge can be made between the (n-1)-th and n-th frame, presumable because of its start-up.
Frame count can differ because the character probably leaves the platform at a much more precise time than what is rendered, inputs however are evaluated at discreet times are as far as i know though. How Luigi leaves the edge (running, sliding, walking) may also matter...
Frame window calculations are based on SuperDoodleMan's frame data, i confirmed some results via testing.
A short demo:
(The re-jump wave-lands that i do appear to be imperfect by one frame, i.e. the R button was pressed two frames after the jump instead of one.)
Has anyone used this? Do you people think this could be useful?
Last edited: