Delvro
Smash Ace
As the world turns and the mushroom kingdom evolves -- it's denizens fretting about the latest princess kidnapping -- people tend to forget about the heroes of old, and instead favor the newest, most trendy celebrities of the time. There are those who have forgotten the martial arts that are more powerful than the crane style, the monkey style, or even the Meta-Knight style... I am talking about, of course, the Luigi style.
Now, you wouldn't be here if you've forgotten about Luigi, would you?
Good. Then, this 古流 is for those who already know the basic moves of Luigi, but are frustrated by the apparent lack of their useful application against the celebrities of today (Mega-Knight, King Dumbledore, and others)
I am not a Luigi master... I am simply passing down ancient lore... Think of us as ルイージ 先生 (Ruīji Sensei)
Firstly, you must understand smashboards jargon to be able to continue.
SH -- Short hop
DJ -- Double Jump
FF -- Fast Fall
AD -- Air Dodge
DACUS -- Dash Attack Cancelled Up Smash. This is done by running, then hitting Cstick (not up), then IMMEDIATELY pressing up and Z.
Hyphen Smash -- An easier way to perform a sliding Usmash. While running, hit Cstick up and quickly press Z (or hold to charge)
Shoryuken -- Fire Jump Punch, Luigi's Up-B
DNair -- Double aerial. In this case Dair followed by a Nair.
Jab Cancel -- Pressing down quickly after doing your Jab 1, letting you do another Jab 1 faster. There's a thread about it somewhere...
WOP -- Wall of Pain
For a list of Luigi's moves and their uses, see Luigi's Basement Journal:
http://www.smashboards.com/showthread.php?t=203823
APPROACHING GROUNDED OPPONENTS
Don't be frustrated by Luigi's lack of range.
Fireball + SH Fireball - http://smashboards.com/showthread.php?t=175919
It's not just for spamming! An approaching fireball can stun them long enough for you to get close and subdue them with your superior hand-to-hand combat. Also used for baiting and studying. Weak against quick projectiles and fast approaches from opponents.
CHARACTERS YOU CAN FORCE TO APPROACH WITH FIREBALLS (usually situational): Meta-Knight, Marth, Donkey Kong, Diddy Kong, Peach, Kirby, Ike, Yoshi, Jigglypuff, Captain Falcon, Ganondorf.
SH Double Aerial (DNair, FFair, FNair, BBair) -- Extremely versatile, yet somewhat predictable. Often good for starting combos (Nair). When mixed up with other approaches, can be very effective, especially if the opponent is using projectiles or ground based attacks during your approach. Works better when mixed with RETREATING SH Double Aerials. Weak against shield-grabs (except BBair, which is only weak against shields), and against and angled attacks.
Triple aerial (SH Bair DJ Rising Bair falling Bair) -- Used for pressuring and studying. Bair is chosen for its range and protection against shield-grabbing. Weak against long range and angled attacks, and is more telegraphed than Double Aerial.
Approaching tornado (+ SH aerial FF tornado) -- Used to stop many projectiles in their tracks, as well as a great surprise move. Also good for starting combos. VERY weak against shield grabbing. Many characters can shield grab this move before it even finishes.
SH Dair FFAD buffering (Jab, Grab, Dsmash) -- Used to raise Luigi's apparent speed. The Dair is used for spacing. Also confuses opponents when mixed in well. Good as a surprise attack, or when an opponent has formed a (predictable) counter to your Double Aerial. GREAT for starting combos. Weak against long lasting hit-boxes and waiting opponents.
Approaching Hyphen Smash or DACUS -- Definitely situational, used as a surprise attack against an opponent accustomed to slow, aerial approaches. Comes in quickly, so it is ONLY to be used as a surprise attack. When your aerial approaches and tornadoes are getting shield-grabbed, try this. Weak against grounded spacing attacks
SH AD "Short Hop Air Dodge" -- A defensive maneuver. Used to close distance on an expected enemy attack at range. Can be used to punish end lag from an opponent at close range with a Shoryuken at close range.
Roll -- A defensive maneuver. Typically not very useful, but sometimes suitable against characters with good range yet low turnaround maneuverability. Use sparingly against characters like Marth, Link, Lucas, Ness, Snake, and other similar characters. Weak against Dsmashes and turnaround attacks.
Fake approaches -- A defensive maneuver. VERY useful... especially when nothing else seems to work. Used for baiting and studying. An example of a fake approach is: SH forward, stall in the air out of range, DJ back ward. From there you can perform a quick REAL approach with a FF tornado, or you could fireball. Fake approaches are especially useful against cautious characters who like to shield a lot.
APPROACHING AERIAL OPPONENTS
From any angle, Luigi has a nearly endless supply of options to attack.
falling Bair............Nair
Dair (spike)...........Dair
Fair (low hitbox).....Cyclone
..........................↑
....Fair...Bair←.......FOE
..........................↓
Rising Bair.............Uair
Uair.....................Rising Nair
Green Missile..........Rising Tornado
Fireball.................Usmash
Rising Tornado........Utilt
Learn what your options are at any given angle (above) and stay away from danger zones!
DANGER ZONES: Foe is facing left, the direction of the arrow is where Luigi is relative to the foe.
Red = High Danger, Yellow = Medium Danger
Mega-Knight: ↑..→.↓.←...
Snake: →.↓
Falco:↓.↑.→.
King Dumbledore:↓.↑.→.
G+W:↑.→..↓.←...
Marth:↑..→.←..
Diddy Kong:↓
Wario:↑
R.O.B.:↑.→..←..↓.
Lucario: ↓.↑
Luigi: Everywhere, of course! (Duh)
If you can't see these, refer to post #6.
As you can see, approaching from an angle is often a good idea (except against ROB).
APPROACHING FROM THE LEDGE
It feels dangerous to hang from the ledge with a waiting enemy, but you have many options that will give you the upper hand.
Drop off, DJ backward and fireball towards the stage(recover with Up-B) -- easy to do, and not much risk, unless your opponent reads you and jumps offstage also (but that puts HIM at risk!). GREAT for studying (read annoying) opponents.
Ledge hop to rising Nair -- Basically a better version of the getup attack, and spaces you upward afterwards. Great for surprise KOs. This technique should be feared! Weak against long-lasting hitboxes.
Ledge drop to DJ Fairs or Cyclone When your opponent has caught the timing of ledge hop Nairs, this is great for throwing them off. Use as a mix-up. Also offers better protection against long-lasting hitboxes, since you can often see them coming. Weak against shields, and gives opponents more time to react than ledgehop Nair.
Run the heck away -- By ledge drop to DJ away to rising cyclone. You should only use this if nothing else works, but it puts you in a different position where you MAY have more options (like falling tornado or airdodging through) Weak against a lot of things.
Ledge hop AD inward, get-up attack, get-up roll -- standard defensive techniques. Fairly situational, but still useful.
Ledge DROP DJ to AD inward -- Probably your most useful defensive technique, if attacking from the ledge is getting you nowhere.
OFF THE EDGE
Luigi's offstage game is on par with his aerial game, if not slightly better. Make use of it, and don't be scared to jump off!
For opponents recovering VERY high, you want to be on stage or up on a platform, as high as you can get. You're in a good position to fire fireballs, or some Bairs.
Otherwise you usually want to be hanging from the ledge, a good neutral position for Luigi. When edgeguarding, Bairs are your FRIEND!
Don't be afraid to do multiple aerials offstage! Luigi's recovery is good -- distance wise -- and if your opponent is struggling to recover, you can finish them off with aerials on your way down... or with your rising tornado on your way back up for a stage spike!
Dair spiking is fun, but hard.
When YOU'RE the one flying away, use DI to alter your direction, and then immediately use an aerial to slow down your momentum.
When sent flying upward, hit Cstick down and you'll do a Dair. Believe it or not, this simple tactic can make you live 8% longer!
When sent sideways, do a Fair and then either:
Jump and do a rising cyclone (to recover high and protect against gimpers, my personal favorite) OR Use a Green Missile.
When an opponent is trying to gimp you, USE FIREBALLS! They're fairly safe, and work well to deter a persistant foe. This works especially well when you are offstage and your opponent is sitting on the stage waiting for you.
GETTING THE KILL
Always keep your opponents percent in mind, looking for an opening to perform a potential killing move. HOWEVER! DON'T focus on the KO if your opponent is not falling for it! Simply keep dealing damage until you open up more KO opportunities.
Shoryuken -- Cr4sh's signature move. He even yells it at tournaments. Pair it with a jab or use it to punish predictability in opponents. (50-55%, no DI --- 60% DI)
Fsmash -- ALWAYS tilt it upward by holding up and hitting Cstick left or right. (80-85% no DI, 90% DI)
Bair WOP -- Knock em off with multiple Bairs off the stage! (Varies, usually 90%+)
Usmash -- Your anti-air KO move. Hyphen smashing it (or DACUS for more range) offers an additional surprise, and foes will tend not to try and attack you through it (since you slide towards them at the last moment, they have little time to react and usually airdodge). This is one move that you can charge (sometimes charge a lot) and still hit with it, if you can read airdodges well! (90-100% no DI, 105% DI, uncharged)
Nair --- The best move in the game. Spam it every time you're getting comboed, and you can break combos. Great for revenge kills, combo breaker kills, jumping from ledge kills, and LOLWUT kills. (110-140%, based on staleness and DI)
Utilt --- Very easy to pull off, and spammable too. With this, your opponents should almost never survive above 140%. (130-140% based on staleness and DI)
Bthrow (near the edge) --- Great when nothing else seems to work. All it takes is a jab, and you can pull this one off. (130- 145 with DI) this move is almost always DI'd.
NOT DYING (Don't get hit)
Many people are discouraged by Luigi's defensive game, and instead opt for an all-out, in-your-face Luigi. This is BAD!
SHIELD -- In my opinion, this is the MOST IMPORTANT MOVE IN THE GAME. A powershield can lead to a shoryuken. Luigi can shield-grab some attacks, despite his low traction. Shielding aerials often leads to an Usmash. If nothing else, shielding stops you from taking damage.
In friendlies, try forgetting about your combos entirely and do nothing but fireballs and shielding-and-countering. Weak against Olimar and DDD =P
Spot Dodge -- A GREAT move for punishing end-lag. Can be used to set up a lot of moves ( like Fsmash and Dsmash) if you can force your opponent to whiff an attack. weak against moves with long-lasting hitboxes (Link's UpB, ROB's Dsmash)
Air Dodge -- Used fairly often against opponents with good Uairs (so that you go past them) as well as air-dodging into the ground to punish opponent's lag. Air dodging into the ground ends the air dodge early, with 2 frames of vulnerability (4 if you fast fall it). Useful, but don't overuse it! Air Dodges are more easily read than spot-dodges, and also have more punishable lag at the end.
WHERE COMBOS START + END
The ability to string one attack after another is one of Luigi's greatest gifts. This section teaches how to start them, as well as how to keep them going as long as possible. Keep in mind that these are not guaranteed (if they were, Luigi would be top tier!) -- you have to know your opponent, predict their air-dodges, etc -- However, these strings can all be done without the battle returning to a neutral state.
Green: Move strings onto itself
Red: Finishing move
White: The string can continue!
(xx%) is given for moves that stop comboing after a certain low percent.
Jab -- Shoryuken, Dsmash, Dthrow, Dtilt
Dthrow -- Dair, Nair (45%), Uair, Bair, Fair, Utilt (35%), Usmash (slide and charge to anticipate air dodging)
Utilt -- Uair (60%), Bair (50%)
Dtilt -- Fsmash (trip only), Usmash (>100%)
Nair (falling, sour only) -- Uair, Utilt (30%), Usmash (30%)
Uair -- Bair, Fair, Rising Cyclone
Bair -- Fireball, Green Missile
Fair -- Uair, Fireball, Green Missile
Grounded Cyclone (difficult to string due to lag) -- Uair, Bair, Fair, Utilt, Usmash
Dair -- Fair (50%), Nair (40%), Grounded Cyclone (30%), Fireball
Aerials only string onto themselves if you haven't used your second jump.
Therefore, a completely successful string, for example, could begin at 0% with a falling sour Nair, Utilt, Utilt, Uair, rising Bair, and then a Green Missile misfire for the kill.
If your Bair or Fair sends them too far away to combo, just use a fireball! It's extremely safe, and tacks on a good 6%. If you're trying to fireball after a Bair, do an aerial turn-around fireball (push the joystick toward the enemy, let the joystick go back to neutral position, then quickly press B)
--
I know it's a lot to absorb, and you certainly shouldn't try to take it in all at once. Practice a little at a time. Who knows, one day you may master the Luigi 極 style and finally bring our Hero the glory he deserves!
Luigi's style is eternally evolving. While on your adventures, if you discover a new technique (no matter how small), let me know and I will add it to the record.
Now, you wouldn't be here if you've forgotten about Luigi, would you?
Good. Then, this 古流 is for those who already know the basic moves of Luigi, but are frustrated by the apparent lack of their useful application against the celebrities of today (Mega-Knight, King Dumbledore, and others)
I am not a Luigi master... I am simply passing down ancient lore... Think of us as ルイージ 先生 (Ruīji Sensei)
Firstly, you must understand smashboards jargon to be able to continue.
SH -- Short hop
DJ -- Double Jump
FF -- Fast Fall
AD -- Air Dodge
DACUS -- Dash Attack Cancelled Up Smash. This is done by running, then hitting Cstick (not up), then IMMEDIATELY pressing up and Z.
Hyphen Smash -- An easier way to perform a sliding Usmash. While running, hit Cstick up and quickly press Z (or hold to charge)
Shoryuken -- Fire Jump Punch, Luigi's Up-B
DNair -- Double aerial. In this case Dair followed by a Nair.
Jab Cancel -- Pressing down quickly after doing your Jab 1, letting you do another Jab 1 faster. There's a thread about it somewhere...
WOP -- Wall of Pain
For a list of Luigi's moves and their uses, see Luigi's Basement Journal:
http://www.smashboards.com/showthread.php?t=203823
APPROACHING GROUNDED OPPONENTS
Don't be frustrated by Luigi's lack of range.
Fireball + SH Fireball - http://smashboards.com/showthread.php?t=175919
It's not just for spamming! An approaching fireball can stun them long enough for you to get close and subdue them with your superior hand-to-hand combat. Also used for baiting and studying. Weak against quick projectiles and fast approaches from opponents.
CHARACTERS YOU CAN FORCE TO APPROACH WITH FIREBALLS (usually situational): Meta-Knight, Marth, Donkey Kong, Diddy Kong, Peach, Kirby, Ike, Yoshi, Jigglypuff, Captain Falcon, Ganondorf.
SH Double Aerial (DNair, FFair, FNair, BBair) -- Extremely versatile, yet somewhat predictable. Often good for starting combos (Nair). When mixed up with other approaches, can be very effective, especially if the opponent is using projectiles or ground based attacks during your approach. Works better when mixed with RETREATING SH Double Aerials. Weak against shield-grabs (except BBair, which is only weak against shields), and against and angled attacks.
Triple aerial (SH Bair DJ Rising Bair falling Bair) -- Used for pressuring and studying. Bair is chosen for its range and protection against shield-grabbing. Weak against long range and angled attacks, and is more telegraphed than Double Aerial.
Approaching tornado (+ SH aerial FF tornado) -- Used to stop many projectiles in their tracks, as well as a great surprise move. Also good for starting combos. VERY weak against shield grabbing. Many characters can shield grab this move before it even finishes.
SH Dair FFAD buffering (Jab, Grab, Dsmash) -- Used to raise Luigi's apparent speed. The Dair is used for spacing. Also confuses opponents when mixed in well. Good as a surprise attack, or when an opponent has formed a (predictable) counter to your Double Aerial. GREAT for starting combos. Weak against long lasting hit-boxes and waiting opponents.
Approaching Hyphen Smash or DACUS -- Definitely situational, used as a surprise attack against an opponent accustomed to slow, aerial approaches. Comes in quickly, so it is ONLY to be used as a surprise attack. When your aerial approaches and tornadoes are getting shield-grabbed, try this. Weak against grounded spacing attacks
SH AD "Short Hop Air Dodge" -- A defensive maneuver. Used to close distance on an expected enemy attack at range. Can be used to punish end lag from an opponent at close range with a Shoryuken at close range.
Roll -- A defensive maneuver. Typically not very useful, but sometimes suitable against characters with good range yet low turnaround maneuverability. Use sparingly against characters like Marth, Link, Lucas, Ness, Snake, and other similar characters. Weak against Dsmashes and turnaround attacks.
Fake approaches -- A defensive maneuver. VERY useful... especially when nothing else seems to work. Used for baiting and studying. An example of a fake approach is: SH forward, stall in the air out of range, DJ back ward. From there you can perform a quick REAL approach with a FF tornado, or you could fireball. Fake approaches are especially useful against cautious characters who like to shield a lot.
APPROACHING AERIAL OPPONENTS
From any angle, Luigi has a nearly endless supply of options to attack.
falling Bair............Nair
Dair (spike)...........Dair
Fair (low hitbox).....Cyclone
..........................↑
....Fair...Bair←.......FOE
..........................↓
Rising Bair.............Uair
Uair.....................Rising Nair
Green Missile..........Rising Tornado
Fireball.................Usmash
Rising Tornado........Utilt
Learn what your options are at any given angle (above) and stay away from danger zones!
DANGER ZONES: Foe is facing left, the direction of the arrow is where Luigi is relative to the foe.
Red = High Danger, Yellow = Medium Danger
Mega-Knight: ↑..→.↓.←...
Snake: →.↓
Falco:↓.↑.→.
King Dumbledore:↓.↑.→.
G+W:↑.→..↓.←...
Marth:↑..→.←..
Diddy Kong:↓
Wario:↑
R.O.B.:↑.→..←..↓.
Lucario: ↓.↑
Luigi: Everywhere, of course! (Duh)
If you can't see these, refer to post #6.
As you can see, approaching from an angle is often a good idea (except against ROB).
APPROACHING FROM THE LEDGE
It feels dangerous to hang from the ledge with a waiting enemy, but you have many options that will give you the upper hand.
Drop off, DJ backward and fireball towards the stage(recover with Up-B) -- easy to do, and not much risk, unless your opponent reads you and jumps offstage also (but that puts HIM at risk!). GREAT for studying (read annoying) opponents.
Ledge hop to rising Nair -- Basically a better version of the getup attack, and spaces you upward afterwards. Great for surprise KOs. This technique should be feared! Weak against long-lasting hitboxes.
Ledge drop to DJ Fairs or Cyclone When your opponent has caught the timing of ledge hop Nairs, this is great for throwing them off. Use as a mix-up. Also offers better protection against long-lasting hitboxes, since you can often see them coming. Weak against shields, and gives opponents more time to react than ledgehop Nair.
Run the heck away -- By ledge drop to DJ away to rising cyclone. You should only use this if nothing else works, but it puts you in a different position where you MAY have more options (like falling tornado or airdodging through) Weak against a lot of things.
Ledge hop AD inward, get-up attack, get-up roll -- standard defensive techniques. Fairly situational, but still useful.
Ledge DROP DJ to AD inward -- Probably your most useful defensive technique, if attacking from the ledge is getting you nowhere.
OFF THE EDGE
Luigi's offstage game is on par with his aerial game, if not slightly better. Make use of it, and don't be scared to jump off!
For opponents recovering VERY high, you want to be on stage or up on a platform, as high as you can get. You're in a good position to fire fireballs, or some Bairs.
Otherwise you usually want to be hanging from the ledge, a good neutral position for Luigi. When edgeguarding, Bairs are your FRIEND!
Don't be afraid to do multiple aerials offstage! Luigi's recovery is good -- distance wise -- and if your opponent is struggling to recover, you can finish them off with aerials on your way down... or with your rising tornado on your way back up for a stage spike!
Dair spiking is fun, but hard.
When YOU'RE the one flying away, use DI to alter your direction, and then immediately use an aerial to slow down your momentum.
When sent flying upward, hit Cstick down and you'll do a Dair. Believe it or not, this simple tactic can make you live 8% longer!
When sent sideways, do a Fair and then either:
Jump and do a rising cyclone (to recover high and protect against gimpers, my personal favorite) OR Use a Green Missile.
When an opponent is trying to gimp you, USE FIREBALLS! They're fairly safe, and work well to deter a persistant foe. This works especially well when you are offstage and your opponent is sitting on the stage waiting for you.
GETTING THE KILL
Always keep your opponents percent in mind, looking for an opening to perform a potential killing move. HOWEVER! DON'T focus on the KO if your opponent is not falling for it! Simply keep dealing damage until you open up more KO opportunities.
Shoryuken -- Cr4sh's signature move. He even yells it at tournaments. Pair it with a jab or use it to punish predictability in opponents. (50-55%, no DI --- 60% DI)
Fsmash -- ALWAYS tilt it upward by holding up and hitting Cstick left or right. (80-85% no DI, 90% DI)
Bair WOP -- Knock em off with multiple Bairs off the stage! (Varies, usually 90%+)
Usmash -- Your anti-air KO move. Hyphen smashing it (or DACUS for more range) offers an additional surprise, and foes will tend not to try and attack you through it (since you slide towards them at the last moment, they have little time to react and usually airdodge). This is one move that you can charge (sometimes charge a lot) and still hit with it, if you can read airdodges well! (90-100% no DI, 105% DI, uncharged)
Nair --- The best move in the game. Spam it every time you're getting comboed, and you can break combos. Great for revenge kills, combo breaker kills, jumping from ledge kills, and LOLWUT kills. (110-140%, based on staleness and DI)
Utilt --- Very easy to pull off, and spammable too. With this, your opponents should almost never survive above 140%. (130-140% based on staleness and DI)
Bthrow (near the edge) --- Great when nothing else seems to work. All it takes is a jab, and you can pull this one off. (130- 145 with DI) this move is almost always DI'd.
NOT DYING (Don't get hit)
Many people are discouraged by Luigi's defensive game, and instead opt for an all-out, in-your-face Luigi. This is BAD!
SHIELD -- In my opinion, this is the MOST IMPORTANT MOVE IN THE GAME. A powershield can lead to a shoryuken. Luigi can shield-grab some attacks, despite his low traction. Shielding aerials often leads to an Usmash. If nothing else, shielding stops you from taking damage.
In friendlies, try forgetting about your combos entirely and do nothing but fireballs and shielding-and-countering. Weak against Olimar and DDD =P
Spot Dodge -- A GREAT move for punishing end-lag. Can be used to set up a lot of moves ( like Fsmash and Dsmash) if you can force your opponent to whiff an attack. weak against moves with long-lasting hitboxes (Link's UpB, ROB's Dsmash)
Air Dodge -- Used fairly often against opponents with good Uairs (so that you go past them) as well as air-dodging into the ground to punish opponent's lag. Air dodging into the ground ends the air dodge early, with 2 frames of vulnerability (4 if you fast fall it). Useful, but don't overuse it! Air Dodges are more easily read than spot-dodges, and also have more punishable lag at the end.
WHERE COMBOS START + END
The ability to string one attack after another is one of Luigi's greatest gifts. This section teaches how to start them, as well as how to keep them going as long as possible. Keep in mind that these are not guaranteed (if they were, Luigi would be top tier!) -- you have to know your opponent, predict their air-dodges, etc -- However, these strings can all be done without the battle returning to a neutral state.
Green: Move strings onto itself
Red: Finishing move
White: The string can continue!
(xx%) is given for moves that stop comboing after a certain low percent.
Jab -- Shoryuken, Dsmash, Dthrow, Dtilt
Dthrow -- Dair, Nair (45%), Uair, Bair, Fair, Utilt (35%), Usmash (slide and charge to anticipate air dodging)
Utilt -- Uair (60%), Bair (50%)
Dtilt -- Fsmash (trip only), Usmash (>100%)
Nair (falling, sour only) -- Uair, Utilt (30%), Usmash (30%)
Uair -- Bair, Fair, Rising Cyclone
Bair -- Fireball, Green Missile
Fair -- Uair, Fireball, Green Missile
Grounded Cyclone (difficult to string due to lag) -- Uair, Bair, Fair, Utilt, Usmash
Dair -- Fair (50%), Nair (40%), Grounded Cyclone (30%), Fireball
Aerials only string onto themselves if you haven't used your second jump.
Therefore, a completely successful string, for example, could begin at 0% with a falling sour Nair, Utilt, Utilt, Uair, rising Bair, and then a Green Missile misfire for the kill.
If your Bair or Fair sends them too far away to combo, just use a fireball! It's extremely safe, and tacks on a good 6%. If you're trying to fireball after a Bair, do an aerial turn-around fireball (push the joystick toward the enemy, let the joystick go back to neutral position, then quickly press B)
--
I know it's a lot to absorb, and you certainly shouldn't try to take it in all at once. Practice a little at a time. Who knows, one day you may master the Luigi 極 style and finally bring our Hero the glory he deserves!
Luigi's style is eternally evolving. While on your adventures, if you discover a new technique (no matter how small), let me know and I will add it to the record.