schmooblidon
Smash Journeyman
- Joined
- Feb 18, 2014
- Messages
- 496
Luigi Rising Cyclone (PTP) Frame Data Guide
Luigi can rise with his Down-B move by mashing B rapidly during the startup. Before he is able to, he must first "charge" his Down-B by performing it once beforehand. You can rise every other cyclone you perform. A rising cyclone is most useful for recovering, but could be used for killing an opponent off the top. A PTP (Perfect Tornado Press) loosely refers to a rising tornado/cyclone that gains enough height to be useful, the minimum for height gain is 6 presses.
You can also hold left or right to move horizontally whilst rising, it has no effect on height gain. Holding up or down will do nothing. For each seperate press of B, you must release B for at least 1 frame before another press can be read. Distributing presses between frames 6-43 is crucial. If you do not mash for ~7 frames at the start or ~11 frames near the end, you will lose too much momentum and will lose height.
Luigi's PTP is very similar to Doc and Mario's but there are some key differences besides charging.
* Mashing from frame 1-5 will do nothing, and you move a little downward (cancelling any upward momentum).
Frame 6-43 is your window to mash.
* Because of the initial downward movement, the sooner you start mashing from frame 6, the sooner you cancel it, thus gaining more height. 19 Presses from frame 6 will give the maximum possible height.
* Due to Luigi's floatiness it is better to mash faster at the beginning as to cancel the downward momentum as quickly as possible.
So there are three variables that change height with his. When you start mashing, how many presses and how you distribute the presses.
You can do a 5 press and start on frame 6, that will get you to where you started. 6 presses is when you start gaining height.
Here is a visual gfy to show the differences in cyclone heights. I started mashing on frame 6 every time. I double jump on frame 80 (first frame possible) to show the true height gain for each variant.
http://gfycat.com/InformalZestyDove
Because of the initial downward movement, I first fullhop and start the cyclone on frame 4. This is only for the purpose of the gifs, you will most likely be using this far enough away from a surface to land.
Optimal - 19 Presses with Horizontal DI
http://gfycat.com/TotalFastJanenschia
0 - Airbourne
1 - Down + B
2 - Hold Right (Can start DI'ing horizontally)
.
.
6 - B (Can start mashing now)
7 -
8 - B
9 -
10 - B
11 -
12 - B
13 -
14 - B
15 -
16 - B
17 -
18 - B
19 -
20 - B
21 -
22 - B
23 -
24 - B
25 -
26 - B
27 -
28 - B
29 -
30 - B
31 -
32 - B
33 -
34 - B
35 -
36 - B
37 -
38 - B
39 -
40 - B
41 -
42 - B
43 - (last hitbox)
44 - DIing and Mashing no longer works
.
.
77 - Can buffer a DoubleJump with Up
80 - Can now drift/dj/up-b/whatever
Best 6 Press with Horizontal DI
http://gfycat.com/FluffyFlawedAttwatersprairiechicken
0 - Airbourne
1 - Down + B
2 - Hold Right (Can start DI'ing horizontally)
.
.
6 - B (Can start mashing now)
7 -
8 -
9 -
10 -
11 - B
12 -
13 -
14 -
15 -
16 -
17 - B
18 -
19 -
20 -
21 -
22 -
23 - B
24 -
25 -
26 -
27 -
28 -
29 -
30 -
31 - B
32 -
33 -
34 -
35 -
36 -
37 -
38 -
39 -
40 -
41 - B
42 -
43 - (last hitbox)
44 - DIing and Mashing no longer works
.
.
77 - Can buffer a DoubleJump with Up
80 - Can now drift/dj/up-b/whatever
Other useful information:
Luigi can rise with his Down-B move by mashing B rapidly during the startup. Before he is able to, he must first "charge" his Down-B by performing it once beforehand. You can rise every other cyclone you perform. A rising cyclone is most useful for recovering, but could be used for killing an opponent off the top. A PTP (Perfect Tornado Press) loosely refers to a rising tornado/cyclone that gains enough height to be useful, the minimum for height gain is 6 presses.
You can also hold left or right to move horizontally whilst rising, it has no effect on height gain. Holding up or down will do nothing. For each seperate press of B, you must release B for at least 1 frame before another press can be read. Distributing presses between frames 6-43 is crucial. If you do not mash for ~7 frames at the start or ~11 frames near the end, you will lose too much momentum and will lose height.
Luigi's PTP is very similar to Doc and Mario's but there are some key differences besides charging.
* Mashing from frame 1-5 will do nothing, and you move a little downward (cancelling any upward momentum).
Frame 6-43 is your window to mash.
* Because of the initial downward movement, the sooner you start mashing from frame 6, the sooner you cancel it, thus gaining more height. 19 Presses from frame 6 will give the maximum possible height.
* Due to Luigi's floatiness it is better to mash faster at the beginning as to cancel the downward momentum as quickly as possible.
So there are three variables that change height with his. When you start mashing, how many presses and how you distribute the presses.
You can do a 5 press and start on frame 6, that will get you to where you started. 6 presses is when you start gaining height.
Here is a visual gfy to show the differences in cyclone heights. I started mashing on frame 6 every time. I double jump on frame 80 (first frame possible) to show the true height gain for each variant.
Because of the initial downward movement, I first fullhop and start the cyclone on frame 4. This is only for the purpose of the gifs, you will most likely be using this far enough away from a surface to land.
Optimal - 19 Presses with Horizontal DI
0 - Airbourne
1 - Down + B
2 - Hold Right (Can start DI'ing horizontally)
.
.
6 - B (Can start mashing now)
7 -
8 - B
9 -
10 - B
11 -
12 - B
13 -
14 - B
15 -
16 - B
17 -
18 - B
19 -
20 - B
21 -
22 - B
23 -
24 - B
25 -
26 - B
27 -
28 - B
29 -
30 - B
31 -
32 - B
33 -
34 - B
35 -
36 - B
37 -
38 - B
39 -
40 - B
41 -
42 - B
43 - (last hitbox)
44 - DIing and Mashing no longer works
.
.
77 - Can buffer a DoubleJump with Up
80 - Can now drift/dj/up-b/whatever
Best 6 Press with Horizontal DI
0 - Airbourne
1 - Down + B
2 - Hold Right (Can start DI'ing horizontally)
.
.
6 - B (Can start mashing now)
7 -
8 -
9 -
10 -
11 - B
12 -
13 -
14 -
15 -
16 -
17 - B
18 -
19 -
20 -
21 -
22 -
23 - B
24 -
25 -
26 -
27 -
28 -
29 -
30 -
31 - B
32 -
33 -
34 -
35 -
36 -
37 -
38 -
39 -
40 -
41 - B
42 -
43 - (last hitbox)
44 - DIing and Mashing no longer works
.
.
77 - Can buffer a DoubleJump with Up
80 - Can now drift/dj/up-b/whatever
Other useful information:
When doing a charged cyclone in the air, being interrupted between frames 1-43 will still keep the charge. If it is interrupted on frames 44+, you will lose the charge.The cyclone can be thought of as having 2 states: "charged" and "uncharged". If it is charged, then Luigi can rise during an aerial cyclone by mashing the B button. The cyclone has to be initiated in the air for Luigi to be able to rise with it; initiating it on the ground and then moving off the edge with it will not allow Luigi to rise except in a special circumstance which is documented in this thread:http://smashboards.com/threads/super-tornado.304128/.
When Luigi touches the ground at any point during the move (which lasts for 79 frames), the state is set to "charged" (even if the cyclone was initiated in the air). If Luigi is airborne on frame 44 of the cyclone, then the state is set to "uncharged". Only frame 44 matters; being airborne on any other frame will not lose the charge. Note that gaining the charge and losing the charge are independent of one another; so you can gain the charge and then lose it, or vice versa, during the same cyclone.
The charge will still be lost/gained if the cyclone is interrupted, regardless of how it is done. This includes by being hit out of the cyclone (even by projectiles or moves with inert hitbubbles such as Peach Bomber), grabbed out of it (even with command grabs such as Captain Falcon's up-B), dying during it, or clanking.
Attempting to rise has no effect on the charge.
Miscellaneous information
There's little-to-no risk of losing the charge when using cyclone on the ground; you would have to fall off an edge somehow before frame 44, and remain airborne until the move is over (which would mean you'd have to be airborne for at least 35 frames). It is very unsafe to use on platforms though, since you are vulnerable (stuck in the cyclone animation) and if you need to move off the platform away from your opponent you're at a high risk of getting hit (and losing your charge).
Keeping a charge for recovery does not, at any percentage, preclude using cyclone to approach (or tech-chase, etc.) on the ground. However, if you're recovering at high percent and have a low chance of making it back to the stage, then you may want to not use your cyclone (and therefore reduce your chance of recovering successfully) so that you won't have to put yourself at risk charging it on the next stock if you do fail to recover.
Luigi starts off the game with a charge in some circumstances:
http://smashboards.com/threads/luigis-down-b-starting-charged.292168/
http://smashboards.com/threads/matc...arged-are-different-in-the-pal-version.354939
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