Magus420
Smash Master
Pretty much everything and more than you'd ever want to know about what you can follow up with off of Luigi's Jab 1 (the 1st hit out of the 3 in the sequence) when it connects on a grounded opponent. If you hit them while they are in the air they'll take a little longer to land and you would be able to do more off of it before they can block than what's listed here.
Jab 2 sucks for follow ups
You should pretty much never try to follow up something off of the Jab 2. His 2nd punch in the sequence has more lag, less shieldstun and damage, comes out slower, and they also land much faster compared to the Jab 1. Better yet, don't ever use the Jab 2 at all unless you plan on completing the sequence with the 3rd jab hit (butt attack) immediately afterwards.
If you want to jab again after the Jab 1, crouch and then Jab 1 again (jab canceling). You can buffer the crouch by tapping down during the jab, and then time the next jab right as the crouch begins. Jab 1 to Jab 1 will work on every character if you do it right, though some (fastfallers) have very tight timing or they'll have time to block.
They can't DI the jab to be able to block sooner
In Brawl, you can't directional DI (to change the angle of the knockback) weak hits like Luigi's jab that don't put you into a tumble, and can only Smash DI (SDI) and Automatic Smash DI (ASDI) them (you also can't airdodge/use an A attack early before the hitstun would normally end either like you can on stronger hits). The stun is short enough though that they may be able to double jump away and possibly avoid it just before touching the ground if they react quickly and do it right.
Though the jab does stale damage-wise, it never has any effect on knockback and when they land from the hit so it will never change the followups you can do off of it. The Jab 1 also has no knockback growth and will always have the same knockback power regardless of their damage, though you probably were already aware of that.
What part you hit with is important!
The Jab 1 actually has 3 different knockbacks depending on where you connect with it. While they all have the same launching power, they send at different angles which causes them to land on the ground at different times, and with it affects what you have time to do before they are able to block/act. Keep in mind that you lean forward a good amount when doing the Jab 1.
Normal Hit (aka 'Hit 1')
This is the hit you generally want to connect with. You get this when you hit with Luigi's front arm/fist. If you connect with this one in addition to any of the others, this hitbox has priority and will be the hit you get. This sends directly upwards at 90 degrees. Since all the knockback goes towards vertical they go higher/land later than the other hits, giving you the most time to follow up before they are able to shield.
If you want to get this hit on a skinny character but use a follow up that requires you to be very close to connect (jab->up-B for example) you can do a sliding jab by using the momentum from a walk or whatever. You'll hit with the outer part but be up close by the time the jab finishes.
Chest Hit (aka 'Hit 2')
This is the hitbox on Luigi's chest area. You usually get this on thin, tall, and/or more humanoid characters when up close, where the front arm ends up going through and past them and missing due to the forward lean on the jab animation, but the chest hitbox connects. This one has some horizontal send to it compared to the normal hit. It's a 65 degree angle, so it's still mostly upwards but some of the vertical knockback is lost in exchange for the horizontal causing them to land a little sooner.
Rear Arm Hit (aka 'Hit 3')
Luigi's jab can actually hit on his backside on his other arm. This sends even more horizontally than the chest hit (50 degree angle) causing them to land even sooner. For this to connect they pretty much need to be almost directly ontop of you/behind you and also be out of range of the other hits. For this reason it doesn't happen often (which is a good thing).
Rear Arm Hit (aka 'Hit 3') [Reverse]
Same thing as above so they land at the same times only it sends in the other direction instead. If you somehow manage to hit with it and also happen to be fighting someone that can be u-tilted off of this hit (5 or higher under 'Hit 3 Advantage') I guess it could be useful... =P
The Chart
For text version of chart click HERE
Stun: The number of frames after hitlag where the character is completely unable to act. If they would land during this time the stun continues and completes before going into the landing animation. For simplicity purposes I include this in the airtime since it functions the same as far as Luigi is concerned. Fox is a good example of this. While he reaches the ground faster than any other character, he always has a minimum of 13 frames before going into the landing animation since it stuns him for 13. Several others fall slower but are only stunned for 12 and are thus able to block sooner than him.
Air Time: The number of frames between when they are launched from the jab and when they go into their landing animation.
The grayed out numbers in parentheses are the air times when they ASDI the jab upwards (holding up as hitlag ends). If you're sure they're going to be holding up when you jab them either to DI or to do a move then you can use them, but otherwise they aren't very useful and shouldn't be relied on.
Land Lag: When they land after getting hit by the jab they go into their high-speed/hard landing animation. This is either 4, 5, or 6 frames. If they get out of stun before landing and airdodge or autocancel an aerial (they can't buffer this out of the stun so it's difficult to time let alone react quickly enough to do) they go into a low-speed/soft landing which is about 2 or maybe 3 frames. Also, if they manage to be in the air for a very long enough time before landing they go into their soft landing instead (Jigglypuff does this when ASDIing 'Hit 1' upwards).
Advantage: The number of frames between when Luigi can act after the jab and the opponent can after landing. I use the term loosely here because technically not everyone is completely stunned until land lag begins and are unable to act at all (particularly the floatier characters). In these cases it's not a true combo and they can sometimes jump out, but unless they were expecting to be hit by a jab ahead of time they would be reacting to being hit around the time they are already beginning to land and would then be unable to act anyway until after the landing finishes.
The advantage numbers and colors here can be used with the list of follow up moves Luigi can do that is shown below the chart. You will be able to do the follow ups for the advantage number listed in addition to any followups below it with a lower number on the list. For example, if listed with an Advantage of 6, you will be able to do everything listed next to "6+", "5+", "3+", and "-6+" without them being able to block. If listed with a 7, you would be able to do all of those, but also those listed next to "7+".
Luigi's Jab 1 has 13 frames of lag if it hits on frame 2, and 12 if it connects on frame 3. Since it almost always hits on 2 that is what is used here.
Air Time + Land Lag - 13 = 'Advantage'
Again, the grayed out numbers in parentheses are when they ASDI the jab upwards. If you're sure they're going to be holding up when you jab them either to DI or to do a move then you can use them, but otherwise they aren't very useful and shouldn't be relied on.
Note: These are things to be aware of when jabbing them such as when you don't get 'Hit 1' with certain positioning. Zelda/Peach for example often result in connecting with the less favorable knockbacks of the jab when you're up close.
Advantage (Unblockable Jab 1 follow-ups when timed properly):
10+ .Turn-Around U-Smash; U-Air
.8+ .N-Air
.7+ .Down-B
.6+ .Up-B; Turn-Around U-Tilt; (Grab)
.5+ .D-Smash; D-Tilt; F-Tilt
.3+ .Jab-Cancel -> Jab 1
-6+ .Jab 2
Turn adds 1 frame, Jump adds 5 frames, and Jab-Cancel (crouch) adds 1 frame.
Notes:
Note 1 - You will often get 'Hit 2 when very close to the opponent.
Note 2b - You will often get 'Hit 2'' when close or very close to the opponent AND they are also facing the other way.
Note 2 - You will often get 'Hit 2' when close or very close to the opponent.
Note 3 - You will often get 'Hit 3' when very close, and 'Hit 2' when close to the opponent.
Note A - Jigglypuff has enough time to complete the 'Got Hit' animation and goes into a normal fall before landing when Hit 1 of the jab is ASDI'd upwards, and her low-speed impact landing lag is 2 frames. Hits 2 & 3 work normally when ASDI'd up. Other characters can do this too if they SDI the jab upwards in addition to ASDIing Up.
Note B - Kirby's and Jigglypuff's landing animations have them squish down and will duck under some things. All 4 frames of their landing they are low like this, so if an attack would normally hit during this time and doesn't reach low enough it will miss.
For example, you can't really Jab->Up-B Kirby on flat ground despite having enough time to get it out before he's able to block since he 'ducks' underneath the sweetspot and you'll always get the coin hit on him instead. However, if you can connect with it before they even land it will work, which you can still do on Jigglypuff for the most part. You can Jab->Up-B these two when the advantage listed is 10 or higher. Jiggs has this normally on Hits 1 & 2 (11 and 10 respectively), but for Kirby they need to be holding up when they get jabbed and ASDI it upwards.
If none of the 1, 2, or 3 notes are listed, you will almost always get 'Hit 1' from the front unless you are sliding overtop/through each other when the jab hits, or they are close and do something that makes them lean forward and into you.
Beware of crouching opponents!
Something to keep in mind is that if you hit someone who is in a full crouching position, the hitlag they receive is halved. This will cause them to be launched 2-3 frames sooner than normal while you yourself are still stopped during the freeze frames from the attack hitting. By the time your jab animation ends, they will be 2-3 frames further along towards landing on the ground than normal and so the numbers listed in the chart will also be 2-3 lower.
For example, if someone is listed with a 7 on a certain jab hitbox you would normally be able to jab up-b them off it (hits on 6), but if they 'crouch cancel' it they would be able to block it and could only be hit with things that hit on 4/5 depending on how stale the jab is (in this case the more stale it is the better for you).
The List
For text version of list click HERE
Character Color Codes:
Purple.Works using Hitbox 1, Hitbox 2, and Hitbox 3
Blue ..Works using Hitbox 1 and Hitbox 2
Green .Works using Hitbox 1
Orange.Requires them to A/SDI upwards to be able to work
Red ...Does not work at all
Hitbox Color Codes:
Green .Can't be blocked
Orange.Requires them to A/SDI upwards to be unblockable
Red ...Always blockable
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Animations of Luigi's Jab used on each character
('Weak' knockback animation + Hard-Landing)
*Click to view*
Jab 2 sucks for follow ups
You should pretty much never try to follow up something off of the Jab 2. His 2nd punch in the sequence has more lag, less shieldstun and damage, comes out slower, and they also land much faster compared to the Jab 1. Better yet, don't ever use the Jab 2 at all unless you plan on completing the sequence with the 3rd jab hit (butt attack) immediately afterwards.
If you want to jab again after the Jab 1, crouch and then Jab 1 again (jab canceling). You can buffer the crouch by tapping down during the jab, and then time the next jab right as the crouch begins. Jab 1 to Jab 1 will work on every character if you do it right, though some (fastfallers) have very tight timing or they'll have time to block.
They can't DI the jab to be able to block sooner
In Brawl, you can't directional DI (to change the angle of the knockback) weak hits like Luigi's jab that don't put you into a tumble, and can only Smash DI (SDI) and Automatic Smash DI (ASDI) them (you also can't airdodge/use an A attack early before the hitstun would normally end either like you can on stronger hits). The stun is short enough though that they may be able to double jump away and possibly avoid it just before touching the ground if they react quickly and do it right.
Though the jab does stale damage-wise, it never has any effect on knockback and when they land from the hit so it will never change the followups you can do off of it. The Jab 1 also has no knockback growth and will always have the same knockback power regardless of their damage, though you probably were already aware of that.
What part you hit with is important!
The Jab 1 actually has 3 different knockbacks depending on where you connect with it. While they all have the same launching power, they send at different angles which causes them to land on the ground at different times, and with it affects what you have time to do before they are able to block/act. Keep in mind that you lean forward a good amount when doing the Jab 1.
Normal Hit (aka 'Hit 1')
This is the hit you generally want to connect with. You get this when you hit with Luigi's front arm/fist. If you connect with this one in addition to any of the others, this hitbox has priority and will be the hit you get. This sends directly upwards at 90 degrees. Since all the knockback goes towards vertical they go higher/land later than the other hits, giving you the most time to follow up before they are able to shield.
If you want to get this hit on a skinny character but use a follow up that requires you to be very close to connect (jab->up-B for example) you can do a sliding jab by using the momentum from a walk or whatever. You'll hit with the outer part but be up close by the time the jab finishes.
Chest Hit (aka 'Hit 2')
This is the hitbox on Luigi's chest area. You usually get this on thin, tall, and/or more humanoid characters when up close, where the front arm ends up going through and past them and missing due to the forward lean on the jab animation, but the chest hitbox connects. This one has some horizontal send to it compared to the normal hit. It's a 65 degree angle, so it's still mostly upwards but some of the vertical knockback is lost in exchange for the horizontal causing them to land a little sooner.
Rear Arm Hit (aka 'Hit 3')
Luigi's jab can actually hit on his backside on his other arm. This sends even more horizontally than the chest hit (50 degree angle) causing them to land even sooner. For this to connect they pretty much need to be almost directly ontop of you/behind you and also be out of range of the other hits. For this reason it doesn't happen often (which is a good thing).
Rear Arm Hit (aka 'Hit 3') [Reverse]
Same thing as above so they land at the same times only it sends in the other direction instead. If you somehow manage to hit with it and also happen to be fighting someone that can be u-tilted off of this hit (5 or higher under 'Hit 3 Advantage') I guess it could be useful... =P
The Chart
For text version of chart click HERE
Stun: The number of frames after hitlag where the character is completely unable to act. If they would land during this time the stun continues and completes before going into the landing animation. For simplicity purposes I include this in the airtime since it functions the same as far as Luigi is concerned. Fox is a good example of this. While he reaches the ground faster than any other character, he always has a minimum of 13 frames before going into the landing animation since it stuns him for 13. Several others fall slower but are only stunned for 12 and are thus able to block sooner than him.
Air Time: The number of frames between when they are launched from the jab and when they go into their landing animation.
The grayed out numbers in parentheses are the air times when they ASDI the jab upwards (holding up as hitlag ends). If you're sure they're going to be holding up when you jab them either to DI or to do a move then you can use them, but otherwise they aren't very useful and shouldn't be relied on.
Land Lag: When they land after getting hit by the jab they go into their high-speed/hard landing animation. This is either 4, 5, or 6 frames. If they get out of stun before landing and airdodge or autocancel an aerial (they can't buffer this out of the stun so it's difficult to time let alone react quickly enough to do) they go into a low-speed/soft landing which is about 2 or maybe 3 frames. Also, if they manage to be in the air for a very long enough time before landing they go into their soft landing instead (Jigglypuff does this when ASDIing 'Hit 1' upwards).
Advantage: The number of frames between when Luigi can act after the jab and the opponent can after landing. I use the term loosely here because technically not everyone is completely stunned until land lag begins and are unable to act at all (particularly the floatier characters). In these cases it's not a true combo and they can sometimes jump out, but unless they were expecting to be hit by a jab ahead of time they would be reacting to being hit around the time they are already beginning to land and would then be unable to act anyway until after the landing finishes.
The advantage numbers and colors here can be used with the list of follow up moves Luigi can do that is shown below the chart. You will be able to do the follow ups for the advantage number listed in addition to any followups below it with a lower number on the list. For example, if listed with an Advantage of 6, you will be able to do everything listed next to "6+", "5+", "3+", and "-6+" without them being able to block. If listed with a 7, you would be able to do all of those, but also those listed next to "7+".
Luigi's Jab 1 has 13 frames of lag if it hits on frame 2, and 12 if it connects on frame 3. Since it almost always hits on 2 that is what is used here.
Air Time + Land Lag - 13 = 'Advantage'
Again, the grayed out numbers in parentheses are when they ASDI the jab upwards. If you're sure they're going to be holding up when you jab them either to DI or to do a move then you can use them, but otherwise they aren't very useful and shouldn't be relied on.
Note: These are things to be aware of when jabbing them such as when you don't get 'Hit 1' with certain positioning. Zelda/Peach for example often result in connecting with the less favorable knockbacks of the jab when you're up close.
Advantage (Unblockable Jab 1 follow-ups when timed properly):
10+ .Turn-Around U-Smash; U-Air
.8+ .N-Air
.7+ .Down-B
.6+ .Up-B; Turn-Around U-Tilt; (Grab)
.5+ .D-Smash; D-Tilt; F-Tilt
.3+ .Jab-Cancel -> Jab 1
-6+ .Jab 2
Turn adds 1 frame, Jump adds 5 frames, and Jab-Cancel (crouch) adds 1 frame.
Notes:
Note 1 - You will often get 'Hit 2 when very close to the opponent.
Note 2b - You will often get 'Hit 2'' when close or very close to the opponent AND they are also facing the other way.
Note 2 - You will often get 'Hit 2' when close or very close to the opponent.
Note 3 - You will often get 'Hit 3' when very close, and 'Hit 2' when close to the opponent.
Note A - Jigglypuff has enough time to complete the 'Got Hit' animation and goes into a normal fall before landing when Hit 1 of the jab is ASDI'd upwards, and her low-speed impact landing lag is 2 frames. Hits 2 & 3 work normally when ASDI'd up. Other characters can do this too if they SDI the jab upwards in addition to ASDIing Up.
Note B - Kirby's and Jigglypuff's landing animations have them squish down and will duck under some things. All 4 frames of their landing they are low like this, so if an attack would normally hit during this time and doesn't reach low enough it will miss.
For example, you can't really Jab->Up-B Kirby on flat ground despite having enough time to get it out before he's able to block since he 'ducks' underneath the sweetspot and you'll always get the coin hit on him instead. However, if you can connect with it before they even land it will work, which you can still do on Jigglypuff for the most part. You can Jab->Up-B these two when the advantage listed is 10 or higher. Jiggs has this normally on Hits 1 & 2 (11 and 10 respectively), but for Kirby they need to be holding up when they get jabbed and ASDI it upwards.
If none of the 1, 2, or 3 notes are listed, you will almost always get 'Hit 1' from the front unless you are sliding overtop/through each other when the jab hits, or they are close and do something that makes them lean forward and into you.
Beware of crouching opponents!
Something to keep in mind is that if you hit someone who is in a full crouching position, the hitlag they receive is halved. This will cause them to be launched 2-3 frames sooner than normal while you yourself are still stopped during the freeze frames from the attack hitting. By the time your jab animation ends, they will be 2-3 frames further along towards landing on the ground than normal and so the numbers listed in the chart will also be 2-3 lower.
For example, if someone is listed with a 7 on a certain jab hitbox you would normally be able to jab up-b them off it (hits on 6), but if they 'crouch cancel' it they would be able to block it and could only be hit with things that hit on 4/5 depending on how stale the jab is (in this case the more stale it is the better for you).
The List
For text version of list click HERE
Character Color Codes:
Purple.Works using Hitbox 1, Hitbox 2, and Hitbox 3
Blue ..Works using Hitbox 1 and Hitbox 2
Green .Works using Hitbox 1
Orange.Requires them to A/SDI upwards to be able to work
Red ...Does not work at all
Hitbox Color Codes:
Green .Can't be blocked
Orange.Requires them to A/SDI upwards to be unblockable
Red ...Always blockable
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Animations of Luigi's Jab used on each character
('Weak' knockback animation + Hard-Landing)
*Click to view*