Editing Luigi (SSBU)

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|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashdmg={{ChargedSmashDmgSSBU|14}} (head), {{ChargedSmashDmgSSBU|12}} (body)
|usmashdmg={{ChargedSmashDmgSSBU|14}} (head), {{ChargedSmashDmgSSBU|12}} (body)
|usmashdesc=An upward arcing headbutt. Due to it coming out on frame 9, it is fairly quick for a smash attack, and is one of Luigi's fastest KO options. Like Mario and {{SSBU|Dr. Mario}}'s up smashes, it renders his head [[intangible]] throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot, the latter of which inflicts 2% less damage and is located closer to Luigi, covering his neck and chest. Despite this, the sourspot is out-prioritized by the sweetspot, and is very unlikely to hit unless the opponent is practically touching him. Compared to Mario's version, it launches at a fairly lower angle, but actually KOs earlier due to its overall higher knockback. Like Dr. Mario's version, its hitbox lasts for 1 frame longer than Mario's version, giving it more frontal range and a longer period of intangibility, which allows it to hit short opponents on the ground that Mario's version can't. Its combination of very fast interruptibility, the intangibility on Luigi's head and respectable power make it very hard to punish, especially from out of shield.
|usmashdesc=An upward arcing headbutt. Due to it coming out on frame 9, it is fairly quick for a smash attack, and is one of Luigi's fastest KO options. Like Mario and {{SSBU|Dr. Mario}}'s up smashes, it renders his head [[intangible]] throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot, the latter of which inflicts 2% less damage and is located closer to Luigi. Despite this, the sourspot is out-prioritized by the sweetspot, and is very unlikely to hit unless the opponent is practically touching him. Compared to Mario's version, it launches at a fairly lower angle, but actually KOs earlier due to its overall higher knockback. Like Dr. Mario's version, its hitbox lasts for 1 frame longer than Mario's version, giving it more frontal range and a longer period of intangibility. In addition, its animation ends 1 frame earlier. Its combination of very fast interruptibility, the intangibility on Luigi's head and respectable power make it very hard to punish, especially from out of shield.
|dsmashname=Double Kick ({{ja|ダブルキック|Daburu Kikku}})
|dsmashname=Double Kick ({{ja|ダブルキック|Daburu Kikku}})
|dsmashdmg={{ChargedSmashDmgSSBU|15}} (body), {{ChargedSmashDmgSSBU|14}} (legs)
|dsmashdmg={{ChargedSmashDmgSSBU|15}} (body), {{ChargedSmashDmgSSBU|14}} (legs)
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|nairname=Luigi Kick ({{ja|ルイージキック|Ruīji Kikku}})
|nairname=Luigi Kick ({{ja|ルイージキック|Ruīji Kikku}})
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdesc=A flying kick. It comes out on frame 3, which is the fastest startup out of Luigi's aerials and, in turn, makes it very useful for breaking out of combos. It also launches at a vertical angle; this enables its late hit to start combos reliably with a landing short hop, and when combined with its clean hit's high damage output, good knockback and perfectly vertical angle, it can KO at high percentages, especially while near the upper blast line, qualities that are supported by Luigi's high jumps. Despite being able to auto-cancel with a short hop like Luigi's other aerials, it is his only aerial that cannot do so with a [[SHFF|short hop fast fall]].
|nairdesc=A flying kick. It comes out on frame 3, which is the fastest startup out of Luigi's aerials and, in turn, makes it very useful for breaking out of combos. It also launches at a vertical angle; this enables its late hit to start combos reliably with a landing short hop, and enables its clean hit to potentially KO at high percentages while near the upper blast line. Despite being able to auto-cancel with a short hop like Luigi's other aerials, it is his only aerial that cannot do so with a [[SHFF|short hop fast fall]].
|fairname=Crown Chop ({{ja|脳天チョップ|Nōten Choppu}})
|fairname=Crown Chop ({{ja|脳天チョップ|Nōten Choppu}})
|fairdmg={{ShortHopDmgSSBU|8}}
|fairdmg={{ShortHopDmgSSBU|8}}
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|bairname=Rear Drop Kick ({{ja|後方ドロップキック|Kōhō Droppu Kikku}})
|bairname=Rear Drop Kick ({{ja|後方ドロップキック|Kōhō Droppu Kikku}})
|bairdmg={{ShortHopDmgSSBU|14}} (clean feet), {{ShortHopDmgSSBU|8}} (clean legs, late)
|bairdmg={{ShortHopDmgSSBU|14}} (clean feet), {{ShortHopDmgSSBU|8}} (clean legs, late)
|bairdesc=A dropkick. It has decent range, to the point that it has the second longest range among Luigi's aerial attacks. The clean hit's sweetspot is located on Luigi's feet and deals high damage and knockback, making it one of Luigi's best KOing options. The clean hit's sourspot and the late hit deal much less damage and knockback; as a result, they are much less effective for KOing, yet more useful for partaking in combos. It comes out on frame 6, but its 33 frames of ending lag is the highest amount of ending lag out of Luigi's aerials. It can auto-cancel both with a short hop and with a short hop fast fall, although in the latter case, it requires strict timing to do so.
|bairdesc=A dropkick. It has decent range, to the point that it has the second longest range among Luigi's aerial attacks. The clean hit's sweetspot is located on Luigi's feet and deals high damage and knockback, making it one of Luigi's best KOing options. The clean hit's sourspot and the late hit deal much less damage and knockback; as a result, they are much less effective for KOing, yet more useful for partaking in combos. It comes out on frame 6, but its 33 frames of ending lag is the highest amount out of Luigi's aerials. It can auto-cancel both with a short hop and with a short hop fast fall, although in the latter case, it requires strict timing to do so.
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|7}} (late)
|uairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|7}} (late)
|uairdesc=A bicycle kick. It is useful for combos like Mario's up aerial, due to its very low ending lag and landing lag. Its clean hitbox also inflicts above-average damage for a combo-oriented move. However, it launches at a lower angle than Mario's; this makes it less effective for juggling and especially vertical combos past low percentages, yet more effective for horizontal combos. It also comes out 1 frame later than Mario's, on frame 5 instead of 4, but has less ending lag. However, it possesses a substantially smaller hitbox, a late hit that deals less damage, and it also has no base knockback, which gives it little to no safety on hit at low percents. Just like his forward aerial, Luigi can use his up aerial twice with a single short hop, as well as auto-cancel it due to its lenient auto-cancel window and low ending lag.
|uairdesc=A bicycle kick. It is useful for combos like Mario's up aerial, due to its very low ending lag and landing lag. Its clean hitbox also inflicts above-average damage for a combo-oriented move. However, it launches at a lower angle than Mario's; this makes it less effective for juggling and especially vertical combos past low percentages, yet more effective for horizontal combos. It also comes out 1 frame later than Mario's, on frame 5 instead of 4, but has less ending lag. However, it possesses a substantially smaller hitbox. Just like his forward aerial, Luigi can use his up aerial twice with a single short hop, as well as auto-cancel it due to its lenient auto-cancel window and low ending lag.
|dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|dairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late)
|dairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late)

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