Editing Luigi (SSB4)

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|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Rump Thrust ({{ja|どんけつ|Donketsu}})
|neutralname= 
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=5%
|neutral3dmg=5%
|neutraldesc=A {{s|wikipedia|one-two combo}} followed by a [[wikipedia:Professional wrestling attacks#Hip attack|hip thrust]]. It hits on frame 2, its last hit slightly moves Luigi forward, and it has a decent overall damage output. These traits makes it a safe, yet reliable damage racking option. Its first hit can also be [[jab cancel]]ed into his tilt attacks, down smash, standing grab and [[Super Jump Punch]], the latter of which is effective at high percents especially with [[rage]]. Its first two hits are based on the {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}'', which Luigi himself used in ''{{s|mariowiki|Super Mario 64 DS}}''.
|neutraldesc=A {{s|wikipedia|one-two combo}} followed by a [[wikipedia:Professional wrestling attacks#Hip attack|hip thrust]]. It hits on frame 2, its last hit slightly moves Luigi forward, and it has a decent overall damage output. These traits makes it a safe, yet reliable damage racking option. Its first hit can also be [[jab cancel]]ed into his tilt attacks, down smash, standing grab and [[Super Jump Punch]], the latter of which is effective at high percents especially with [[rage]]. Its first two hits are based on the {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}'', which Luigi himself used in ''{{s|mariowiki|Super Mario 64 DS}}''.
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltname= 
|ftiltdmg=8%
|ftiltdmg=8%
|ftiltdesc=A wheel kick. It can be angled and is useful for locking opponents. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 55%.
|ftiltdesc=A wheel kick. It can be angled and is useful for locking opponents. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 55%.
|utiltname=Cat Punch ({{ja|ねこパンチ|Neko Panchi}})
|utiltname= 
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=An overhead swipe. Due to its almost nonexistent base knockback, very high knockback growth and minimal overall lag, it is very useful for combos and juggling, similarly to {{SSB4|Mario}}'s up tilt. Compared to Mario's, it has longer horizontal range and is more effective at setting up aerial combos. However, its ending lag is very slightly higher than Mario's, and because of its knockback values, opponents can punish Luigi after getting hit until around 30%.
|utiltdesc=An overhead swipe. Due to its almost nonexistent base knockback, very high knockback growth and minimal overall lag, it is very useful for combos and juggling, similarly to {{SSB4|Mario}}'s up tilt. Compared to Mario's, it has longer horizontal range and is more effective at setting up aerial combos. However, its ending lag is very slightly higher than Mario's, and because of its knockback values, opponents can punish Luigi after getting hit until around 30%.
|dtiltname=Heel Kick ({{ja|かかとげり|Kakato Geri}})
|dtiltname= 
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=A crouching foot slide. It can potentially [[trip]] opponents at low percents, can lock them like forward tilt, and covers edges well. However, it is ineffective outside of these purposes due to its short range, poor knockback, and no longer meteor smashing like in ''Brawl''.
|dtiltdesc=A crouching foot slide. It can potentially [[trip]] opponents at low percents, can lock them like forward tilt, and covers edges well. However, it is ineffective outside of these purposes due to its short range, poor knockback, and no longer meteor smashing like in ''Brawl''.
|dashname=Flurry Punches ({{ja|ぽこぽこパンチ|Pokopokok Panchi}})
|dashname= 
|dashdmg=1% (hits 1-6), 2% (hit 7)
|dashdmg=1% (hits 1-6), 2% (hit 7)
|dashdesc=A series of rapid, childish punches. Due to it hitting on frame 4, it is the third fastest dash attack in the game, surpassed only by {{SSB4|Pac-Man}} and {{SSB4|Little Mac}}'s. However, it has a very punishable amount of ending lag, and its last hit cannot KO until very high percents.
|dashdesc=A series of rapid, childish punches. Due to it hitting on frame 4, it is the third fastest dash attack in the game, surpassed only by {{SSB4|Pac-Man}} and {{SSB4|Little Mac}}'s. However, it has a very punishable amount of ending lag, and its last hit cannot KO until very high percents.
|fsmashname=Hell Thrust ({{ja|地獄突き|Jigoku Tsuki}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|15}}
|fsmashdmg={{ChargedSmashDmgSSB4|15}}
|fsmashdesc=A knifehand thrust. In addition to being Luigi's most damaging smash attack, it has very high knockback growth and can be angled like his forward tilt. While near the edge of {{SSB4|Final Destination}}, it KOs middleweights at 99%/91% (''3DS''/''Wii U'') when angled upward, and at 101%/92% (''3DS''/''Wii U'') when not angled or angled downward. However, it hits on frame 12, which is the highest amount of startup lag out of Luigi's smash attacks. It also has moderate ending lag and very short range, although the latter can be somewhat alleviated with [[pivoting]], thanks to Luigi's pivot being tied with {{SSB4|Little Mac}}'s as the second longest in the game.
|fsmashdesc=A knifehand thrust. In addition to being Luigi's most damaging smash attack, it has very high knockback growth and can be angled like his forward tilt. While near the edge of {{SSB4|Final Destination}}, it KOs middleweights at 99%/91% (''3DS''/''Wii U'') when angled upward, and at 101%/92% (''3DS''/''Wii U'') when not angled or angled downward. However, it hits on frame 12, which is the highest amount of startup lag out of Luigi's smash attacks. It also has moderate ending lag and very short range, although the latter can be somewhat alleviated with [[pivoting]], thanks to Luigi's pivot being tied with {{SSB4|Little Mac}}'s as the second longest in the game.
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|usmashdmg={{ChargedSmashDmgSSB4|14}} (head), {{ChargedSmashDmgSSB4|12}} (body)
|usmashdmg={{ChargedSmashDmgSSB4|14}} (head), {{ChargedSmashDmgSSB4|12}} (body)
|usmashdesc=An upwards arcing headbutt, similar to {{SSB4|Mario}}'s up smash. It hits on frame 9, which is quite fast for a smash attack, and launches opponents at a vertical angle towards Luigi. Like Mario and {{SSB4|Dr. Mario}}'s up smashes, it renders his head [[intangible]] throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot. It can also function well as a [[slide smash]], thanks to Luigi's very low traction. Its sweetspot is located on Luigi's head and is strong enough to KO middleweights at 121%/112% (''3DS''/''Wii U'') from anywhere on Final Destination. However, its sourspot, which is located on his torso, is unreliable for KOing because of its much weaker power.
|usmashdesc=An upwards arcing headbutt, similar to {{SSB4|Mario}}'s up smash. It hits on frame 9, which is quite fast for a smash attack, and launches opponents at a vertical angle towards Luigi. Like Mario and {{SSB4|Dr. Mario}}'s up smashes, it renders his head [[intangible]] throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot. It can also function well as a [[slide smash]], thanks to Luigi's very low traction. Its sweetspot is located on Luigi's head and is strong enough to KO middleweights at 121%/112% (''3DS''/''Wii U'') from anywhere on Final Destination. However, its sourspot, which is located on his torso, is unreliable for KOing because of its much weaker power.
|dsmashname=Double Kick ({{ja|ダブルキック|Daburu Kikku}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (legs), {{ChargedSmashDmgSSB4|15}} (body)
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (legs), {{ChargedSmashDmgSSB4|15}} (body)
|dsmashdesc=A modified version of the {{s|mariowiki|Sweep Kick}}. Due to it hitting on frame 6, it has the lowest amount of startup lag out of Luigi's smash attacks. It also hits on both sides, which makes it very useful for punishing rolls. Thanks to its back hit's high knockback growth, its legs' hitbox is strong enough to KO middleweights at 115%/109% (''3DS''/''Wii U'') while near the edge of Final Destination. Although its body hitbox KOs slightly earlier, it is difficult to hit with because of having lower priority than the leg hitbox. In addition, its front hit is much weaker because of its lower knockback growth.
|dsmashdesc=A modified version of the {{s|mariowiki|Sweep Kick}}. Due to it hitting on frame 6, it has the lowest amount of startup lag out of Luigi's smash attacks. It also hits on both sides, which makes it very useful for punishing rolls. Thanks to its back hit's high knockback growth, its legs' hitbox is strong enough to KO middleweights at 115%/109% (''3DS''/''Wii U'') while near the edge of Final Destination. Although its body hitbox KOs slightly earlier, it is difficult to hit with because of having lower priority than the leg hitbox. In addition, its front hit is much weaker because of its lower knockback growth.
|nairname=Luigi Kick ({{ja|ルイージキック|Ruīji Kikku}})
|nairname= 
|nairdmg=12% (clean), 6% (late)
|nairdmg=12% (clean), 6% (late)
|nairdesc=A flying kick, similar to Mario's neutral aerial. Due to it hitting on frame 3, it has the lowest amount of startup lag out of Luigi's aerials and is a very useful anti-pressure option. It is also the only [[sex kick]] in the game that has a vertical launching angle. As a result, its clean hitbox KOs middleweights at 122%/118% (''3DS''/''Wii U'') while near Final Destination's upper [[blast line]]. In comparison, its late hitbox is a very useful combo starter and approach option when [[SHFF]]'d.
|nairdesc=A flying kick, similar to Mario's neutral aerial. Due to it hitting on frame 3, it has the lowest amount of startup lag out of Luigi's aerials and is a very useful anti-pressure option. It is also the only [[sex kick]] in the game that has a vertical launching angle. As a result, its clean hitbox KOs middleweights at 122%/118% (''3DS''/''Wii U'') while near Final Destination's upper [[blast line]]. In comparison, its late hitbox is a very useful combo starter and approach option when [[SHFF]]'d.
|fairname=Crown Chop ({{ja|脳天チョップ|Nōten Choppu}})
|fairname= 
|fairdmg=8%
|fairdmg=8%
|fairdesc=A downward knifehand chop. It is a reliable follow-up from down throw at low to medium percents, and is useful for edge-guarding or approaching. Its hitbox is positioned not only on Luigi's hand, but also slightly around his body.
|fairdesc=A downward knifehand chop. It is a reliable follow-up from down throw at low to medium percents, and is useful for edge-guarding or approaching. Its hitbox is positioned not only on Luigi's hand, but also slightly around his body.
|bairname=Rear Drop Kick ({{ja|後方ドロップキック|Kōhō Droppu Kikku}})
|bairname= 
|bairdmg=14% (clean feet), 8% (clean legs, late)
|bairdmg=14% (clean feet), 8% (clean legs, late)
|bairdesc=A dropkick, similar to Mario's back aerial. It hits on frame 6, while its clean feet's hitbox has both an impressive damage output and high knockback growth. Altogether, these traits make it one of Luigi's most reliable KOing options. While near the edge of Final Destination, its clean feet hitbox KOs middleweights at 119%/108% (''3DS''/''Wii U''). It is also useful for approaching when used as part of a [[reverse aerial rush]]. However, it has a high amount of ending lag and is one of the few back aerials that can launch opponents in the opposite direction Luigi is facing, which can be undesirable for KOing especially if the sourspot at Luigi's legs is landed.
|bairdesc=A dropkick, similar to Mario's back aerial. It hits on frame 6, while its clean feet's hitbox has both an impressive damage output and high knockback growth. Altogether, these traits make it one of Luigi's most reliable KOing options. While near the edge of Final Destination, its clean feet hitbox KOs middleweights at 119%/108% (''3DS''/''Wii U''). It is also useful for approaching when used as part of a [[reverse aerial rush]]. However, it has a high amount of ending lag and is one of the few back aerials that can launch opponents in the opposite direction Luigi is facing, which can be undesirable for KOing especially if the sourspot at Luigi's legs is landed.
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairname= 
|uairdmg=11% (clean), 7% (late)
|uairdmg=11% (clean), 7% (late)
|uairdesc=A bicycle kick, similar to Mario's up aerial. It is useful for combos like Mario's up aerial, and is Luigi's only reliable follow-up from down throw at high percents. Thanks to it having the lowest amount of landing lag out of his aerials, its clean hitbox can start combos at low percents when SHFF'd. However, its launching angle is lower than Mario's, which makes it less effective at combos and juggling past low percents.
|uairdesc=A bicycle kick, similar to Mario's up aerial. It is useful for combos like Mario's up aerial, and is Luigi's only reliable follow-up from down throw at high percents. Thanks to it having the lowest amount of landing lag out of his aerials, its clean hitbox can start combos at low percents when SHFF'd. However, its launching angle is lower than Mario's, which makes it less effective at combos and juggling past low percents.
|dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|dairname= 
|dairdmg=10% (clean), 8% (late)
|dairdmg=10% (clean), 8% (late)
|dairdesc=A corkscrew double foot stomp. Its clean hit is a meteor smash, though it only lasts for 1 frame and only affects aerial opponents. When coupled with down throw, it can extend combos, or even act as a KO combo while near the edge. Conversely, its late hitbox is less effective for extending combos, and despite having much higher knockback growth, it is less effective for edge-guarding because of its slightly lower damage output.
|dairdesc=A corkscrew double foot stomp. Its clean hit is a meteor smash, though it only lasts for 1 frame and only affects aerial opponents. When coupled with down throw, it can extend combos, or even act as a KO combo while near the edge. Conversely, its late hitbox is less effective for extending combos, and despite having much higher knockback growth, it is less effective for edge-guarding because of its slightly lower damage output.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches out. Luigi's standing grab has average range. However, each of his grabs have minimal lag, with his standing grab being particularly notable for being one of the fastest in the game. Thanks to his pivot being tied with Little Mac's as the second longest in the game, Luigi's [[pivot grab]] is also very effective.
|grabdesc=Reaches out. Luigi's standing grab has average range. However, each of his grabs have minimal lag, with his standing grab being particularly notable for being one of the fastest in the game. Thanks to his pivot being tied with Little Mac's as the second longest in the game, Luigi's [[pivot grab]] is also very effective.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname= 
|pummeldmg=3.2%
|pummeldmg=3.2%
|pummeldesc=A headbutt. Moderately slow, but tied with {{SSB4|Mr. Game & Watch}}'s as the fourth-most damaging pummel in the game.
|pummeldesc=A headbutt. Moderately slow, but tied with {{SSB4|Mr. Game & Watch}}'s as the fourth-most damaging pummel in the game.
|fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}})
|fthrowname= 
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Spins the opponent around once and throws them forward. Very fast and Luigi's second most damaging throw, but has very minimal utility outside of dealing damage and setting up edge-guards at high percents. Due to being a weight dependent throw, it can also combo into dash attack against most lightweights with momentum conserved from a dash grab, though this only works at very low percents and is less reliable than down throw combos.
|fthrowdesc=Spins the opponent around once and throws them forward. Very fast and Luigi's second most damaging throw, but has very minimal utility outside of dealing damage and setting up edge-guards at high percents. Due to being a weight dependent throw, it can also combo into dash attack against most lightweights with momentum conserved from a dash grab, though this only works at very low percents and is less reliable than down throw combos.
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|bthrowdmg=10% (throw), 6% (collateral)
|bthrowdmg=10% (throw), 6% (collateral)
|bthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. Luigi spins the opponent around while holding them by their legs three times before throwing them backwards. It can hit other opponents while spinning, which deals minor damage and knockback. It is Luigi's most damaging throw and his only one with KO potential, as it KOs middleweights at 151%/145% (''3DS''/''Wii U'') while near the edge of Final Destination. Based on the throw [[Mario]] uses against [[Bowser]] in ''Super Mario 64'', which Luigi himself used in ''Super Mario 64 DS''.
|bthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. Luigi spins the opponent around while holding them by their legs three times before throwing them backwards. It can hit other opponents while spinning, which deals minor damage and knockback. It is Luigi's most damaging throw and his only one with KO potential, as it KOs middleweights at 151%/145% (''3DS''/''Wii U'') while near the edge of Final Destination. Based on the throw [[Mario]] uses against [[Bowser]] in ''Super Mario 64'', which Luigi himself used in ''Super Mario 64 DS''.
|uthrowname=Throw Up ({{ja|スルーアップ|Surū Appu}})
|uthrowname= 
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Heaves the opponent directly overhead with both hands. Like his forward throw, it is fast, but has very minimal utility outside of dealing damage. Its only other benefits are setting up into a forward aerial, up aerial or [[Luigi Cyclone]] against lightweights and fast-fallers at low percents.
|uthrowdesc=Heaves the opponent directly overhead with both hands. Like his forward throw, it is fast, but has very minimal utility outside of dealing damage. Its only other benefits are setting up into a forward aerial, up aerial or [[Luigi Cyclone]] against lightweights and fast-fallers at low percents.

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