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{{disambig2|Luigi's appearance in ''Super Smash Bros. 4''|the character in other contexts|Luigi}} | {{disambig2|Luigi's appearance in ''Super Smash Bros. 4''|the character in other contexts|Luigi}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Luigi | |name = Luigi | ||
|image = [[File:Luigi SSB4.png|250px]] | |image = [[File:Luigi SSB4.png|250px|Luigi]] | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
|ssbgame2 = SSBM | |ssbgame2 = SSBM | ||
|ssbgame3 = SSBB | |ssbgame3 = SSBB | ||
|ssbgame4 = SSBU | |ssbgame4 = SSBU | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = B | |tier = B | ||
|ranking = 18 | |ranking = 18 | ||
}} | }} | ||
'''Luigi''' ({{ja|ルイージ|Ruīji}}, ''Luigi'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during a [[Nintendo Direct]] on August 7th, 2013, which coincided with the announcement of ''{{s|mariowiki|Mario & Luigi: Dream Team}}''<ref>[https://www.youtube.com/watch?v=dONco32sHxo Nintendo Direct 8.7.13]</ref> and commemorated the {{s|mariowiki|Year of Luigi}}. | '''Luigi''' ({{ja|ルイージ|Ruīji}}, ''Luigi'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during a [[Nintendo Direct]] on August 7th, 2013, which coincided with the announcement of ''{{s|mariowiki|Mario & Luigi: Dream Team}}''<ref>[https://www.youtube.com/watch?v=dONco32sHxo Nintendo Direct 8.7.13]</ref> and commemorated the {{s|mariowiki|Year of Luigi}}.<ref name="YearofLuigi">[https://miiverse.nintendo.net/posts/AYMHAAABAADzUgIRwgV1Og Pic of the Day: August 7, 2013]</ref> Charles Martinet reprises his role as Luigi's voice actor, albeit via voice clips recycled from ''[[Super Smash Bros. Brawl]]''.<ref name="treehouseday3">[http://www.twitch.tv/nintendo/b/537795858 Nintendo Treehouse: Live @ E3 2014 -- Day 3]</ref> | ||
Luigi is currently ranked 18th out of 55 in the [[tier list]], placing him in the B tier. This is a significant improvement over his placement in ''Brawl'', where he was ranked 28th out of 38, and is Luigi's best proportional placement in the series. Luigi's most notable strength is the utility of his moveset: his overall fast frame data makes him difficult to [[Punishment|punish]] and supplements his very consistent combo game; his very potent air game is supplemented by a number of his grounded moves having favorable launching angles; and [[Fireball]] is a fairly quick [[projectile]] with decent range. | |||
Luigi | Luigi's attributes have also been improved: he [[dash]]es much faster, while his air game and aerial mobility benefit from his much faster [[fast falling]] speed, higher [[gravity]], lower [[short hop]], and higher [[jump]]. Lastly, Luigi's [[recovery]] remains unpredictable and long-distanced, as [[Green Missile]] and [[Luigi Cyclone]] are both risky to intercept. | ||
Luigi's | However, Luigi has retained his noticeable weaknesses from previous installments. Luigi's mobility is still slow and awkward in spite of its improvements: his faster dashing speed is slightly below-average at best, while his low [[traction]] and slow [[air speed]] still largely hinder his [[out of shield]] options, punishment ability, and the versatility of his recovery. Despite having Fireball, the majority of Luigi's range is still short, which prevents him from racking up damage from a safe distance, especially against characters that have projectiles and/or disjointed [[hitbox]]es. | ||
Overall, Luigi tends to run hot-and-cold like in previous installments. He initially had a large playerbase and excellent results, the latter of which was demonstrated by {{Sm|J.Miller}} winning [[B.E.A.S.T 5]] with him. Although update 1.1.1 nerfed Luigi's combo game to the point that his playerbase has decreased, he has nevertheless continued to achieve excellent results at local and regional tournaments, and respectable results at national tournaments. This has been most evident with {{Sm|Elegant}}, whose consistent success has caused Luigi's current tier placement to become somewhat debatable. | |||
Overall, Luigi tends to run hot-and-cold like in previous installments. He initially had a large playerbase and excellent results, the latter of which was demonstrated by {{Sm|J.Miller}} winning [[B.E.A.S.T 5]] with him. Although | |||
==Attributes== | ==Attributes== | ||
Luigi is a [[Weight|middleweight]] whose attributes differ noticeably from other characters of the same weight class. Although he has average [[walk]]ing speed, his [[dash]]ing speed is slightly below-average and his [[traction]] is the lowest in the game. Luigi's aerial attributes are also very atypical for a middleweight: he has very slow [[falling speed|falling]] and [[air speed]]s; low [[gravity]]; above-average [[air acceleration]]; the fourth highest [[jump]]; and the seventh highest [[double jump]]. As a result of these attributes, Luigi has overall slow mobility, and is one of the most [[floaty]] characters in the game. | Luigi is a [[Weight|middleweight]] whose attributes differ noticeably from other characters of the same weight class. Although he has average [[walk]]ing speed, his [[dash]]ing speed is slightly below-average and his [[traction]] is the lowest in the game. Luigi's aerial attributes are also very atypical for a middleweight: he has very slow [[falling speed|falling]] and [[air speed]]s; low [[gravity]]; above-average [[air acceleration]]; the fourth highest [[jump]]; and the seventh highest [[double jump]]. As a result of these attributes, Luigi has overall slow mobility, and is one of the most [[floaty]] characters in the game. | ||
Like [[Mario (SSB4)|his brother]], Luigi can be very difficult to punish, thanks to all but two of his regular moves (forward smash and down aerial) hitting before frame 10. This, in turn, gives his frame data the distinction of being the fastest in the game in regard to | Like [[Mario (SSB4)|his brother]], Luigi can be very difficult to punish, thanks to all but two of his regular moves (forward smash and down aerial) hitting before frame 10. This, in turn, gives his frame data the distinction of being the fastest in the game in regard to start-up lag and when excluding [[special move]]s. Luigi's excellent frame data is complemented by the impressive utility of his overall moveset. Neutral attack's damage output and [[range]] are decent, and it can be [[jab cancel]]ed reliably even at high percentages. Luigi's tilt attacks also have their own perks: forward tilt can be angled and, when angled downward, is capable of [[jab lock]]ing; up tilt has excellent combo and juggling potential; and down tilt can [[trip]] opponents or hinder their attempts at grabbing the edge. | ||
Forward smash, sweetspotted up smash and down smash's back hit are reliable KOing options, but each of these moves also have some utility. Forward smash can be angled and deals extra [[shield damage]]. Up smash renders Luigi's head [[Intangibility|intangible]] throughout its duration, while it has set-up potential at 0%-5% thanks to its launching angle. Lastly, down smash is very useful for punishing rolls, thanks to its minimal lag, respectable damage output and long range. However, it is also a reliable follow-up from down throw against heavyweights and [[Falling speed#Fast-faller|fast-fallers]] at 0%, while its front hit has set-up potential at 0%-5%. | |||
Luigi's aerial attacks are also very useful, | Luigi's aerial attacks are also very useful, as each of them can be [[Auto-canceling|auto-canceled]] with a [[short hop]], and possess specific perks. Neutral aerial is a [[sex kick]] and, like in previous installments, the only sex kick that launches opponents vertically, which benefits its clean and late hitboxes: the former is a great combo breaker and a situational KOing option near the upper blast line, whereas the latter is a very useful combo starter when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d. Forward aerial is the fastest of its kind and launches at the [[Sakurai angle]]; at low to medium percentages, these traits make it very reliable for [[approach]]ing or down throw-initiated combos into itself, neutral aerial and up aerial, as well as a reliable [[edge-guarding]] option at high percentages. | ||
Back aerial has a very powerful clean hitbox and long range, which enable it to function as a safe and reliable KOing and edge-guarding option, or as an approach option via [[reverse aerial rush]]. Up aerial is useful for combos, since it can either extend them or, thanks to having the lowest amount of landing lag out his aerials, use its clean hitbox to start them at low percentages when SHFF'd. Lastly, down aerial is the third fastest of its kind, surpassed only by {{SSB4|Meta Knight}} and {{SSB4|Little Mac}}'s, while its clean hitbox is a [[meteor smash]]. | |||
Like Mario, Luigi's grab game is among the most effective in the game. His grabs are among the fastest in the game, while his [[pummel]] is tied with {{SSB4|Mr. Game & Watch}}'s as the fourth most damaging in the game. Down throw is not only Luigi's most useful throw, but also his most useful move. Although update [[1.1.1]] removed its ability to set up safe KOs, down throw's combos are still among the most versatile and consistent in the game, regardless of the opponent's weight, falling speed and gravity.<ref name="Corner">[https://www.youtube.com/watch?v=ZiD47IdNGLY&ab_channel=MySmashCorner Post-Patch Luigi Combos! (Smash Wii U/3DS)]</ref> In regard to middleweights, it can be followed up with forward smash at 0%-10%; up tilt, up smash, any aerial attack and Luigi Cyclone at low percentages; forward and [[reverse aerial rush]]ed clean back aerials at medium percentages; and clean up aerial at medium to high percentages. Despite being weakened since ''Brawl'', back throw is as strong as {{SSB4|Lucas}}', and thus remains a reliable KOing option at high percentages. Lastly, forward and up throws have minimal utility, but are quick and deal respectable damage. | Like Mario, Luigi's grab game is among the most effective in the game. His grabs are among the fastest in the game, while his [[pummel]] is tied with {{SSB4|Mr. Game & Watch}}'s as the fourth most damaging in the game. Down throw is not only Luigi's most useful throw, but also his most useful move. Although update [[1.1.1]] removed its ability to set up safe KOs, down throw's combos are still among the most versatile and consistent in the game, regardless of the opponent's weight, falling speed and gravity.<ref name="Corner">[https://www.youtube.com/watch?v=ZiD47IdNGLY&ab_channel=MySmashCorner Post-Patch Luigi Combos! (Smash Wii U/3DS)]</ref> In regard to middleweights, it can be followed up with forward smash at 0%-10%; up tilt, up smash, any aerial attack and Luigi Cyclone at low percentages; forward and [[reverse aerial rush]]ed clean back aerials at medium percentages; and clean up aerial at medium to high percentages. Despite being weakened since ''Brawl'', back throw is as strong as {{SSB4|Lucas}}', and thus remains a reliable KOing option at high percentages. Lastly, forward and up throws have minimal utility, but are quick and deal respectable damage. | ||
As a semi-[[clone]] of Mario, Luigi has two special moves that are derived from his older brother, yet his versions deviate in noticeable ways. [[Fireball]] is a [[projectile]] that is useful for pressuring, hindering an opponent's approach, or setting up an attack. Unlike Mario's Fireball, Luigi's is unaffected by gravity, which makes it somewhat less effective at hindering an opponent's [[recovery]] or edge-guard attempt. [[Super Jump Punch]] has very quick | As a semi-[[clone]] of Mario, Luigi has two special moves that are derived from his older brother, yet his versions deviate in noticeable ways. [[Fireball]] is a [[projectile]] that is useful for pressuring, hindering an opponent's approach, or setting up an attack. Unlike Mario's Fireball, Luigi's is unaffected by gravity, which makes it somewhat less effective at hindering an opponent's [[recovery]] or edge-guard attempt. [[Super Jump Punch]] has very quick start-up like Mario's, but propels him vertically instead of diagonally. By extension, it consists of a sweetspot and sourspot, instead of multiple hitboxes like Mario's. Its sweetspot boasts devastating power, which makes it a very potent punishment option, yet it is very risky because of its virtually useless sourspot and very high ending lag. | ||
Aside from these, Luigi's other special moves are completely distinct from Mario's. [[Green Missile]] deals damage and covers horizontal distance, both of which can be increased thanks to its ability to be [[charge]]d. However, it is also possible for Green Missile to misfire; in this case, it becomes even stronger than the fully charged version, and covers approximately 60% of {{SSB4|Final Destination}}. Lastly, [[Luigi Cyclone]] can function as an approach option, a KOing option near the upper [[blast line]] and, with sufficient button mashing, a recovery option. | Aside from these, Luigi's other special moves are completely distinct from Mario's. [[Green Missile]] deals damage and covers horizontal distance, both of which can be increased thanks to its ability to be [[charge]]d. However, it is also possible for Green Missile to misfire; in this case, it becomes even stronger than the fully charged version, and covers approximately 60% of {{SSB4|Final Destination}}. Lastly, [[Luigi Cyclone]] can function as an approach option, a KOing option near the upper [[blast line]] and, with sufficient button mashing, a recovery option. Although difficult to perform, it can even [[gimp]] recoveries as well. | ||
However, Luigi has noticeable weaknesses, with the most significant one being his recovery. Green Missile is slow and can be stopped by opponents willing to endure its hitbox, and if fully charged or misfired towards a wall, Luigi will get stuck in it for a considerably long time, giving opponents ample time to punish him. Luigi Cyclone requires a considerable amount of [[button mashing]] (roughly 10 presses per second for | However, Luigi has noticeable weaknesses, with the most significant one being his recovery. Green Missile is slow and can be stopped by opponents willing to endure its hitbox, and if fully charged or misfired towards a wall, Luigi will get stuck in it for a considerably long time, giving opponents ample time to punish him. Luigi Cyclone requires a considerable amount of [[button mashing]] (roughly 10 B-presses per second for max distance) to be effective without prior momentum. Lastly, Super Jump Punch is the least effective recovery option in his arsenal, owing to its lack of any sort of horizontal movement as Luigi ascends. When coupled with his very slow air speed, Luigi's recovery is similar to {{SSB4|Yoshi}}'s, in that he is overly reliant on his double jump to recover and is very susceptible to gimps. | ||
As in previous installments, Luigi's mobility prevents him from approaching quickly, especially from the air. This makes it significantly difficult for him to keep up with faster opponents, such as {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Sonic}}, which in turn hinders his otherwise excellent [[neutral game]]. As a result, Luigi is heavily reliant on using either short hopped neutral, forward and back aerials to approach, or Fireball to force approaches. However, there are a few methods that, at varying degrees, alleviate Luigi's problematic traction. [[Shield-stop]]ping negates his dash's noticeable skid, which makes his approach safer. | As in previous installments, Luigi's mobility prevents him from approaching quickly, especially from the air. This makes it significantly difficult for him to keep up with faster opponents, such as {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Sonic}}, which in turn hinders his otherwise excellent [[neutral game]]. As a result, Luigi is heavily reliant on using either short hopped neutral, forward and back aerials to approach, or Fireball to force approaches. However, there are a few methods that, at varying degrees, alleviate Luigi's problematic traction. [[Shield-stop]]ping negates his dash's noticeable skid, which makes his approach safer. | ||
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Lastly, Luigi's moveset has noticeable weaknesses in spite of its impressive strengths. Due to most of his range being short and his lack of a [[reflection]] move, opponents with disjointed hitboxes and/or projectiles are very difficult for Luigi to fight against effectively. Luigi's unimpressive overall mobility also hinders his moveset. Down throw is an essential aspect of his playstyle, yet his dash grab and especially his [[shield grab]] are hindered by his slightly below-average dashing speed and very low traction, respectively. Similarly, forward and clean back aerials are reliable for edge-guarding, yet they are risky to use as such while far from the edge because of his very slow air speed. | Lastly, Luigi's moveset has noticeable weaknesses in spite of its impressive strengths. Due to most of his range being short and his lack of a [[reflection]] move, opponents with disjointed hitboxes and/or projectiles are very difficult for Luigi to fight against effectively. Luigi's unimpressive overall mobility also hinders his moveset. Down throw is an essential aspect of his playstyle, yet his dash grab and especially his [[shield grab]] are hindered by his slightly below-average dashing speed and very low traction, respectively. Similarly, forward and clean back aerials are reliable for edge-guarding, yet they are risky to use as such while far from the edge because of his very slow air speed. | ||
The majority of Luigi's [[custom | The majority of Luigi's [[Character customization|custom moves]] are useful, with his most notable ones being Floating Missile and Quick Missile. Floating Missile is much riskier to intercept because it propels Luigi in a perfectly straight line, charges much faster, and is only slightly weaker than Green Missile. Quick Missile travels much farther and moves much faster, similarly to how Green Missile functioned in ''Melee''. However, it is slightly weaker, while its considerably higher ending lag and lack of traction upon landing on a stage or platform make it much more punishable. | ||
Ice Ball has a slightly lower damage output, slightly higher start-up lag, slightly shorter range, and travels slower. However, it momentarily [[Frozen|freezes]] opponents beginning at 50%, while its slower speed enables Luigi to fire multiple Ice Balls in immediate succession. True to its name, Burial Header [[buries]] grounded opponents, but also covers much more vertical height, descends much faster, and has much less landing lag. However, it deals much less damage and lacks KO potential. Mach Cyclone covers almost no horizontal distance, and possesses a [[wind]]box and a concluding hitbox instead of multiple hitboxes. However, it covers a tremendous amount of vertical distance, while its lone hitbox is very powerful, making it very useful for edge-guarding. Aside from these, the rest of Luigi's custom moves are generally not worth using because of their advantages being situational at best. | |||
Overall, Luigi can be a force to be reckoned with as long as his significant flaws are circumvented. Although his tournament representation has decreased following update 1.1.1's nerf to his down throw, Luigi has continued to achieve impressive results in tournaments regardless. | Overall, Luigi can be a force to be reckoned with as long as his significant flaws are circumvented. Although his tournament representation has decreased following update 1.1.1's nerf to his down throw, Luigi has continued to achieve impressive results in tournaments regardless. | ||
==Changes from '' | ==Changes from ''Brawl''== | ||
Luigi has been [[buff]]ed significantly in the transition from ''Brawl'' to ''SSB4''. The combination of his improved mobility and the changes to [[hitstun]] canceling collectively grant him one of the most potent and consistent combo games among the cast. Luigi's neutral game has also been buffed in numerous ways aside from his improved mobility: neutral attack has more range, late neutral aerial is much better at starting combos when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d, forward aerial and [[Fireball]] have longer ranges, and dash grab has much less lag. | |||
The majority of Luigi's damage output has decreased, which both contributes to his combo game and significantly worsens his KO potential. Up tilt is the best example of this ambivalence: it has much better combo potential than in ''Brawl'', but cannot function even as a situational KOing option. However, since [[rage]] alleviates Luigi's weakened KOing options to the point of making them only negligibly less effective than in ''Brawl'', his lower damage output is ultimately a mixed bag instead of a definitive nerf. | |||
However, Luigi also received some [[nerf]]s. The changes to shield mechanics significantly hinder his already problematic [[out of shield]] potential, while a handful of his attacks have shorter durations, increased lag and/or smaller hitboxes. Lastly, Luigi's recovery has worsened because of [[Super Jump Punch]] and [[Luigi Cyclone]] each covering noticeably less distance. Overall, Luigi's buffs heavily outweigh his nerfs, and have enabled him to attain consistent success in competitive play. | |||
Overall, | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in ''SSB4'', Luigi has a sleeker design, and his overall color scheme is more vibrant. His overalls' pant legs are also no longer rolled up around his ankles. Altogether, these changes make Luigi appear virtually identical to his appearance as of ''{{s|mariowiki|Super Mario 3D Land}}''.}} | *{{change|Due to the aesthetic used in ''SSB4'', Luigi has a sleeker design, and his overall color scheme is more vibrant. His overalls' pant legs are also no longer rolled up around his ankles. Altogether, these changes make Luigi appear virtually identical to his appearance as of ''{{s|mariowiki|Super Mario 3D Land}}''.}} | ||
*{{change|Luigi is significantly more expressive. He now smiles during his defeated/[[Results screen#No Contest screen|No Contest]] animation; sports a toothy grin during [[Fireball]] and the last hits of his neutral attack and [[Luigi Cyclone]]; smiles nervously during his pivot grab; sports an oohing expression during Luigi Cyclone's loop hits; appears alarmed during his down aerial and [[screen KO]]; and winces depressingly during his back and up aerials, standing and dash grabs, back throw, and childish punching [[victory pose]]. Luigi also now sports humorously quirky expressions during his [[sidestep]] and up [[taunt]].}} | |||
*{{change|Luigi is significantly more expressive. He now smiles during his defeated/[[Results screen#No Contest screen|No Contest]] animation | *{{change|Like Mario, Luigi has a slightly tweaked dash attack (while holding an item): Luigi now holds the item in one hand as opposed to two.}} | ||
*{{change| | |||
===Attributes=== | ===Attributes=== | ||
*{{buff|Luigi [[dash]]es | *{{buff|Luigi [[dash]]es faster (1.34 → 1.5).}} | ||
*{{buff|Luigi's [[ | *{{buff|Luigi's [[traction]] is higher (0.022 → 0.024), although it is still the lowest in the game.}} | ||
*{{change|Luigi's [[falling speed]] | *{{buff|Luigi's [[air speed]] is faster (0.7332 → 0.7341766).}} | ||
*{{buff|Luigi's [[ | *{{change|Luigi's [[falling speed|falls]] faster (1.22 → 1.25). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}} | ||
*{{ | *{{buff|Luigi's [[fast fall]]ing speed is faster (1.708 → 2.0). This improves his air game and makes him less susceptible to juggling.}} | ||
*{{buff|Luigi's [[gravity]] is higher (0.065 → 0.075). This improves his aerial mobility and somewhat alleviates the drawbacks of his [[Falling speed#Floaty|floatiness]].}} | |||
*{{buff| | *{{buff|[[Short hop]] is lower and [[jump]] is higher, improving his air game and aerial mobility.}} Additionally, he now jumps higher (when jumping from a ledge). | ||
*{{ | *{{change|Dash's animation has slightly changed. Luigi now has a slightly different stance upon skidding to a stop.}} | ||
*{{ | *{{change|Jump's animation has changed. Luigi now performs the {{s|mariowiki|Scuttle}},<ref>[https://miiverse.nintendo.net/posts/AYMHAAABAADMUKlZ3F-knA Pic of the Day: September 25, 2013]</ref> one of his signature techniques that debuted in ''{{s|mariowiki|Super Mario Bros. 2}}'' and has appeared in a number of other ''Mario'' games.}} | ||
*{{change|[[Crawl]] has updated sound effects. Luigi's footsteps now emit the running sound effect from ''{{s|mariowiki|Mario Bros.}}''}} | |||
*{{change|Dash attack makes a higher-pitched sound effect.}} | |||
*{{ | *{{change|Victory pose's animation has slightly changed. Luigi now keeps both eyes open during his finger gun victory pose, instead of winking each eye in sync with the direction he sways his hands toward.}} | ||
*{{ | |||
*{{ | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Neutral attack's last hit has increased base knockback (50 → 65), and the move has slightly decreased ending lag (frame 32 → 31), making it safe on hit even at very low percents.}} | |||
*{{change|Neutral attack's last hit's animation has slightly changed. Luigi now moves slightly farther forward to perform the hip thrust. This new animation increases its range, but increases its start-up lag (frame 5 → 6).}} | |||
*{{nerf|Forward tilt deals less damage (10% → 8%) and has a shorter duration (frames 5-10 → 5-7).}} | |||
*{{change|Up tilt deals less damage (9% → 6%) and has slightly reduced knockback (30 (base)/127/125/123 (growth) → 8/150). This significantly improves its combo potential, but significantly hinders its KO potential.}} | |||
*{{buff|Down tilt has decreased ending lag (frame 35 → 27).}} | |||
*{{nerf|Down tilt deals 1% less damage (9% → 8%) and has higher knockback (30 (base)/50 (growth) → 20/65), hindering its combo potential. Additionally, due to its angle being altered (270° → [[Sakurai angle|361°]]), down tilt no longer [[meteor smash]]es grounded opponents. Lastly, its chance of [[tripping]] has decreased (35% → 25%). Altogether, these changes significantly hinder its utility.}} | |||
*{{buff|Dash attack's loop hits have decreased knockback (1 (base)/80 (growth) → 26/10) and their angles have been altered (361° → 65°/10°). This makes its hits connect together better. Dash attack's last hit also has significantly increased knockback (50 (base)/100 (growth) → 60/128). Furthermore, the weakening of [[Smash directional influence|SDI]] makes dash attack significantly more difficult to escape from.}} | |||
*{{buff|Forward smash now deals consistent damage (15% (upward)/14% (non-angled)/13% (downward) → 15% (all)).}} | |||
*{{nerf|Forward smash has less knockback growth, making it much weaker (135 (all) → 121 (upward), 116 (non-angled), 117 (downward)). Upward angled forward smash also has increased ending lag (frame 29 → 42).}} | |||
*{{change|Non-angled forward smash's angle has been lowered (55° → 53°).}} | |||
*{{change|Forward smash now has a [[Slash#Stab|stab]] effect, instead of a [[slash]] effect.}} | |||
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve forward smash's shield pressuring potential.}} | |||
*{{nerf|Sweetspotted up smash deals less damage (15% → 14%), slightly hindering its KO potential.}} | |||
*{{change|Down smash deals less damage (16% (legs)/17% (body) → 14%/15%), but its knockback growth was compensated (80 (both) → 85 (front)/104 (back)).}} | |||
*{{nerf|Down smash has increased startup lag (frame 3 → 6).}} | |||
*{{change|Down smash's second hit's angle has been altered (70° → 60°).}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{ | *{{buff|Late neutral aerial's angle has been altered (90° → 80°), significantly improving its combo potential.}} | ||
*{{nerf|Clean neutral aerial deals 2% less damage (14% → 12%) and has decreased knockback growth (100 → 90), significantly hindering its KO potential. It also has a shorter duration (frames 3-6 → 3-5). Neutral aerial additionally has smaller hitboxes (4.5u/4.5u (clean/late) → 4.5u/4u (clean), 3u/2.5u (late)).}} | |||
*{{nerf|Neutral, back and down aerials have increased landing lag (10 frames → 14 (neutral), 12 frames → 16 (back), 12 frames → 20 (down)).}} | |||
*{{nerf|Due to Luigi's lower short hop, neutral and back aerials can no longer be performed twice with a short hop.}} | |||
*{{change|Forward aerial deals 2% less damage (10% → 8%). This improves its combo potential, but hinders its edgeguarding potential and removes its KO potential.}} | |||
*{{buff|Forward aerial has increased range, improving its approach potential.}} | |||
*{{buff|Clean back aerial deals more damage (12% → 14%), improving its KO potential.}} | |||
*{{nerf|Clean back aerial has a shorter duration (frames 6-10 → 6-7), and its legs' sweetspot is now a sourspot that deals 4% less damage (12% → 8%), hindering its reliability.. Additionally, late back aerial has smaller hitboxes (4.5u/5.76u → 4u/5u). Lastly, back aerial has increased ending lag (frame 37 → 46).}} | |||
*{{change|Up aerial deals less damage (13% → 11%). This slightly improves its comboing and juggling potential, but slightly hinders its edgeguarding potential.}} | |||
*{{buff|Due to consisting of a clean hitbox and late hitbox instead of consistent hitboxes, down aerial now meteor smashes opponents based on timing, instead of positioning. When coupled with the removal of [[Meteor smash#Meteor canceling|meteor canceling]], this significantly improves its reliability.}} | |||
*{{nerf|Down aerial deals less damage (11% → 10% (clean)/8% (late)). Clean down aerial also has less knockback growth (100 → 80) and smaller hitboxes (5u → 2.5u) compared to the previous hitboxes.}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|Dash grab has decreased startup (frame 12 → 8) and ending lag (frame 39 → 36).}} | |||
*{{change|All grabs' animations have changed. Luigi now reaches out with one hand, instead of using both to clinch the opponent.}} | |||
*{{buff|Pummel deals 0.2% more damage (3% → 3.2%).}} | |||
*{{nerf|The removal of [[chain grab]]bing significantly hinders forward throw's damage racking potential.}} | |||
*{{nerf|Back throw deals 2% less damage (12% → 10%), hindering its KO potential.}} | |||
*{{buff|Luigi has a new down throw, a {{s|mariowiki|Ground Pound}}. Compared to the previous down throw, it has higher knockback (75 (base)/30 (growth) → 55/83). When coupled with the changes to [[hitstun]] canceling, this makes it significantly better for combos.}} | |||
*{{buff|Floor attacks deal 1% more damage (6% → 7%).}} | |||
*{{change|Luigi has a new [[edge attack]], a double-footed legsweep.}} | |||
===Special moves=== | ===Special moves=== | ||
*{{buff|Fireball has increased range.}} | |||
*{{nerf|Due to consisting of a clean hitbox and a late hitbox instead of a consistent hitbox, [[Fireball]] no longer deals consistent damage (6% → 6% (clean)/5% (late)). It also has increased ending lag (frame 41 → 44).}} | |||
*{{change|Fireball is lower pitched.}} | |||
*{{buff|Uncharged [[Green Missile]] deals ≈1% more damage (5% → ≈6%).}} | |||
*{{nerf|Fully charged Green Missile deals ≈5% less damage (26% → ≈21%).}} | |||
*{{change|Holding a fully charged grounded Green Missile past a certain point will now cancel it, instead of holding the charge indefinitely. Upon being overcharged, Luigi will be vulnerable very briefly. This allows Luigi to no longer be stuck in a position that could potentially be punishable, but makes it impossible to use Green Missile to stall opponents and thus force them to go into Luigi's line of fire if they want to continue fighting. Additionally, Green Missile's chance of misfiring has decreased (12.5% → 10%). This improves its safety while near edges, but hinders its offensive and recovery potential. Lastly, Green Missile has updated sound effects.}} | |||
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged and misfired Green Missile and sweetspotted [[Super Jump Punch]]'s shield pressuring potentials.}} | |||
*{{nerf|Grounded Fire Jump Punch has reduced knockback (70 (base)/73 (growth) → 50/77) and a lowered angle (90° → 88°), hindering its KO potential. Aerial Super Jump Punch also has increased landing lag (35 frames → 40). Furthermore, it covers significantly less vertical distance, hindering its recovery potential.}} | |||
**{{buff|However, the final change significantly improves its safety when grounded.}} | |||
*{{buff|[[Luigi Cyclone]]'s last hit deals much more knockback (60 (base)/115 (growth) → 80/130 (grounded)/120 (aerial)), now being able to KO. Additionally, Luigi Cyclone's loop hits' angles have been altered (160°/20°/90° → [[Autolink angle|366°]]). This makes them connect together better. Furthermore, the weakening of SDI makes Luigi Cyclone significantly more difficult to escape from.}} | |||
*{{nerf|Luigi Cyclone deals less damage (12% → 9%) and has more startup lag (frame 7 → 10). Additionally, Aerial Luigi Cyclone covers significantly less vertical distance and requires significantly more button mashing in order to ascend without a jump, hindering its recovery potential.}} | |||
*{{change|Luigi has a new [[Final Smash]], [[Poltergust 5000]].<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlpzooN0A Pic of the Day: March 31, 2014]</ref> Luigi equips the {{s|mariowiki|Poltergust 5000}} and [[Wind#Pulling attacks|vacuums]] nearby opponents into it before powerfully ejecting them. Unlike [[Negative Zone]], Poltergust 5000 traps nearby opponents, deals considerable damage, and has very high knockback, instead of affecting a very wide area and granting Luigi easy openings to deal more damage and/or possibly score KOs.}} | |||
**{{ | |||
==Update history== | ==Update history== | ||
Luigi has been nerfed via game updates. Although he received a number of buffs, most notably to down smash, down aerial and [[Super Jump Punch]], the nerfs that he received overwhelmingly offset them. Update [[1.0.6]] made [[Fireball]]'s damage output inconsistent by making it consist of a clean hitbox and a late hitbox like {{SSB4|Mario}}'s, which in turn hinders its zoning potential. Update [[1.1.0]] further nerfed Fireball by increasing its ending lag, and almost completely removed down tilt's | Luigi has been nerfed via game updates. Although he received a number of buffs, most notably to down smash, down aerial and [[Super Jump Punch]], the nerfs that he received overwhelmingly offset them. Update [[1.0.6]] made [[Fireball]]'s damage output inconsistent by making it consist of a clean hitbox and a late hitbox like {{SSB4|Mario}}'s, which in turn hinders its zoning potential. Update [[1.1.0]] further nerfed Fireball by increasing its ending lag, and almost completely removed down tilt's set-up potential by altering its angle. Most notably, update [[1.1.1]] altered down throw's knockback to the point of removing Luigi's guaranteed KO set-ups. | ||
Luigi was also indirectly nerfed by the updates. The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 make it even more difficult for him to punish from [[out of shield]] because of his very low traction. | Luigi was also indirectly nerfed by the updates. The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 make it even more difficult for him to punish from [[out of shield]] because of his very low traction. Conversely, these changes also do not benefit Luigi's offense because the overwhelming majority of his moveset does not have a noticeable amount of [[hitlag]]. Although these nerfs have resulted in Luigi becoming somewhat less effective than he was during the initial release of ''SSB4'', his viability has remained largely intact. | ||
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
Line 353: | Line 154: | ||
==Moveset== | ==Moveset== | ||
*Luigi can [[Crawling|crawl]]. | *Luigi can [[Crawling|crawl]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |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 | |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 is also reliable for [[jab lock]]ing, and can be [[jab cancel]]ed reliably into his tilt attacks, down smash, standing grab and [[Super Jump Punch]], the latter of which is effective even at high percentages. Its first two hits are based on the {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''Super Mario 64''. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=8% | |ftiltdmg=8% | ||
|ftiltdesc=A wheel kick. It can be angled and is useful for locking | |ftiltdesc=A wheel kick. It can be angled and is useful for jab locking. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 55%. | ||
|utiltname= | |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 | |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. When coupled with its knockback values, its combo into itself at 0% is less safe compared to Mario's. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=8% | |dtiltdmg=8% | ||
|dtiltdesc=A | |dtiltdesc=A low-angle back kick. It can potentially [[trip]] opponents at low percentages, and is able to hit opponents that are trying to grab the edge. However, it is much less effective for set-ups than in ''Brawl'' because of its lower chance of tripping and the removal of its ability to [[meteor smash]] grounded opponents. | ||
|dashname= | |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 | |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. It hits multiple times, while its last hit's very high knockback growth also makes it decent at spacing. However, it has a very punishable amount of ending lag. | ||
|fsmashname= | |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% | |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% when angled upward, and at 101% when not angled or angled downward in {{for3ds}}. In comparison, it KOs middleweights at 91% when angled upward, and at 92% when not angled or angled downward in {{forwiiu}}. However, it hits on frame 12, which is the highest amount of start-up lag out of Luigi's smash attacks. It also has noticeable 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. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|14}} (head), {{ChargedSmashDmgSSB4|12}} (body) | |usmashdmg={{ChargedSmashDmgSSB4|14}} (head), {{ChargedSmashDmgSSB4|12}} (body) | ||
|usmashdesc=An | |usmashdesc=An upward arcing headbutt. It hits on frame 9, which is quite fast for a smash attack. Like Mario and {{SSB4|Dr. Mario}}'s up smashes, it renders his head [[Intangibility|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% from anywhere on Final Destination in the ''3DS'' version, and at 112% in the ''Wii U'' version. However, its sourspot, which is located on his torso, is very unreliable for KOing because of its much weaker power. The angle at which opponents are launched changes depending on when they were hit during its animation: opponents will be launched forward when they are behind Luigi, whereas they will be launched backward when they are in front of him. | ||
|dsmashname= | |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 | |dsmashdesc=A modified version of the {{s|mariowiki|Sweep Kick}}. Due to it hitting on frame 6, it has the lowest amount of start-up 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 very high knockback growth, its legs' hitbox is strong enough to KO middleweights at 115% while near the edge of Final Destination in the ''3DS'' version, and at 109% in the ''Wii U'' version. Although its body hitbox KOs slightly earlier, it is difficult to hit with because of its position. In addition, its front hit is much weaker because of its average knockback growth. | ||
|nairname= | |nairname= | ||
|nairdmg=12% (clean), 6% (late) | |nairdmg=12% (clean), 6% (late) | ||
|nairdesc=A flying kick | |nairdesc=A flying kick. Due to it hitting on frame 3, it has the lowest amount of start-up lag out of Luigi's aerials, and makes it 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% while near Final Destination's upper [[blast line]] in the ''3DS'' version, and at 118% in the ''Wii U'' version. In comparison, its late hitbox is a very useful combo starter and approach option when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d. | ||
|fairname= | |fairname= | ||
|fairdmg=8% | |fairdmg=8% | ||
|fairdesc=A downward knifehand | |fairdesc=A downward knifehand strike. It is a reliable follow-up from down throw at low to medium percentages, and is useful for edge-guarding or approaching. Its hitbox is positioned not only on Luigi's hand, but also slightly around his body. Unlike the hand portion, the body portion of its hitbox launches opponents in the opposite direction. | ||
|bairname= | |bairname= | ||
|bairdmg=14% (clean feet), 8% (clean legs, late) | |bairdmg=14% (clean feet), 8% (clean legs, late) | ||
|bairdesc=A dropkick | |bairdesc=A dropkick. It hits on frame 6, while its clean feet's hitbox has both an impressive damage output and very 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% in the ''3DS'' version, and at 108% in the ''Wii U'' version. It is also useful for approaching when used as part of a [[reverse aerial rush]]. Like forward aerial, its clean legs and late hitboxes are positioned slightly around Luigi's body up to his front side, and have the same quirk of launching the opponent in the opposite direction if the body portion of their hitboxes hits them. | ||
|uairname= | |uairname= | ||
|uairdmg=11% (clean), 7% (late) | |uairdmg=11% (clean), 7% (late) | ||
|uairdesc=A bicycle kick | |uairdesc=A bicycle kick. It is useful for combos like Mario's up aerial, and is Luigi's only reliable follow-up from down throw at high percentages. Thanks to it having the lowest amount of landing lag out of his aerials, its clean hitbox can start combos at low percentages when SHFF'd. However, its launching is lower than Mario's, which makes it less effective at combos and juggling past low percentages. | ||
|dairname= | |dairname= | ||
|dairdmg=10% (clean), 8% (late) | |dairdmg=10% (clean), 8% (late) | ||
|dairdesc=A corkscrew | |dairdesc=A diagonal corkscrew dropkick. Its sweetspot is a meteor smash, though it only lasts for 1 frame. Unlike in previous games, its sweetspot is now based on timing instead of positioning, making it much easier to land. When coupled with down throw, its meteor smash can extend combos, or even act as a KO combo while near the edge. Conversely, its late hitbox is less effective for extending combos. Despite having much higher knockback growth, it is also less effective for edge-guarding because of its slightly lower damage output. | ||
|grabname= | |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 | |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 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= | |pummelname= | ||
|pummeldmg=3.2% | |pummeldmg=3.2% | ||
|pummeldesc=A headbutt. Moderately slow, but tied with {{SSB4|Mr. Game & Watch}}'s as the fourth | |pummeldesc=A headbutt. Moderately slow, but tied with {{SSB4|Mr. Game & Watch}}'s as the fourth most damaging pummel in the game. | ||
|fthrowname= | |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 | |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. Its only other benefits are acting either as an edge-guard set-up at high percentages, or as a set-up into dash attack. However, this combo is only effective against lightweights and middleweights at 0%, and against heavyweights until low percentages, depending on the latter's DI. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% (throw), 6% (collateral) | |bthrowdmg=10% (throw), 6% (collateral) | ||
|bthrowdesc= | |bthrowdesc=Spins the opponent by their legs three times before throwing them backward. It also can hit other opponents while spinning, which deals minor damage and knockback. Due to its damage output lowering since ''Brawl'', its KO potential has been toned down. However, it is still a reliable KOing option, as it KOs middleweights at 151% while near the edge of Final Destination in the ''3DS'' version, and at 145% in the ''Wii U'' version. It is based on the throw that [[Mario]] uses against [[Bowser]] in ''Super Mario 64''. | ||
|uthrowname= | |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 | |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 benefit is acting as a set-up into a short hopped forward aerial and a short hopped [[Luigi Cyclone]], which are only effective on heavyweights and fast-fallers at 0%-10%. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=Shoves the opponent under himself and {{s|mariowiki|Ground Pound}}s them. It is Luigi's most useful | |dthrowdesc=Shoves the opponent under himself and {{s|mariowiki|Ground Pound}}s them. It is Luigi's most useful move and one of the most effective combo starters in the game, thanks to its below-average base knockback, average knockback growth and diagonal launching angle. It can combo reliably against any opponent: in regard to middleweights, follow-ups include forward smash at 0%-10%; up tilt, up smash, any aerial attack and Luigi Cyclone at low percentages; forward and [[reverse aerial rush]]ed clean back aerial at medium percentages; and clean up aerial at medium to high percentages. Although its combo potential wanes past 100% and/or while Luigi is affected by a high level of [[rage]], Luigi Cyclone can also function as a mix-up against an opponent's air dodge at high percentages. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc=Performs a modified version of the Sweep Kick | |floorfdesc=Performs a modified version of the Sweep Kick before getting up. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
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|nsdefname=Fireball | |nsdefname=Fireball | ||
|nsdefdmg=6% (clean), 5% (late) | |nsdefdmg=6% (clean), 5% (late) | ||
|nsdefdesc=Throws a {{s|mariowiki|Green Fireball}}. It is fairly [[spam]]mable, which enables it to pressure, zone, hinder approaches, and act as a set-up for a grab. Unlike in previous installments, it deals less damage | |nsdefdesc=Throws a {{s|mariowiki|Green Fireball}}. It is fairly [[spam]]mable, which enables it to pressure, zone, hinder approaches, and act as a set-up for a grab. Unlike in previous installments, it now deals less damage as it covers more distance, similarly to Mario's Fireball. Due to being unaffected by gravity, it is less suitable at edge-guarding compared to Mario's. | ||
|nsc1name=Bouncing Fireball | |nsc1name=Bouncing Fireball | ||
|nsc1dmg=6% (clean), 5% (mid), 4% (late) | |nsc1dmg=6% (clean), 5% (mid), 4% (late) | ||
|nsc1desc=Functions almost identically to Mario's Fireball, although its bouncing arc is more vertical compared to his. However, it has more ending lag, and | |nsc1desc=Functions almost identically to Mario's Fireball, although its bouncing arc is more vertical compared to his. However, it has more ending lag, and its late hit deals slightly less damage. | ||
|nsc2name= | |nsc2name=Ice Ball | ||
|nsc2dmg=4% | |nsc2dmg=4% | ||
|nsc2desc=Throws an {{s|mariowiki|Ice Ball}}. It [[ | |nsc2desc=Throws an {{s|mariowiki|Ice Ball}}. It [[Frozen|freezes]] opponents beginning at 50%, but deals slightly less damage and has slightly more start-up lag and slightly shorter range. It also travels slower, but this allows Luigi to fire multiple Ice Balls in very quick succession. | ||
|ssdefname=Green Missile | |ssdefname=Green Missile | ||
|ssdefdmg= | |ssdefdmg=6.1666...% (uncharged), 21% (fully charged), 25% (misfired) | ||
|ssdefdesc=Crouches and then shoots himself forward to perform a flying [[ | |ssdefdesc=Crouches and then shoots himself forward to perform a flying [[Wikipedia:Professional wrestling attacks|battering ram]]. It takes 1.17 seconds (70 frames) to fully charge, but deals impressive damage upon doing so. While near the edge of Final Destination, fully charged Green Missile KOs middleweights at 91% and 82% in the ''3DS'' and ''Wii U'' versions, respectively. If charged on the ground for too long, the charge is canceled, which can allow for [[mindgame]]s. It also has a 10% chance to misfire, which deals considerably more damage and has much higher knockback growth. While near the edge of Final Destination, a misfired Green Missile KOs middleweights at 50% and 42% in the ''3DS'' and ''Wii U'' versions, respectively. A misfired Green Missile also grants intangibility on frames 18-22, and always travels the same distance regardless of the charge. However, its considerable ending lag makes it punishable whether it is used for offense or recovering, which makes [[read]]s very important in order to use it effectively. | ||
|ssc1name=Floating Missile | |ssc1name=Floating Missile | ||
|ssc1dmg=≈4.3% (uncharged), ≈18% (fully charged), 23% (misfired) | |ssc1dmg=≈4.3% (uncharged), ≈18% (fully charged), 23% (misfired) | ||
|ssc1desc=Flies directly straight, which improves its accuracy, and | |ssc1desc=Flies directly straight, which improves its accuracy, and charges faster. Although it deals slightly less damage, this is largely negligible, as it is still strong enough to KO reliably when fully charged or misfired. While near the edge of Final Destination, fully charged Floating Missile KOs middleweights at 102% and 100% in the ''3DS'' and ''Wii U'' versions, respectively. In comparison, a misfired Floating Missile KOs them at 52% and 50% in the ''3DS'' and ''Wii U'' versions, respectively. | ||
|ssc2name=Quick Missile | |ssc2name=Quick Missile | ||
|ssc2dmg=≈5.15% (uncharged), ≈20% (fully charged), 20% (misfired) | |ssc2dmg=≈5.15% (uncharged), ≈20% (fully charged), 20% (misfired) | ||
|ssc2desc=Flies much farther and faster, which | |ssc2desc=Flies much farther and faster, which make it much better for recovering. However, it takes longer to charge, and it a misfired Quick Missile is much weaker than the misfired versions of Green Missile and Floating Missile. It is also much more punishable, thanks to having noticeably more ending lag, and Luigi sliding upon the ground after landing. Although it deals slightly less damage, it is still strong enough to KO reliably when fully charged or misfired. While near the edge of Final Destination, fully charged Quick Missile KOs middleweights at 97% and 87% in the ''3DS'' and ''Wii U'' versions, respectively. In comparison, a misfired Quick Missile KOs them at 85% and 63% in the ''3DS'' and ''Wii U'' versions, respectively. | ||
|usdefname=Super Jump Punch | |usdefname=Super Jump Punch | ||
|usdefdmg=25% (grounded sweetspot), 20% (aerial sweetspot), 1% (sourspot) | |usdefdmg=25% (grounded sweetspot), 20% (aerial sweetspot), 1% (sourspot) | ||
|usdefdesc=A jumping uppercut. Its grounded sweetspot emits a [[ping]] sound upon hitting and boasts an excellent damage output; it KOs grounded middleweights at 64% | |usdefdesc=A jumping uppercut. Its grounded sweetspot emits a [[ping]] sound upon hitting and boasts an excellent damage output; it KOs grounded middleweights at 64% from anywhere on Final Destination in the ''3DS'' version, and at 57% in the ''Wii U'' version. Its aerial sweetspot is larger, yet deals less damage, and does not emit a ping sound effect upon hitting. Despite its lower power, it is still strong regardless; it KOs middleweights at 99% while near the upper blast line of Final Destination in the ''3DS'' version, and at 77% in the ''Wii U'' version. Both sweetspots also grant intangibility on frames 8-10. However, it is very punishable because of its considerable ending lag, while its abysmally weak sourspot lacks KO potential. In addition, its vertical recovery potential is most effective when preceded by a [[double jump]]. | ||
|usc1name=Fiery Jump Punch | |usc1name=Fiery Jump Punch | ||
|usc1dmg=18% (grounded sweetspot), 15% (aerial sweetspot), 1% (sourspot) | |usc1dmg=18% (grounded sweetspot), 15% (aerial sweetspot), 1% (sourspot) | ||
|usc1desc=Covers more horizontal distance, grants slightly more intangibility, and its sweetspots are easier to hit | |usc1desc=Covers more horizontal distance, grants slightly more intangibility, and its sweetspots are easier to hit. However, it covers less vertical distance and has noticeable ending lag, which make it less ideal for recovering. Its sweetspots also deal considerably less damage, but are powerful regardless; both of them KO middleweights at 109% from anywhere on Final Destination in the ''3DS'' version. Unlike Super Jump Punch, it launches opponents at a slight angle, instead of directly upward. It is comparable to how Luigi's Super Jump Punch functioned in ''Melee''. | ||
|usc2name=Burial Header | |usc2name=Burial Header | ||
|usc2dmg=8% (descent), 8% (landing), 1% (sourspot) | |usc2dmg=8% (descent), 8% (landing), 1% (sourspot) | ||
|usc2desc=Covers significantly more vertical distance, to the point that it allows him to reach the top platform | |usc2desc=Covers significantly more vertical distance, to the point that it allows him to reach the top platform on {{SSB4|Battlefield}}, and even more vertical distance when preceded by a double jump. Upon descending, Luigi [[buries]] grounded opponents, and diagonally launches aerial ones. When coupled with its much lower ending lag, its burying hitbox allows for reliable follow-ups. However, it lacks KO potential because of its significantly lower damage outputs. | ||
|dsdefname=Luigi Cyclone | |dsdefname=Luigi Cyclone | ||
|dsdefdmg=1.5% (hits 1- | |dsdefdmg=1.5% (hits 1-5), 3% (hit 6) | ||
|dsdefdesc=Rapidly spins around, trapping the opponent and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. | |dsdefdesc=Rapidly spins around, trapping the opponent and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. Like [[Dr. Tornado]], it enables Luigi to move along the ground, albeit at a much faster speed, which makes make it decent as a surprise approach option. While in the air, button mashing grants it two special quirks: it will enable Luigi to ascend after his first jump, which also carries his double jump's momentum to enable an easier ascent, or it can act as a pseudo-[[spike]], though the latter technique is quite difficult to perform. Although its last hit's damage output is very low, this is largely counterbalanced by its very knockback growth. As a result it can be used as a situational KOing option near the upper blast line. While near the upper blast line of Final Destination, its last hit KOs middleweights at 135% and 119% in the ''3DS'' and ''Wii U'' versions, respectively. It resembles the {{s|mariowiki|Spin Jump}}. | ||
|dsc1name=Mach Cyclone | |dsc1name=Mach Cyclone | ||
|dsc1dmg=6% | |dsc1dmg=6% | ||
|dsc1desc=Covers significantly more vertical distance, especially when button mashed, and has slightly less | |dsc1desc=Covers significantly more vertical distance, especially when button mashed, and has slightly less start-up lag. Unlike Luigi Cyclone, it consists of a [[wind]]box and a hitbox, the latter of which deals twice as much damage and has significantly more knockback than Luigi Cyclone's last hit. Altogether, these traits make it more efficient at recovering and edge-guarding compared to Luigi Cyclone. It KOs middleweights at 75% while near the left/right blast lines of Final Destination in the ''3DS'' version. However, it does not cover any horizontal distance, cannot punish rolls because of its windbox, and has more ending lag. | ||
|dsc2name=Clothesline Cyclone | |dsc2name=Clothesline Cyclone | ||
|dsc2dmg=10% (hit 1), 12% (hit 2) | |dsc2dmg=10% (hit 1), 12% (hit 2) | ||
|dsc2desc=Deals more damage and has much higher knockback. Its first hit has deceptive range and is a semi-spike, which allows it | |dsc2desc=Deals more damage and has much higher knockback. Its first hit has deceptive range and is a semi-spike, which allows it hinder approaches. Conversely, its last hit launches opponents vertically and is extremely powerful, as it KOs middleweights at 95% from anywhere on Final Destination in the ''3DS'' version. However, its first hit does not KO middleweights until 168% while near the edge of Final Destination in the ''3DS'' version, whereas its second hit is very difficult to land because of its first hit's long duration. Additionally, it has significantly more start-up and ending lag, which make it unusable for recovering or edge-guarding. It is comparable to how Luigi Cyclone functioned in ''SSB''. | ||
|fsname=Poltergust 5000 | |fsname=Poltergust 5000 | ||
|fsdmg=30% (maximum captured), 10% (ejection) | |fsdmg=30% (maximum captured), 10% (ejection) | ||
|fsdesc=Wields the {{s|mariowiki|Poltergust 5000}} to [[ | |fsdesc=Wields the {{s|mariowiki|Poltergust 5000}} to [[Wind#Pulling attacks|vacuum]] nearby opponents into it before powerfully ejecting them diagonally. Opponents will accumulate more damage the earlier they are vacuumed in. It has decent range, and is capable of vacuuming opponents from a variety of angles. It is also very strong: while near the edge of Final Destination, it KOs middleweights at 33% in the ''3DS'' version. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|char=Luigi | |char=Luigi | ||
|image-up=LuigiUpTauntSSB4.gif | |image-up=LuigiUpTauntSSB4.gif | ||
|desc-up=Strikes a variety of poses in the following order: he faces the screen with one hand on his waist while displaying the {{s|wikipedia|V sign}} with the other, referencing his animation from ''Luigi's Mansion'' when he would find a key. Then he turns to the right slightly, pointing his hands that direction while giving a frightened look on his face. Then, he places his left hand just below his nose, similarly to his pose in official artwork for ''{{s|mariowiki|Mario & Luigi: Partners in Time}}''. Then he turns away from the screen and crouches depressingly, similarly to his {{s|mariowiki|Bogey}} animation in '' | |desc-up=Strikes a variety of poses in the following order: he faces the screen with one hand on his waist while displaying the {{s|wikipedia|V sign}} with the other, referencing his animation from ''Luigi's Mansion'' when he would find a key. Then he turns to the right slightly, pointing his hands that direction while giving a frightened look on his face. Then, he places his left hand just below his nose, similarly to his pose in official artwork for ''{{s|mariowiki|Mario & Luigi: Partners in Time}}''. Then he turns away from the screen and crouches depressingly, similarly to his {{s|mariowiki|Bogey}} animation in ''[[mariowiki:Mario Golf (Nintendo 64)|Mario Golf]]''. Finally, he faces the screen once more and places both hands on his face while sporting a frightened look, similarly to his expression on the cover of ''Luigi's Mansion''. | ||
|desc-side=[[Wikipedia:Planking (fad)|Planks]] while saying "Pow! Pow!" Due to it moving Luigi forward into the [[Hitbox#Hitboxes in three dimensions|z-axis]] and lowering his hurtbox, some attacks may actually miss him as a result. | |desc-side=[[Wikipedia:Planking (fad)|Planks]] while saying "Pow! Pow!" Due to it moving Luigi forward into the [[Hitbox#Hitboxes in three dimensions|z-axis]] and lowering his hurtbox, some attacks may actually miss him as a result.<ref>[https://lh3.googleusercontent.com/-7885IIIrEnA/VG4AzEQnz7I/AAAAAAAAmuk/h0Pvg73hGrQ/w506-h284/f4b9736a-320d-494e-9fcd-2da95f3a2b19 Your favorite fighting game taunts.]</ref> | ||
|desc-down=Bashfully kicks the ground while sighing. It deals 2% on contact, but also has drastically different effects depending on the opponent's position. If it hits an opponent that is hanging on an edge or is off-stage, it will powerfully [[meteor smash]] them. Conversely, if the opponent is on-stage, it weakly launches them vertically. It is similar to the animation Luigi performs when he loses a {{s|mariowiki|minigame}} in ''{{s|mariowiki|Mario Party 2}}''.}} | |desc-down=Bashfully kicks the ground while sighing. It deals 2% on contact, but also has drastically different effects depending on the opponent's position. If it hits an opponent that is hanging on an edge or is off-stage, it will powerfully [[meteor smash]] them.<ref>[https://miiverse.nintendo.net/posts/AYMHAAABAABnUYnWKGUwUg Pic of the Day: August 9, 2013]</ref> Conversely, if the opponent is on-stage, it weakly launches them vertically. It is similar to the animation Luigi performs when he loses a {{s|mariowiki|minigame}} in ''{{s|mariowiki|Mario Party 2}}''.}} | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
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|char=Luigi}} | |char=Luigi}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3231 | |set10=3231 | ||
}} | }} | ||
===Notable players=== | |||
====Active==== | |||
*{{Sm|Elegant|USA}} - The best Luigi player in the world. Placed 2nd at [[GameTyrant Expo 2017]]; 5th at [[2GG Championship]]; 7th at [[2GGT: Abadango Saga]] and [[2GGC: Nairo Saga]]; 13th at [[2GGT: Fresh Saga]], [[2GGT: KTAR Saga]], [[GENESIS 4]], and [[2GGC: Greninja Saga]]; 17th at [[EVO 2017]], [[2GGC: GENESIS Saga]] and [[2GGC: ARMS Saga]]; and 33rd at [[2GGC: Civil War]]. Ranked 4th on the [[SoCal Power Rankings]] and 11th on the [[Panda Global Rankings]] v4. | |||
*{{Sm|Shoyo James|USA}} - Co-mains Luigi alongside Diddy Kong. Placed 2nd at [[Midwest Mayhem 6: SoCal Invasion]]; 7th at [[Apex 2016]] and [[Super Smash Con 2017]]; 9th at [[Smash 'N' Splash 3]]; 17th at [[The Big House 6]]; 25th at [[Pound 2016]] and [[Shine 2017]]; 33rd at GENESIS 4; and 49th at [[Super Smash Con 2016]]. Ranked 1st on the [[New Jersey Power Rankings]] and 42nd on the Panda Global Rankings v4. | |||
*{{Sm|Scot!|USA}} - The best Luigi main on the east coast. Placed 17th at [[Collision XV]] ; 33rd at [[Get On My Level 2018]] ; and 3rd at [[CT Gamercon 2]]. Ranked 3rd on the [[Connecticut Power Rankings]] and 6th on the [[New England Power Rankings]]. | |||
*{{Sm|Mr. ConCon|USA}} - The best Luigi player in the world prior to update 1.1.1. , and still a top Luigi solo main. Placed 7th at [[2GGT: EE Saga]] and [[IBP Masters Showdown]]; 9th at [[2GGT: FOW Saga]] and 2GGT: Fresh Saga; 17th at [[Final Battle]]; 25th at [[EVO 2015]], [[GENESIS 3]] and 2GGC: ARMS Saga; and 33rd at 2GGC: Civil War and 2GGC: Nairo Saga. Ranked 14th on the SoCal Power Rankings, and formerly ranked 36th on the Panda Global Rankings v1. He is the first person to win a set against {{Sm|ZeRo}}. | |||
*{{Sm|LOE1|USA}} - Co-mains Luigi alongside Diddy Kong. Placed 25th at The Big House 5, 17th at [[Showdown: Battle Royale]], and 33rd at [[Frostbite 2017]]. | |||
*{{Sm|J.Miller|UK}} - The best Luigi player in Europe. Placed 1st at [[B.E.A.S.T 5]]; 9th at [[Smashdown World]] and [[B.E.A.S.T 7]]; and 17th at [[Apex 2015]]. Ranked 8th on the [[United Kingdom Power Rankings]]. | |||
*{{Sm|Poke|Canada}} - A pioneer of the Luigi metagame and the best Luigi player in Canada. Placed 2nd at [[Get On My Level 2015]]; 3rd at [[Summit 2015]]; 7th at [[Enthusiast Gaming Live Expo]]; 13th at [[Canada Cup 2015]]; and 25th at [[The Big House 5]] and [[Super Smash Con 2015]]. Ranked 6th on the [[Southern Ontario Power Rankings]]. | |||
*{{Sm|Luigi player|Austria}} - Placed 13th at [[B.E.A.S.T 6]]. Ranked 2nd on the [[Austria Power Rankings]]. | |||
*{{Sm|JarrodKB|USA}} - Wifi warrior, best Luigi in Florida. | |||
*{{Sm|Luck|USA}} - Best Luigi in Pennsylvania. Placed 25th at {{Trn|Royal Flush}} and 25th at [[KTAR XVII]] | |||
====Inactive==== | |||
*{{Sm|Boss|USA}} - Placed 1st at twenty-eight [[Smash @ Xanadu]] tournaments. Formerly ranked 19th on the [[MD/VA Power Rankings]]. | |||
*{{Sm| | *{{Sm|Ron|Japan}} - The best Luigi player in Japan but mostly chooses to play Mario as of recently . Placed 1st at [[Sumabato 18]], and 2nd at [[Sumabato 12]], [[Sumabato 17]] and [[Sumabato 20]]. Ranked 17th on the [[JAPAN Power Rankings]]. | ||
*{{ | *{{Flag|Japan}} [[Smasher:Aki (Japan)|Aki]] - The best Luigi player in Japan before switching to {{SSB4|Sheik}} after update 1.1.1. | ||
*{{Sm| | *{{Sm|ANTi|USA}} - Co-mained Luigi alongside {{SSB4|Mario}} before switching exclusively to Mario after update 1.1.1. | ||
*{{Sm| | *{{Sm|False|USA}} - Co-mained Luigi alongside many other characters before switching to {{SSB4|Marth}} and Sheik after update 1.1.1. | ||
*{{Sm| | *{{Sm|Larry Lurr|USA}} - Used Luigi as a secondary prior to update 1.1.1. | ||
*{{Sm|Poltergust|USA}} - Co-mained Luigi alongside {{SSB4|Yoshi}} before switching exclusively to Yoshi after update 1.1.1. | |||
*{{Sm|Shel|USA}} - Co-mained Luigi alongside Ryu before switching exclusively to Ryu after update 1.1.1. | |||
*{{Sm|ZD|USA}} - Placed 25th at [[Glitch (tournament)|Glitch]] before switching to {{SSB4|Fox}}. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
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Although Luigi's combo potential remained largely intact, many players nevertheless dropped him because of his combo game's newfound flaws. This, in turn, was further compounded by the release of the DLC characters {{SSB4|Corrin}} and {{SSB4|Bayonetta}}, two matchups considered unfavorable for him at the time. As a result, Luigi was ranked 29th on the second tier list, which saw him go from being the third highest ranked mid-tier character to the middle of the mid-tier. Although respectable, this placement was nevertheless a considerable downturn, as Luigi's tier drop was tied with {{SSB4|Wario}}'s for the second largest between the first and second tier lists. | Although Luigi's combo potential remained largely intact, many players nevertheless dropped him because of his combo game's newfound flaws. This, in turn, was further compounded by the release of the DLC characters {{SSB4|Corrin}} and {{SSB4|Bayonetta}}, two matchups considered unfavorable for him at the time. As a result, Luigi was ranked 29th on the second tier list, which saw him go from being the third highest ranked mid-tier character to the middle of the mid-tier. Although respectable, this placement was nevertheless a considerable downturn, as Luigi's tier drop was tied with {{SSB4|Wario}}'s for the second largest between the first and second tier lists. | ||
Thanks to his consistently strong results in some regions, Luigi was ranked 26th on the third tier list. Incidentally, this placement is roughly similar to where he was viewed as being in accordance to popular opinion during the very early months of ''SSB4''{{'}}s lifespan. Luigi's tier status would then improve even further, thanks to {{Sm|Elegant}} placing 2nd at [[GameTyrant Expo 2017]] and 5th at [[2GG Championship]]. In addition to these results, Luigi has managed to consistently achieve respectable results at the regional and national level, thanks to the efforts of {{Sm|Mr. ConCon}}, {{Sm|Scot!}} and {{Sm|Ron}}. To reflect his renewed tournament success, Luigi was ranked 18th on the fourth and current tier list | Thanks to his consistently strong results in some regions, Luigi was ranked 26th on the third tier list. Incidentally, this placement is roughly similar to where he was viewed as being in accordance to popular opinion during the very early months of ''SSB4''{{'}}s lifespan. Luigi's tier status would then improve even further, thanks to {{Sm|Elegant}} placing 2nd at [[GameTyrant Expo 2017]] and 5th at [[2GG Championship]]. In addition to these results, Luigi has managed to consistently achieve respectable results at the regional and national level, thanks to the efforts of {{Sm|Mr. ConCon}}, {{Sm|Scot!}} and {{Sm|Ron}}. To reflect his renewed tournament success, Luigi was ranked 18th on the fourth and current tier list with some smashers claiming that Luigi should be even higher and that he should regain his top-tier status. | ||
== | ==Trophies== | ||
:'''Luigi''' | |||
| | ::{{flag|ntsc}} {{GameIcon|ssb4-3ds}} ''Luigi recently celebrated his 30th anniversary with the Year of Luigi, but all that attention just made him even more shy and awkward. In Smash Bros., Luigi takes a lot of cues from his brother in fighting style, adding flair to moves like Super Jump Punch. His taunts, however, are truly unique.'' | ||
| | |||
::{{flag|ntsc}} {{GameIcon|ssb4-wiiu}} ''Luigi recently celebrated his 30th anniversary with the Year of Luigi, but all that attention just made him even more shy and awkward. In Smash Bros. (as in life), Luigi tends to follow his brother's lead, but he adds his own flair to moves like Super Jump Punch. His taunts, however, are 100% Weegee.'' | |||
| | ::{{flag|pal}} ''With the Year of Luigi long gone now, it's up to you to prove to everyone that Mario's cowardly co-star is still awesome. He may share a lot of moves with his brother, but he still puts his own spin on things. When you Super Jump Punch a foe just right, for example, the noise he makes is epic. His taunts are pretty funny too. Try them!'' | ||
| | |||
{{Trophy games|console1=none|game1=Mario Bros. 1983|console2=3DS|game2=Luigi's Mansion: Dark Moon 03/2013}} | |||
| | |||
}} | :'''Luigi (Alt.)''' | ||
{{ | ::{{flag|ntsc}} ''Luigi may sulk when his down taunt is used, but his little dejected kick can actually hurt a nearby enemy fighter. It can even trigger a meteor smash! Notice an enemy leisurely hanging from the edge? Run over and pout on the edge—that foe will be the one with something to pout about!'' | ||
::{{flag|pal}} ''Luigi might look a bit sulky when you use his down taunt, but when he does it next to another fighter, it can get in a little hit - well, a "little hit" that can also sometimes be a meteor smash! Say you spot a fighter hanging off the edge of the stage. Just give them a pout and a kick with this taunt, and they'll fall to their doom.'' | |||
{{Trophy games|console1=none|game1=Mario Bros. 1983|console2=3DS|game2=Luigi's Mansion: Dark Moon 03/2013}} | |||
:'''{{flag|North America}}Luigi (With Poltergust 3000)'''<br>'''{{flag|Europe}}Luigi (With Poltergust 5000)''' | |||
::{{flag|ntsc}} ''A ghost-sucking vacuum cleaner created by Professor E. Gadd. In Luigi's ghostly adventures, it's the only thing standing between him and complete terror. In this game, it sucks in enemies, damages them, and then fires them diagonally upward. If it's used in an area with no ceilings, you might send them soaring right off the screen!'' | |||
{{ | ::{{flag|pal}} ''A ghost-sucking vacuum cleaner created by Professor E. Gadd. In Luigi's ghostly adventures, it's the only thing standing between him and abject terror. In this game, it sucks in enemies, damages them, then fires them diagonally upward. Use it in an area with no ceilings, and you might send them soaring right off the screen!'' | ||
| | |||
<center> | |||
| | <gallery> | ||
LuigiTrophy3DS.png|Classic (3DS) | |||
| | LuigiAllStarTrophy3DS.png|Alt. (3DS) | ||
LuigiTrophyWiiU.png|Classic (Wii U) | |||
| | LuigiAllStarTrophyWiiU.png|Alt. (Wii U) | ||
Poltergust5000TrophyWiiU.png|[[Poltergust 5000]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
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ScaredLuigi.jpg|Up taunt's last animation alongside {{SSB4|Donkey Kong}} and {{SSB4|Bowser}}. | ScaredLuigi.jpg|Up taunt's last animation alongside {{SSB4|Donkey Kong}} and {{SSB4|Bowser}}. | ||
SSB4 daily image 07-08-2013.jpg|Up taunt's first animation. | SSB4 daily image 07-08-2013.jpg|Up taunt's first animation. | ||
Crash Bomber.jpg|Up taunt's last animation with [[Crash Bomb]] attached and [[Rush Coil|Rush]] looking on. | File:Crash Bomber.jpg|Up taunt's last animation with [[Crash Bomb]] attached and [[Rush Coil|Rush]] looking on. | ||
Luigi taunt SSB4.jpg|Up taunt's second animation alongside a yellow Pikmin. | Luigi taunt SSB4.jpg|Up taunt's second animation alongside a yellow Pikmin. | ||
Partners in Time Pose.png|Up taunt's third animation, which was inspired by [[supermariowiki::File:ML2Luigi.jpg|artwork]] from ''{{s|mariowiki|Mario & Luigi: Partners in Time}}''. | Partners in Time Pose.png|Up taunt's third animation, which was inspired by [[supermariowiki::File:ML2Luigi.jpg|artwork]] from ''{{s|mariowiki|Mario & Luigi: Partners in Time}}''. | ||
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==Trivia== | ==Trivia== | ||
*Traditionally, Luigi has always been an [[unlockable character]] revealed after an installment of ''Super Smash Bros.'' had been released. However, '' | *Traditionally, Luigi has always been an [[unlockable character]] revealed after an installment of ''Super Smash Bros.'' had been released. However, ''SSB4'' is the first installment to break that tradition,<ref name="YearofLuigi"/> as he was both revealed before release<ref>[https://miiverse.nintendo.net/posts/AYMHAAABAADzUgIRwgV1Og Pic of the Day: August 7, 2013]</ref> and is now a [[starter character]], instead of an [[unlockable character]]. | ||
**He was also the first of the original four unlockable characters to be confirmed for ''SSB4''. | |||
*Luigi's official artwork is based on his side [[taunt]]. | *Luigi's official artwork is based on his side [[taunt]]. | ||
*[[Beta elements (SSB4)|Early in | *[[Beta elements (SSB4)|Early in development]], Luigi could [[wall jump]]. However, this was scrapped in the final release. | ||
*The trophy description for Luigi in the North American version of {{forwiiu}} makes a reference to [http://www.knowyourmeme.com/memes/weegee Weegee], a popular | *The trophy description for Luigi in the North American version of {{forwiiu}} makes a reference to [http://www.knowyourmeme.com/memes/weegee Weegee], a popular internet meme. However, it could also be a reference to a number of games where he excitedly refers to himself as "Weegee". | ||
*Luigi's All-Star trophy in {{for3ds}} resembles his Adventure Mode trophy from ''[[Super Smash Bros. Melee]]'', albeit with a different costume. In comparison, his alt. trophy in {{forwiiu}} resembles his official artwork from | *Luigi's All-Star trophy in {{for3ds}} resembles his Adventure Mode trophy from ''[[Super Smash Bros. Melee]]'', albeit with a different costume. In comparison, his alt. trophy in {{forwiiu}} resembles his official artwork from ''Melee''. | ||
*In {{for3ds}}, the "Luigi (With Poltergust 3000)" trophy is titled erroneously. The Poltergust that Luigi is wielding in that trophy is actually the {{s|mariowiki|Poltergust 5000}} from ''{{s|mariowiki|Luigi's Mansion: Dark Moon}}'', as shown by it having both a slightly different canister and the {{s|mariowiki|Strobulb}} equipped. This was fixed for the [[PAL]] region's version. | *In {{for3ds}}, the "Luigi (With Poltergust 3000)" trophy is titled erroneously. The Poltergust that Luigi is wielding in that trophy is actually the {{s|mariowiki|Poltergust 5000}} from ''{{s|mariowiki|Luigi's Mansion: Dark Moon}}'', as shown by it having both a slightly different canister and the {{s|mariowiki|Strobulb}} equipped. This was fixed for the [[PAL]] region's version. | ||
*Due to Luigi's head | *Due to the fact that Luigi's head comes forward into the [[Hitbox#Hitboxes in three dimensions|z-axis]] when he [[crouch]]es, he can avoid certain projectiles that go behind his head. | ||
==References== | ==References== | ||
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{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Mario universe}} | {{Mario universe}} | ||
[[Category:Luigi (SSB4) | |||
[[Category:Luigi (SSB4)]] | |||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||
[[Category:Trophies (SSB4-Wii U)]] | [[Category:Trophies (SSB4-Wii U)]] | ||