Editing Luigi (SSB4)

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Charles Martinet's portrayal of Luigi from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Smash 4''.<ref name="treehouseday3">[http://www.twitch.tv/nintendo/b/537795858 Nintendo Treehouse: Live @ E3 2014 -- Day 3]</ref>
Charles Martinet's portrayal of Luigi from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Smash 4''.<ref name="treehouseday3">[http://www.twitch.tv/nintendo/b/537795858 Nintendo Treehouse: Live @ E3 2014 -- Day 3]</ref>


Luigi is ranked 18th out of 54 in the [[tier list]], placing him in the B tier. This is a significant improvement over his E tier placement in ''Brawl'', where he was ranked 28th out of 38, and is Luigi's best 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 strong and consistent combo game; all his aerials can autocancel or even repeat in a short hop, generally have low startup and ending lag, are good for combos, and his sweetspotted neutral and back aerial are strong KO options; his excellent air game is complemented by his great jump height and favorable launch angles on a number of his grounded moves.
Luigi is ranked 18th out of 55 in the [[tier list]], placing him in the B tier. This is a significant improvement over his low tier placement in ''Brawl'', where he was ranked 28th out of 38, and is Luigi's best proportional tier ranking in the series to date. 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 and strong combo game; his very potent air game is supplemented by a number of his grounded moves having favorable launching angles, as well as his high jumps and the utility of his aerials: all his aerials can autocancel in a short hop with lenient autocancel windows, generally have low startup and ending lag, are good for combos and his sweetspotted back aerial and clean neutral aerial are strong KO potions; and [[Fireball]] is a fairly quick [[projectile]] with decent range.


Luigi's attributes have also improved. In addition to a much faster [[dash]]ing speed, 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, with [[Green Missile]] and [[Luigi Cyclone]] being risky to intercept.
Luigi's attributes have also improved. In addition to a much faster [[dash]]ing speed, 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.


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 and recovery. Despite having a fairly quick [[projectile]], the majority of Luigi's moveset is short-ranged, which prevents him from racking up damage from a safe distance, especially against characters that have projectiles and/or disjointed [[hitbox]]es.
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 Luigi's playerbase has decreased since update 1.1.1 nerfed his combo game, he has nevertheless continued to achieve great success at local and regional tournaments, and respectable results at national tournaments. This has been most evident with {{Sm|Elegant}} barely finishing runner-up to {{Sm|MkLeo}} in [[GameTyrant Expo 2017]], which 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 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--his highest point being barely finishing runner-up to {{Sm|MkLeo}} in [[GameTyrant Expo 2017]]--has caused Luigi's current tier placement to become somewhat debatable.


==Attributes==
==Attributes==
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The majority of Luigi's [[custom move]]s 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.
The majority of Luigi's [[custom move]]s 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.


Iceball has a slightly lower damage output, higher startup lag, shorter range, and travels slower. However, it momentarily [[freeze]]s opponents beginning at 50%, while its slower speed enables Luigi to fire multiple Iceballs 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 [[windbox]] 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.
Ice Ball has a slightly lower damage output, higher startup lag, shorter range, and travels slower. However, it momentarily [[freeze]]s 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 ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
In ''Super Smash Bros. Brawl'', Luigi was regarded as a low tier character as while he had great frame data and surprisingly solid KO power (especially considering the speed of his attacks), he suffered from having very poor mobility and range, both of which made it extremely difficult for him to approach and his opponents could very easily keep him out. Luigi also simply did not work particularly well in ''Brawl{{'}}''s engine, as [[hitstun canceling]] and [[Directional Influence]] gave him a rather inconsistent combo game outside of low percents, which heavily hindered him as his combos were his main method of building up damage. While Luigi could build up a lot of damage with his combos, it largely relied on his opponent making mistakes, rather than him being able to abuse inescapable combos.
Luigi has been [[buff]]ed significantly in the transition from ''Brawl'' to ''SSB4''. Luigi drastically benefits from the changes to ''Smash 4''{{'}}s mechanics with the changes to [[hitstun canceling]] and [[DI]] greatly improving his combo potential collectively granting him one of the most potent and consistent combo games among the cast. Luigi's neutral game has also been buffed in numerous ways: Luigi's overall mobility has been improved especially on the ground; neutral attack has more range; late neutral aerial is much better at starting combos when [[SHFF]]'d due to the removal of hitstun canceling (despite the move being directly nerfed in multiple ways); forward aerial and [[Fireball]] have more range; and dash grab has much less lag. His grab game overall is much more effective not just because of his improved dash and pivot grabs but also because the changes to hitstun canceling and DI have made his down throw an extremely effective combo throw.


In ''Super Smash Bros. 4'', Luigi has seen a mix of [[buff]]s and [[nerf]]s and while he received more nerfs overall, he has been significantly improved, largely due to the game's altered universal mechanics.
As with most returning veterans, Luigi's damage output has decreased, which contributes to his combo game, but in turn, it significantly worsens his KO power. Up tilt is the best example of this ambivalence: it has much better combo potential than in ''Brawl'', but is no longer reliable even as a situational KOing option. His lower damage output is ultimately a mixed bag instead of a definitive nerf due to the fact that it improves his overall combo potential, as well as his damage racking potential as a whole.


Luigi's overall mobility has been improved, especially on the ground. His [[dash]] speed is noticeably faster, his [[fast fall]]ing speed is higher and his [[air speed]]/traction are also marginally higher, making it easier for him to approach. Luigi also possesses a stronger grab game. His grabs are faster and have more range, and his down throw has now become an extremely powerful combo starter due to the changes to hitstun canceling/DI, making it easier and more rewarding for Luigi to utilise his grabs.
However, Luigi also received some [[nerf]]s. His overall frame data is worse with a handful of his attacks having shorter durations, increased startup or ending lag and/or smaller hitboxes. Luigi's recovery has worsened because of [[Super Jump Punch]] and [[Luigi Cyclone]] each covering noticeably less distance, although he greatly benefits from the general changes to [[ledge]]s, as the removal of [[edge hog]]ging and the increased speed of his air dodge somewhat compensate for his worse recovery options. As mentioned earlier, Luigi also has reduced KO capability, which happened with many other returning characters. A few examples include his aforementioned up tilt, forward and up smashes, neutral aerial, down aerial, back throw and Super Jump Punch, all of which have reduced KO potential, and while a few of his moves have increased KO power, such as his dash attack, back aerial and the back hit of his down smash, as well as the introduction of [[rage]] and the removal of [[momentum canceling]] somewhat alleviating this, his KO power remains lower overall, especially when relative to the cast.  


Luigi's aerials have become more effective combo tools (with the exception of back aerial). Luigi's aerials are weaker, which overall makes them more effective at performing combos (although this does come at the cost of their KO power). Luigi's down aerial in particular now has a clean hit which consistently [[meteor smash]]es aerial opponents, which not only makes it more reliable at edgeguarding, but it also makes the move a much more reliable combo tool, especially since its late hit is weaker and can still lead to combos. Luigi's back aerial was the only aerial which did not receive improved combo potential but in return, it is a stronger KO move.
Despite the change's to the game's mechanics greatly benefiting Luigi, he has seen a few small nerfs from them, most notably the removal of [[DACUS]] and [[glide toss]]ing. Luigi also received major changes in version [[1.1.1]] that ended up nerfing him. The changes to shield mechanics made his already poor out of shield game worse and his down throw's knockback was altered. In earlier versions, his down throw was identical to its ''Brawl'' counterpart, but it was far more effective due to the changes to hitstun canceling and DI, as it was an excellent combo throw at lower percents, and it even had KO setups at higher percents which worked at an extremely large percentage range. In 1.1.1, the throw had decreased base knockback, which improved its followup potential at lower percents, but it had significantly increased knockback scaling, which greatly hindered its followup potential at higher percents, and in turn it made his KO setups far more precise. This made the throw much worse at higher percents, which considerably hindered Luigi overall. Ironically, his post patch down throw would’ve been better in ''Brawl'', as its lower base knockback would’ve given it guaranteed followups at very high percents, which it now lacks.


Luigi's aerial [[Luigi Cyclone]] has also seen some improvements as an attack, as it connects more reliably and its final hit is stronger near the upper blast zone. Its loop hitboxes also have increased knockback and they can meteor smash opponents, which makes the move even more effective at edgeguarding opponents. Luigi Cyclone can now fairly easily edgeguard characters with poor recoveries (and even some characters with stronger recoveries such as {{SSB4|Bayonetta}}) at very low percents, which Luigi can set up with his down throw and down aerial. As a result of these changes, Luigi Cyclone is now a highly effective edgeguarding tool and a solid vertical KO move, rather than being an unreliable KO move and a situational edgeguarding tool.
Overall, while Luigi's direct buffs don’t exactly greatly outweigh his nerfs, the changes to the game's mechanics were far more than enough to make him a much more effective character, and it has enabled him to attain consistent success in competitive play. All in all, he is one of the most buffed characters in ''Smash 4'', alongside {{SSB4|Mario}}, {{SSB4|Captain Falcon}}, {{SSB4|Bowser}}, {{SSB4|Mewtwo}}, {{SSB4|Sheik}}, {{SSB4|Ness}}, {{SSB4|Lucas}}, {{SSB4|Link}}, and {{SSB4|Sonic}}.
 
Luigi's largest benefits however come from the changes to hitstun canceling and DI (with both being far less effective). Both of these changes, combined with his weaker aerials greatly improves his combo potential, collectively granting him one of the most potent and consistent combo games among the cast. At very low percents, Luigi can easily start a combo with his down throw, which can build up a very high amount of damage. In the most extreme cases, Luigi can even perform [[0-death]] combos. This overall greatly improves Luigi, as he now has consistent and highly damaging combos, making it much more rewarding when Luigi successfully approaches his opponent, much like in ''Smash 64'' and ''Melee'' (which is now easier due to his improved mobility and grabs).
 
However, Luigi also received some nerfs, with Luigi receiving more nerfs overall. His overall frame data is worse with a handful of his attacks having shorter durations, increased startup or ending lag, or all of the above. A fair amount of Luigi's attacks also have reduced range, with multiple attacks having smaller hitboxes and losing hitboxes in certain cases. Luigi's damage output is also lower overall, which hinders the KO potential of numerous moves including up tilt, forward smash, up smash, the front hit of down smash, all of his aerials except for back aerial (especially neutral and down aerials, and even back aerial now has a much weaker sourspot on its clean hit and it has increased ending/landing lag), back throw and [[Super Jump Punch]]. In some cases such as with his aerials and up tilt, this does act as a double edged sword, as it does also improve their combo potential but with most of his grounded moves, this purely acts as a hinderance (although the introduction of [[rage]] can compensate for this, and Luigi's solid weight means that he can build up rage fairly easily). This overall results in Luigi's KO potential going from being highly solid (especially considering his frame data) to now being closer to average, especially since numerous returning veterans had improved KO potential overall, unlike Luigi.
 
Luigi's grounded Super Jump Punch in general has been noticeably toned down. While the move does have increased range, it also has increased startup lag and reduced KO power, which can make it harder and less effective to confirm into in certain situations (particularly out of jab and late neutral aerial due to the former's higher ending lag and the latter's higher landing lag, although the latter's landing lag can still be negated with [[auto-cancel]]ing). The move also grants much less height and Luigi has less control in the air, making it much harder for him to drift to the ledge to reduce its lag. Luigi can no longer land before he enters free fall and once he does land, the move has much higher landing lag, making the move much easier to punish. The aerial version is also weaker, and it grants less height (albeit not as severely as the grounded version).
 
Luigi's recovery in general is now worse due to the changes to his specials. On the positive side, Luigi does have better air speed, a higher double jump, Luigi Cyclone travels more horizontal distance in the air and like with other characters, Luigi does benefit from the removal of [[edge hog]]ging and the increased speed of his air dodge. However, all of Luigi's specials are worse for recovering. [[Green Missile]] can no longer auto-snap the ledge, and the regular version no longer grants Luigi intangibility, making it a much riskier and exploitable recovery move. In addition to this, Luigi is less likely to get a misfire, although the misfire does now grant Luigi some intangibility. As mentioned before, Super Jump Punch covers less distance, both horizontally and vertically and despite all of its improvements, Luigi Cyclone covers less distance with button mashing, making it a less effective vertical recovery move.
 
Lastly, despite the change's to the game's mechanics greatly benefiting Luigi overall, he has still seen some hinderances from them. The removal of [[DACUS]], [[glide toss]]ing and skid canceling does hinder Luigi's approach potential in certain situations.  The changes to shield mechanics (particularly the changes made in version [[1.1.1]]) made his already poor [[Out of Shield]] game even worse, as he now suffers from higher shieldstun, making it even harder for him to use his otherwise strong Out of Shield options (although he does benefit from the increase to shield damage, the removal of shield-slide offs, and a fair amount of his attacks are overall safer due to these changes). Luigi's Super Jump Punch is now a slower Out of Shield option which combined with the higher shieldstun, makes it incapable of punishing more attacks, although its increased range along with his grab also having more range allows him to punish opponents from slightly further distances, especially when combined with his slightly higher traction.
 
Overall, while Luigi's direct changes may not have improved him on paper, ''Smash 4{{'}}''s universal mechanics were far more than enough to make him a much more effective character, and he did receive some useful direct buffs in addition. The changes to the game's mechanics gave him a rather powerful, consistent and devastating punish game, which was something he sorely lacked in the previous game (due to his punish game being far less consistent). Luigi also has a slightly easier time approaching due to his improved mobility, combined with many characters who gave him a hard time in the previous game being toned down.
 
Luigi was initially considered to be a top tier in earlier versions of the game (especially after the Wii U version was released), due to his powerful punish game. After version 1.1.1 however, Luigi did receive a nerf to his down throw which noticeably hindered him. In earlier versions, his down throw was identical to its ''Brawl'' counterpart (besides its animation), but it was far more effective due to the changes to hitstun canceling and DI, as it was an excellent combo throw at lower percents, and it even had KO setups at higher percents, which worked at an extremely large percentage range. In 1.1.1, the throw had decreased base knockback, which improved its followup potential at lower percents, but it had significantly increased knockback scaling, which greatly hindered its followup potential at higher percents, and in turn, it made his KO setups far more precise. This made the throw much worse at higher percents, which considerably hindered Luigi overall. Aerial Luigi Cyclone also received reduced KO power in the patch and this along with the changes to shields in the same patch did not help him either.
 
Despite these changes along with the introduction of {{SSB4|Cloud}} and Bayonetta in later patches, Luigi managed to sit comfortably in high tier within the later stages of the game's meta, and he overall managed to achieve consistent success in competitive play. All in all, despite still having diffiulty approaching due to his poor mobility and range, in addition to having toned down frame data, KO power and an even more exploitable recovery, Luigi is one of the most improved characters in ''Smash 4'' (even if it is largely due to the game's universal changes), alongside {{SSB4|Mario}}, {{SSB4|Captain Falcon}}, {{SSB4|Bowser}}, {{SSB4|Mewtwo}}, {{SSB4|Sheik}}, and {{SSB4|Sonic}}.


===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's purple [[alternate costume]] has been slightly altered. The "L" on his cap is now purple instead of yellow. Luigi has also received two new alternate costumes, one of which resembles [[Mario]]'s appearance on the Game & Watch boxart for ''{{iw|mariowiki|Donkey Kong Jr.|Game & Watch}}''.}}
*{{change|Luigi's purple [[alternate costume]] has been slightly altered. The "L" on his cap is now purple instead of yellow. Luigi has also received two new alternate costumes, one of which is based on [[Mario]]'s appearance on the Game & Watch boxart for ''{{iw|mariowiki|Donkey Kong Jr.|Game & Watch}}''.}}
*{{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]], the last hit 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 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, sports a toothy grin during [[Fireball]], the last hit 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 sports humorously quirky expressions during his [[sidestep]] and up [[taunt]].}}
*{{change|Luigi's chest now always faces the screen, regardless of the direction he’s facing, mirroring his animations. For example, Luigi's up smash animation is reversed, with his head facing away from the screen rather than towards it.}}
*{{change|Luigi's chest now always faces the screen, regardless of the direction he’s facing, mirroring his animations. For example, Luigi's up smash animation is reversed, with his head facing away from the screen rather than towards it.}}
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*{{change|Dash's animation has slightly changed. Luigi now has a slightly different stance upon skidding to a stop.}}
*{{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}}, one of his signature techniques that debuted in ''{{s|mariowiki|Super Mario Bros. 2}}''.}}
*{{change|Jump's animation has changed. Luigi now performs the {{s|mariowiki|Scuttle}}, one of his signature techniques that debuted in ''{{s|mariowiki|Super Mario Bros. 2}}''.}}
*{{change|Luigi's victory pose where he makes gun motions with his fingers has been tweaked. He now keeps both eyes open during it instead of winking each eye in sync with the direction he sways his hands.}}
*{{change|Luigi’s victory pose where he makes gun motions with his fingers has been tweaked. He now keeps both eyes open during it instead of winking each eye in sync with the direction he sways his hands.}}
*{{change|Luigi's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}
*{{change|Luigi's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


===Attributes===
===Attributes===
*{{buff|Luigi [[dash]]es noticeably faster (1.34 → 1.5), going from the 6th slowest out of 39 characters to the 17th slowest out of 58.}}
*{{buff|Luigi [[dash]]es much faster (1.34 → 1.5).}}
*{{buff|Luigi's [[air speed]] is marginally higher (0.7332 → 0.7341766) although it is still the second lowest (and now by a wider margin).}}
*{{buff|Luigi's [[traction]] is marginally higher (0.022 → 0.024).}}
*{{change|Luigi's [[falling speed]] is slightly higher (1.22 → 1.25) although relative to the cast, it has gone from the 9th lowest out of 39 characters to the 6th lowest out of 58. This slightly improves his vertical endurance, but makes him slightly easier to combo.}}
*{{buff|Luigi's [[air speed]] is marginally faster (0.7332 → 0.7341766).}}
*{{buff|Luigi's [[Fast fall|fast falling speed]] is faster (1.708 → 2.0), matching his fast-falling speed from ''Melee''. This greatly improves his ground-to-air transitioning and leaves him less vulnerable to juggling although much like his regular falling speed, it is now lower relative to the cast.}}
*{{change|Luigi's [[falling speed]] is faster (1.22 → 1.25). This slightly improves his vertical endurance, but makes him slightly easier to combo.}}
*{{change|Luigi's [[gravity]] is higher (0.065 → 0.075). This, combined with his faster falling speed, allows him to land more safely. However, it also makes him more susceptible to combos when he is not put into [[tumble]] and it hinders his endurance when he is put into tumble.}}
**{{buff|His [[Fast fall|fast falling speed]] is much faster (1.708 → 2.0). This greatly improves his ground-to-air transitioning and leaves him less vulnerable to juggling.}}
*{{change|Luigi's [[short hop]] is lower due to his higher gravity. This makes it easier for Luigi to hit his opponents out of a short hop but hinders his aerial output while short hopping.}}
*{{change|Luigi's [[gravity]] is higher (0.065 → 0.075). This, combined with his faster falling speed, allows him to land more safely and somewhat alleviates the drawbacks of his [[Falling speed#Floaty|floatiness]]. However, it also makes him more susceptible to combos when he is not put into [[tumble]], which is also further exacerbated by his faster falling speed.}}
*{{buff|Luigi's [[Jump|full hop]] and especially his [[double jump]] are higher, improving his air game and aerial mobility.}}
*{{change|[[Short hop]] is lower. This makes it easier for Luigi to hit his opponents out of a short hop but hinders his aerial output while short hopping.}}
*{{buff|Luigi's [[traction]] is marginally higher (0.022 → 0.024), although it is still the lowest by a wide margin.}}
*{{buff|[[Jump]] is higher, improving his air game and aerial mobility.}}
*{{buff|Much like [[Mario (SSB4)|his brother]], the changes to [[hitstun canceling]] and [[Directional Influence]] drastically improves Luigi's combo ability, giving him a rather devastating combo game, similar to his appearances prior to ''Brawl''.}}
*{{buff|Much like [[Mario (SSB4)|his brother]], the removal of hitstun canceling and the weakening of [[DI]] drastically improves Luigi's combo ability, as it gives him a notorious combo game.}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 50 → 33).}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 50 → 33).}}
*{{nerf|Air dodge has a slightly shorter duration (frames 4-29 → 3-27).}}
*{{nerf|Air dodge has a slightly shorter duration (frames 4-29 → 3-27).}}
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*{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}}
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-17).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-17).}}
*{{nerf|Luigi's new skidding animation (after dashing) is longer. When combined with the fact that the skid can no longer be cancelled with shield or grab, this means that it is now very risky for Luigi to stop dashing via skidding.}}
*{{nerf|The removal of [[glide toss]]ing hinders Luigi's approach with [[items]].}}
*{{nerf|The removal of [[glide toss]]ing hinders Luigi's approach with [[items]].}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|All three hits of neutral attack now always launch opponents in the direction Luigi is facing. This allows the move to connect more reliably into the later hits if Luigi hits the opponent from behind.}}
**{{buff|Neutral attack's last hit has increased base knockback (50 → 65), and it has a slightly different animation where Luigi jumps forward instead of staying in place when he performs the hip thrust, increasing its range.}}
**{{nerf|The first hit has a new animation where Luigi stretches his arm out further. Despite this, the move's hitboxes were not adjusted, resulting in the move no longer fully covering Luigi's hand.}}
**{{nerf|Neutral attack's last hit has increased startup lag (frame 5 → 6) and the first hit has more ending lag (FAF 16 → 19), hindering its [[jab cancel]] ability.}}
**{{nerf|The first hit has more ending lag (FAF 16 → 19), hindering its [[jab cancel]] potential (particularly into Super Jump Punch).}}
**{{buff|The second hit has a new animation where Luigi keeps his fist out for longer. This gives the second hit more consistent range, as Luigi no longer moves his arm back on the move's second active frame.}}
***{{nerf|However, this also makes the move more susceptible to whiff punishment, as Luigi takes longer to return to his original position and he no longer sways backwards.}}
**{{buff|The third hit has increased base knockback (50 → 65).}}
**{{buff|The third hit has a slightly different animation where Luigi jumps much further forward when he performs the hip thrust, increasing its range.}}
***{{nerf|However, this also makes Luigi more susceptible to punishment if the move is whiffed or shielded.}}
**{{nerf|The third hit has more startup lag (frame 5 → 6).}}
***{{buff|However, its total duration was unchanged, giving it less ending lag.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt's near hitboxes are slightly larger (3.84u/3.36u 4u/3.4u).}}
**{{nerf|Forward tilt deals less damage (10% → 8%) and has a shorter duration (frames 5-10 5-7).}}
**{{buff|Down angled forward tilt no longer has set knockback (2 (base), 1 (set), 100 (scaling) → 2/0/100). This greatly improves its safety, as it is no longer dangerously punishable on hit at any percent.}}
**{{change|Down angled forward tilt no longer has set knockback. This improves its spacing potential and grants it a very small amount of KO potential, but significantly hinders its [[lock]]ing potential.}}
***{{nerf|However, this also hinders its [[lock]]ing potential, especially at higher percents.}}
**{{buff|Forward tilt's lower damage allows the non angled and up angled variants to lock opponents for longer.}}
**{{change|Forward tilt now always launches opponents in the direction Luigi is facing.}}
**{{nerf|Forward tilt deals less damage (10% → 8%).}}
**{{nerf|Forward tilt has a shorter duration (frames 5-10 → 5-7).}}
**{{nerf|The body hitbox has been moved closer to Luigi, with the hitbox now ending as it covers Luigi's neck rather than his nose.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{nerf|Up tilt deals less damage (9% → 6%), without full compensation on its knockback (30 (base), 127/125/123 (scaling) → 8/150). This significantly hinders its KO potential and makes it unsafe on hit at low percents.}}
**{{nerf|Up tilt deals less damage (9% → 6%) and its knockback has been altered (30 (base), 127/125/123 (scaling) → 8/150). This significantly hinders its KO potential and makes it unsafe on hit at low percents.}}
**{{nerf|Up tilt has more ending lag (FAF 30 → 31).}}
**{{buff|Up tilt's lower knockback and the changes to hitstun canceling improve its combo potential beyond low percents.}}
**{{nerf|The body/arm hitboxes are marginally smaller (3.36u/4.32u → 3.3u/4.3u).}}
**{{buff|Up tilt's lower knockback combined with the changes to hitstun canceling/DI improve its combo potential beyond low percents despite its slightly higher ending lag.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has less ending lag (FAF 35 → 27), making it a much safer move to throw out.}}
**{{buff|Down tilt has less ending lag (FAF 35 → 27).}}
**{{buff|Down tilt deals more knockback (30 (base), 50 (scaling) → 20/65).}}
**{{nerf|Down tilt deals less damage (9% → 8%), although its knockback was somewhat compensated (30 base/50 scaling → 20/65). Additionally, due to receiving a consistent angle across its hitboxes ([[Sakurai angle|361°]]/270° → 361°), it is no longer a [[meteor smash]]. Lastly, its chance of [[tripping]] has decreased (35% → 25%). Altogether, these changes significantly hinder its utility.}}
**{{change|Down tilt now always launches opponents at the [[Sakurai angle]], as opposed to only the foot hitbox sending aerial opponents at the Sakurai angle, while all other hitboxes (including the foot hitbox against grounded opponents) were [[meteor smash]]es (361° (aerial foot hitbox)/270° → 361° (all)).}}
***{{buff|This makes down tilt a safer spacing tool if it does not [[trip]], especially when combined with its lower ending lag.}}
***{{nerf|However, this also hinders down tilt's combo potential, and it prevents the move from tripping much sooner (80 KB → 60).}}
***{{nerf|Additionally, this also hinders down tilt's edgeguarding potential.}}
**{{nerf|Down tilt deals less damage (9% → 8%).}}
**{{nerf|Down tilt has a lower trip chance (35% → 25%) which along with its altered angle, make it far less likely to trip and even when it does, the opponent will be sent further away, limiting Luigi's followup options.}}
**{{nerf|Down tilt no longer moves Luigi forward (horizontal momentum: 1.2 → 0), reducing its range.}}
**{{nerf|The leg hitbox is marginally smaller (3.84u → 3.8u) and the body hitbox has been removed.}}
***{{nerf|Altogether, these changes hinder down tilt's utility.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Dash attack's hits now use a sound effect unique to them, rather than using the sound effect for [[Green Shell]]s and [[Red Shell]]s.}}
**{{buff|Dash attack's loop hits' knockback (1 base/80 scaling → (26/60)/10) and angles have been altered (361° → 65°/10°), allowing them to connect properly into each other. The last hit also has increased knockback (50 base/100 scaling → 60/128).}}
**{{buff|Dash attack's loop hits have more base knockback but less knockback scaling (1 (base), 80 (scaling) → (26/60)/10). This allows all the loop hits to combo into each other and even the final hit (against most characters) at 0%, preventing the opponent from shielding the rest of the attack, which they could previously do right up until higher percents.}}
**{{nerf|Dash attack's last hit has a shorter duration (frames 48-50 → 48).}}
**{{buff|The loop hit's angles have been altered (361° → 65°/10°), allowing them to connect more reliably into each other, especially when combined with their altered knockback.}}
**{{change|Dash attack's loop hits have a lower [[SDI]] multiplier (1.6× → 1×), while its last hit has a higher [[hitlag]] multiplier (1× → 2.5x). However, due to the loop hits having no hitlag to allow for SDI, and the move still being unsafe on shield and easy to [[DI]] on reaction, these changes have no practical effect.}}
***{{nerf|However, these new angles put the opponent into the air, which allows them to [[SDI]] upwards, which grounded opponents could not previously do.}}
**{{change|Dash attack's animation has slightly changed. While holding a [[Item#Types of items|battering item]], Luigi now holds it with one hand instead of both. Dash attack's hits also use a different sound effect unique to them.}}
**{{buff|The loop hits have a lower SDI multiplier (1.6x → 1x), which along with the weakening of the mechanic, makes dash attack more difficult to escape from.}}
**{{buff|The loop hit's body hitbox is larger (3.84u → 4u).}}
**{{buff|The final hit deals more knockback (50 (base), 100 (scaling) → 60/128).}}
**{{buff|The final hit's middle hitbox is larger (3u → 4u).}}
**{{nerf|Dash attack has more ending lag (FAF 69 → 76).}}
**{{nerf|The loop hit's hand hitbox is smaller (4.8u → 3.6u) and the body hitbox has been moved closer to Luigi.}}
**{{nerf|The final hit has a shorter duration (frames 48-50 → 48).}}
**{{nerf|The final hit has a higher [[hitlag]] multiplier (1× → 2.5x), making it much easier to [[DI]].}}
*[[Item#Types of items|Battering item]] dash attack:
**{{change|While dash attacking with a battering item, Luigi now holds the item with one hand instead of both.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Non and down angled forward smash deal more damage (14% (non-angled)/13% (down) → 15% (both)), now matching the up angled version.}}
**{{buff|Forward smash deals higher consistent damage (15% (upward)/14% (non-angled)/13% (downward) → 15% (all)). The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] also significantly improve its shield pressuring potential.}}
**{{change|Non-angled forward smash launches opponents at a slightly lower angle (55° → 53°).}}
**{{nerf|Forward smash has less knockback scaling (135 (all) → 121 (up)/116 (non-angled)/117 (down)), hindering its KO potential for all variants except the down angled variant, despite the move’s higher damage. Up angled forward smash also has significantly more ending lag (FAF 29 → 42), matching that of the other angles.}}
**{{change|Non-angled forward smash's angle has been altered (55° → 53°).}}
**{{change|Forward smash now has a [[Slash#Stab|stab]] effect instead of a [[slash]] effect.}}
**{{change|Forward smash now has a [[Slash#Stab|stab]] effect instead of a [[slash]] effect.}}
**{{nerf|Forward smash has less knockback scaling (135 (all) → 121 (up)/116 (non-angled)/117 (down)), hindering its KO potential (especially the up/non-angled versions), despite the non and down angled versions' higher damage.}}
**{{nerf|Forward smash has marginally smaller hitboxes (3.84u/4.32u/2.4u → 3.8u/4.3u) and the body hitbox has been removed.}}
**{{nerf|The up angled version has significantly higher ending lag (FAF 29 → 42), now matching the other angles, like it did prior to ''Brawl''.}}
*[[Up smash]]:
*[[Up smash]]:
**{{nerf|Up smash's sweetspot deals less damage (15% → 14%), slightly hindering its KO potential.}}
**{{nerf|Sweetspotted up smash deals less damage (15% → 14%), slightly hindering its KO potential. The removal of [[DACUS]] also hinders up smash's approach potential.}}
**{{nerf|Luigi does not slide as far when charging up smash, hindering its approach potential. This is further compounded with the removal of [[DACUS]].}}
*[[Down smash]]:
*[[Down smash]]:
**{{nerf|Down smash has more startup lag (frame 5 → 6).}}
**{{nerf|Both hits of down smash deal less damage (16% (legs)/17% (body) → 14%/15%), without full compensation on the front hit's knockback scaling (80 → 85), hindering the move’s KO potential. It also has increased startup lag (frame 5 6).}}
**{{nerf|The feet hitbox is smaller (4.8u → 4.5u), with the first hit's foot hitbox being positioned closer to Luigi (z offset: 12 → 11).}}
**{{buff|Down smash's back hit has much higher knockback scaling (80 → 104), greatly  improving its KO potential despite its lower damage.}}
***{{nerf|This combined with the first hit's higher startup has noticeably reduced its range, with the move no longer being significantly disjointed during its first active frame.}}
**{{change|Down smash's second hit's angle has been altered (70° 60°).}}
***{{buff|However, this makes the sweetspot easier to connect for the second hit.}}
**{{nerf|Down smash deals less damage (17% (feet)/16% (body) → 15%/14%). The first hit did not see full compensation on its knockback scaling (80 → 85), hindering its KO potential.}}
**{{nerf|The second hit launches opponents at a lower angle (70° 60°), hindering its KO potential and making it more susceptible to DI.}}
**{{buff|The second hit has much higher knockback scaling (80 → 104), improving its KO potential despite its lower damage/lower launch angle.}}
**{{buff|The body hitbox is slightly larger (3.84u 4u).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Due to Luigi's lower short hop, neutral and back aerials can no longer be performed twice with a short hop. He can also no longer perform two up or down aerials with a short hop and still [[auto-cancel]] them. Lastly, he can no longer perform three aerials with a short hop.}}
*{{nerf|Due to Luigi's lower short hop, neutral and back aerials can no longer be performed twice with a short hop. He can also no longer perform two up or down aerials with a short hop and still [[auto-cancel]] them. Lastly, he can no longer perform three aerials with a short hop.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{nerf|Neutral aerial has more landing lag (10 frames → 14).}}
**{{nerf|Neutral aerial has smaller hitboxes (4.5u/4.5u (both) → 4.5u/4u (clean), 3u/2.5u (late)). Clean neutral aerial also deals less damage (14% → 12%) with decreased knockback scaling (100 → 90), significantly hindering its KO potential, and it also has a shorter duration (frames 3-6 → 3-5), although the late hit's duration was compensated (frames 7-31 → 6-31). Late neutral aerial's angle has also been altered (90° → 80°) which, when combined with neutral aerial's higher landing lag, hinders its combo potential at lower percents.}}
**{{nerf|Neutral aerial has smaller hitboxes, especially the late hit (4.5u/4.5u (both) → 4.5u/4u (clean), 3u/2.5u (late)).}}
**{{buff|The clean hit's lower knockback and the changes to hitstun canceling drastically improves neutral aerial's combo potential beyond low percents.}}
**{{nerf|The clean hit deals less damage (14% → 12%) and has decreased knockback scaling (100 → 90), significantly hindering its KO potential, especially near ground level.}}
**{{nerf|Neutral aerial has increased landing lag (10 frames → 14).}}
***{{buff|However, this also significantly improves its combo potential.}}
**{{nerf|The clean hit has a shorter duration (frames 3-6 → 3-5).}}
**{{nerf|The late hit angle launches opponents at a slightly lower angle (90° → 80°). When combined with neutral aerial's higher landing lag, this hinders its combo potential at lower percents.}}
**{{buff|The changes to hitstun canceling and DI drastically improves neutral aerial's combo potential beyond low percents, despite its increased landing lag.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial's hand hitbox is larger (4.8u → 5.6u).}}
**{{buff|Forward aerial has a larger hitbox (4.8u → 5.6u), improving its effectiveness for approaching.}}
**{{change|Forward aerial deals less damage (10% → 8%). This improves its combo potential but hinders its KO potential.}}
**{{change|Forward aerial deals less damage (10% → 8%). This allows it to combo better, but hinders its effectiveness for edgeguarding.}}
**{{change|The hand hitbox now takes priority over the arm hitbox, as opposed to the other way around.}}
**{{nerf|Forward aerial has a new, longer animation (34 frames → 39), increasing the amount of time Luigi cannot grab ledges after performing the move.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial's clean hit has a sweetspot on Luigi's foot. This sweetspot deals more damage (12% → 14%) and its knockback was not compensated, greatly improving its KO potential.}}
**{{buff|Clean back aerial's feet hitbox deals more damage (12% → 14%) and its knockback wasn’t compensated, improving its KO potential.}}
**{{buff|The clean hit's leg hitbox is marginally larger (5.76u → 5.8u).}}
**{{nerf|Back aerial has increased ending lag (FAF 37 → 46), no longer being interruptible. Its clean hit also has a shorter duration (frames 6-10 6-7) reducing its overall duration (frames 6-16 → 6-13), and its leg hitbox is now a sourspot that deals less damage (12% → 8%), hindering the move’s reliability. Lastly, its late hit has smaller hitboxes (4.5u/5.76u → 4u/5u).}}
**{{nerf|Back aerial has more ending lag (FAF 37 → 46), losing its [[interruptibility]].}}
**{{nerf|Back has increased landing lag (12 frames → 16).}}
**{{nerf|Back aerial has more landing lag (12 frames → 16).}}
**{{nerf|Back aerial has a shorter initial auto-cancel window (frames 1-5 1-2).}}
**{{nerf|Back aerial has a shorter duration (frames 6-9 (clean)/10-16 (late) → 6-7/8-13).}}
**{{nerf|The clean hit has now a sourspot on Luigi's legs. The sourspot deals noticeably less damage (12% → 8%) without compensation on its knockback, matching the late hit, no longer having any KO potential.}}
***{{buff|However, this allows it to [[lock]] more efficiently.}}
**{{nerf|The late hit has smaller hitboxes (4.5u/5.76u → 4u/5u).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|Clean up aerial deals less damage (13% → 11%). This improves its combo potential, but hinders its KO potential.}}
**{{change|Clean up aerial deals less damage (13% → 11%). This allows it to combo better, but hinders its KO potential.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial now has a clean hit on its first active frame which consistently meteor smashes, similar to the previous body hitbox. Since it's located on his feet instead of his chest, this makes it much easier and more consistent to meteor smash with down aerial.}}
**{{buff|Due to consisting of a clean hit and late hit (frames 10-14 10 (clean)/11-14 (late)), down aerial now meteor smashes opponents based on timing instead of positioning. Coupled with the removal of [[meteor canceling]], this significantly improves its reliability.}}
**{{buff|The late hit's foot hitbox is larger (5u 5.2u).}}
**{{nerf|Down aerial deals less damage (11% → 10% (clean)/8% (late)), and its clean hit has lower knockback scaling (100 → 80), drastically hindering the move's KO potential. Clean down aerial also has a single, smaller hitbox (5u → 2.5u), and it only works on aerial opponents.}}
**{{nerf|Down aerial has more landing lag (12 frames → 20).}}
**{{change|Clean down aerial has a higher hitlag multiplier (1× → 2×). This makes it safer on shield, but easier to DI.}}
**{{nerf|Down aerial deals less damage (11% → 10% (clean)/8% (late)), and its clean hit has lower knockback scaling (100 → 80), drastically hindering the move's KO potential (although the removal of [[meteor canceling]] does compensate for the clean hit's lower knockback).}}
**{{nerf|Down aerial has increased landing lag (12 frames → 20).}}
***{{buff|However, this also significantly improves its combo potential.}}
**{{nerf|The clean hit has a much smaller hitbox (3.3u/5u/5u → 2.5u).}}
**{{nerf|The clean hit can only hit aerial opponents, giving the move more startup lag with a shorter duration against grounded opponents (frames 10-14 → 11-14).}}
**{{nerf|The clean hit has a higher hitlag multiplier (1× → 2×). This makes it easier to DI and it does not even allow the move to benefit from the introduction of [[frame canceling]], due to the clean hit only hitting aerial opponents.}}
**{{nerf|The late hit lost its meteor smash hitbox, reducing down aerial's horizontal range and hindering its edgeguarding potential.}}


===Throws/other attacks===
===Throws/other attacks===
*{{change|All of Luigi's grabs have a new animation where he now reaches out with one hand instead of both his hands. He still uses both hands during his pummel, however.}}
*{{buff|Dash grab and pivot grab have decreased startup (frame 12 → 8 (dash), 11 → 9 (pivot)) and ending lag (FAF 39 → 36 (dash), 36 → 34 (pivot)).}}
**{{buff|All of Luigi's grabs have slightly increased range, particularly dash grab (z offset: 8.4 (standing)/9 (dash)/-14 (pivot) → z stretch: 8.7/10.6/14.7). Dash grab also has a larger grabbox (2.5u → 2.6u).}}
*{{change|All grabs' animations have changed. Luigi now reaches out with one hand instead of using both to clinch the opponent.}}
**{{buff|Standing grab has less ending lag (FAF 30 → 29).}}
**{{buff|Dash and pivot grabs have less startup lag (frame 12 → 8 (dash), frame 11 → 9 (pivot)), with their total durations subsequently reduced (FAF 40 (dash)/36 (pivot) → 36/34).}}
**{{nerf|Standing and pivot grabs have slightly smaller grabboxes (3.36u (standing)/3.5u (pivot) → 3.3u (both)).}}
***{{nerf|Additionally, pivot grab does not extend as far behind Luigi, due to now only consisting of one grabbox.}}
*[[Pummel]]:
*[[Pummel]]:
**{{buff|Pummel deals more damage (3% → 3.2%).}}
**{{buff|Pummel deals more damage (3% → 3.2%).}}
**{{buff|Pummel has a larger hitbox (4u → 4.5u).}}
**{{nerf|Pummel has lost its near hitbox.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{nerf|The removal of [[chain grab]]bing slightly hinders forward throw's damage racking potential.}}
**{{nerf|The removal of [[chain grab]]bing slightly hinders forward throw's damage racking potential. It also prevents down throw from becoming a chain grab despite its altered knockback.}}
*[[Back throw]]:
*[[Back throw]]:
**{{nerf|Back throw deals less damage (12% → 10%), hindering its KO potential.}}
**{{nerf|Back throw deals less damage (12% → 10%), hindering its KO potential.}}
**{{buff|The collateral hit now uses an extended hitbox, giving it more range despite its smaller hitbox (8.1u → 6u).}}
**{{nerf|The collateral hit has much more startup lag with a shorter duration (frames 1-43 → 13-39).}}
**{{nerf|The collateral hit deals less damage (8% → 6%) and it only saw an increase to its base knockback (20 → 30), hindering its KO potential.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|The changes to hitstun canceling and DI improves up throw's combo ability at lower percents, especially against fast falling lightweights.}}
**{{buff|The changes to hitstun canceling improve up throw's combo ability against lightweights and fast-fallers at low to mid percents.}}
*[[Down throw]]:
*[[Down throw]]:
**{{change|Down throw has a new animation, where Luigi {{s|mariowiki|Ground Pound}}s his opponent. This new animation is purely aesthetic.}}
**{{change|Luigi has a new down throw, a {{s|mariowiki|Ground Pound}}.}}
**{{buff|Down throw has decreased base knockback (75 → 55), no longer putting opponents into tumble at very low percents. This improves its combo potential at very low percents, as the opponent cannot DI and they won't be affected by the gravity penalty.}}
**{{buff|The changes to hitstun canceling drastically improves down throw’s combo potential.}}
**{{nerf|Down throw has much higher knockback scaling (30 → 83), making it deal much more knockback at higher percents. This significantly hinders its combo potential at higher percents, while still being too weak to KO.}}
**{{change|Down throw has altered knockback (70 (base), 30 (scaling) 55/83). This improves its combo potential at lower percents, as it no longer puts opponents into tumble at very low percents. However, it significantly hinders its followup potential at higher percents.}}
***{{buff|Despite this, the move still has much greater combo potential up until high percents due to the changes to hitstun canceling and DI, which make down throw a very powerful and reliable combo tool right up until high percents.}}
*[[Floor attack]]:
*[[Floor attack]]s:
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}}
**{{change|Floor attacks' angles have been altered (361° → 48°).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{change|When facing down, Luigi now kicks instead of punching, differentiating the animation from Mario's. It also hits in front of Luigi first.}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
*Front floor attack:
**{{change|Front floor attack has a new animation where Luigi now kicks instead of punching, differentiating the animation from Mario's. It also now hits in front of Luigi first.}}
**{{buff|The second hit has less startup lag (frame 25 → 24).}}
**{{nerf|Front floor attack has more startup lag (frame 19 → 20).}}
**{{nerf|Front floor attack has less intangibility (frames 1-26 → 1-25).}}
*Back floor attack:
**{{buff|Back floor attack has less startup lag (frame 20 → 19).}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{change|Luigi has a new edge attack, a double-footed legsweep.}}
**{{change|Luigi has a new [[edge attack]], a double-footed legsweep.}}  
***{{nerf|This new animation keeps Luigi on the ground, which along with it now using one static extended hitbox, reduces edge attack's vertical range.}}
**{{buff|It no longer has [[set knockback]] (110 set/100 scaling → 90 base/20 scaling).}}
**{{buff|Edge attack has less startup lag (frame 24 → 20).}}
**{{change|It deals consistent damage (8% (legs)/6% (body) → 7%), unlike the previous one.}}
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
**{{buff|Edge attack no longer has [[set knockback]] (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{change|Edge attack now deals consistent damage due to now consisting of one hitbox (8% (legs)/6% (body) → 7%).}}
**{{nerf|Edge attack has less intangibility (frames 1-20 → 1-17).}}
***{{buff|However, there is now a smaller gap between when Luigi is vulnerable and when the hitbox comes out (3 frames → 2).}}
**{{nerf|Edge attack now always launches opponents in the direction Luigi is facing, removing its ability to set up edgeguards.}}
*[[Trip attack]]:
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}}
**{{nerf|Trip attack has more startup lag (frame 19 → 20).}}
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}}
**{{nerf|Trip attack now has one extended hitbox rather than three separate hitboxes, which covers less of Luigi's body.}}
*Down [[taunt]]:
**{{buff|Down taunt's hitbox has been moved further forward (z offset: 4 → 5.5), improving its range.}}
**{{buff|The removal of meteor canceling improves down taunt's reliability, making it a guaranteed [[one-hit KO]] against characters who are off stage.}}
**{{buff|The removal of intangibility when re-grabbing a ledge off stage improves down taunt's utility, as it can now be used to reliably punish a ledge re-grab.}}


===Special moves===
===Special moves===
*[[Fireball]]:
*[[Fireball]]:
**{{buff|Fireball has increased base knockback (5 → 7).}}
**{{buff|Fireball has increased range.}}
**{{change|Fireball’s sound effect is lower pitched and the fireballs have seen a slight visual update.}}
**{{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)). However, its base knockback was compensated (5 → 7). It also has increased ending lag (FAF 41 → 44).}}
**{{nerf|Fireball has more ending lag (FAF 41 → 44).}}
**{{change|Fireball’s sound effect is lower pitched.}}
**{{nerf|Fireball has received a late hit for the last 2/5ths of its duration, which deals less damage (6% → 5%) and hitlag (1x → 0.5x).}}
*[[Green Missile]]:
*[[Green Missile]]:
**{{buff|Green Missile has less ending lag in the air (FAF 31 (ending animation) → 26).}}
**{{buff|Uncharged Green Missile deals more damage (5% → 6%). A misfired Green Missile also now grants [[intangibility]] on startup.}}
**{{buff|Uncharged Green Missile deals more damage (5% → 6%).}}
**{{buff|Inputting the move like a [[smash attack]] gives it a slight charge, reducing the total amount to time to reach full charge, much like in ''Melee''.}}
**{{buff|Inputting Green Missile with a smash input gives it a slight charge, reducing the total amount to time to reach full charge, much like in ''Melee''.}}
**{{nerf|Fully charged Green Missile deals less damage (26% → 21%). It also no longer grants [[intangibility]].}}
**{{buff|Green Missile's hitbox has been positioned slightly further forward (x offset: 0 1).}}
**{{nerf|Green Missile's chance of misfiring has decreased (12.5% 10%). While this slightly improves its safety while near edges, it hinders its reliability, as well as its offensive abilities and its recovery potential.}}
**{{change|Holding a fully charged grounded Green Missile past a certain point in time will now cause it to stop entirely instead of holding the charge indefinitely. Upon being overcharged, Luigi will be vulnerable very briefly. This allows Luigi to keep himself from being stuck in a position that could potentially be punishable, but makes it impossible to use Green Missile to infinitely stall opponents and force them to go into Luigi's line of fire if they want to continue fighting.}}
**{{change|Green Missile has updated sound effects.}}
**{{change|Green Missile has updated sound effects.}}
**{{nerf|Green Missile no longer grants intangibility when it is released.}}
**{{nerf|Green Missile has a smaller hitbox (4.32u → 4.2u).}}
**{{nerf|Fully charged Green Missile deals less damage (26% → 21%).}}
**{{nerf|Green Missile can no longer auto-snap the ledge, significantly hindering its recovery potential.}}
**{{nerf|Green Missile's charge can no longer be held indefinitely. Upon being at full charge after a second, Luigi will stop charging and catch his breath. This prevents Luigi from using Green Missile to infinitely stall opponents, and he can be punished during the ending animation.}}
**{{nerf|Green Missile is more likely to stick to walls (40% → 50%).}}
*Green Missile Misfire:
**{{buff|A misfire now grants intangibility on startup, much like a regular Green Missile did in ''Brawl''.}}
**{{nerf|Green Missile's chance of misfiring has decreased (12.5% → 10%).}}
**{{nerf|Misfire has a smaller hitbox (5.76u → 5.5u).}}
*[[Super Jump Punch]]:
*[[Super Jump Punch]]:
**{{buff|Super Jump Punch's sweetspot is positioned further out (z offset: 1 → 7 (grounded)/5.5 (aerial)), improving its range despite no longer being attached to Luigi's head.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged/misfired Green Missile and sweetspotted [[Super Jump Punch]]'s shield pressuring ability, allowing them to [[Shield break|break]] partially damaged shields.}}
**{{buff|Aerial Super Jump Punch has a slightly larger sweetspot (2.4u → 2.7u).}}
**{{buff|Aerial Super Jump Punch has a slightly larger sweetspot (2.4u → 2.7u).}}
**{{nerf|The grounded version has more startup both on its hitbox and intangibility (frame 6 → 8).}}
**{{nerf|Sweetspotted Super Jump Punch has decreased knockback (70 base/73 scaling → 50/77 (grounded), 58/72 → 40/66 (aerial)), hindering its KO potential. The grounded version also has increased startup both on its hitbox and intangibility (frame 6 → 8) and a slightly smaller sweetspot (2.4u → 2.2u).}}
**{{nerf|Super Jump Punch's already high landing lag has been significantly increased (45 frames → 67).}}
**{{nerf|Super Jump Punch covers significantly less vertical distance, worsening Luigi's recovery. He can also no longer land on the ground before Super Jump Punch's animation ends and renders him helpless, which removes the ability to significantly decrease its ending lag via fast falling and/or usage of platforms.}}
**{{nerf|The sweetspot has decreased knockback (70 (base), 73 scaling → 50/77 (grounded), 58/72 → 40/66 (aerial)), and the grounded version launches opponents at a slightly lower angle (90° → 88°), hindering its KO potential.}}
**{{change|Grounded sweetspotted Super Jump Punch's angle has been altered (90° → 88°).}}
**{{nerf|The grounded version's sweetspot is smaller (2.4u → 2.2u).}}
**{{nerf|Despite having an increased height multiplier (0.95x → 1x), Super Jump Punch covers significantly less vertical distance (especially on the ground), hindering its recovery potential.}}
**{{nerf|Luigi has less air control while using Super Jump Punch (1 → 2).}}
**{{nerf|Luigi falls faster while using Super Jump Punch (1.22 → 1.5).}}
**{{nerf|Luigi can no longer land on the ground until Super Jump Punch's animation ends and renders him helpless. This significantly increases its ending lag when used near a platform or a ledge, especially when combined with the move's higher landing lag.}}
**{{nerf|Luigi can now fast fall during Super Jump Punch's ascent, which will reduce its height even further.}}
***{{nerf|Altogether, these changes significantly hinder its safety on stage (making it harder to utilise platforms or to drift to the ledge), and they significantly hinder its recovery potential.}}
*[[Luigi Cyclone]]:
*[[Luigi Cyclone]]:
**{{buff|Luigi Cyclone's loop hits' use the [[autolink angle]] (160°/20°/90° → 366°) and have altered knockback (20 (base), 60 (scaling) → (85/80/20)/(30/60) (grounded), 50/80 → 60/120 (aerial)). When combined with the weakening of SDI, this makes them connect more reliably, especially the aerial version against aerial opponents.}}
**{{buff|Luigi Cyclone's loop hits' use the [[autolink angle]] (160°/20°/90° → 366°). When coupled with the weakening of SDI, this makes it significantly more difficult to escape from and significantly improves its edgeguarding potential. The move's last hit also has increased knockback (60 base/115 scaling → 80/(130 (grounded), 120 (aerial))), improving its KO potential despite its lower damage.}}
***{{buff|The higher knockback on the aerial version also improves its edgeguarding potential.}}
**{{nerf|[[Luigi Cyclone]] has increased startup lag (frame 7 → 10) and deals less damage (2% → 1.5% (loop), 4% → 3% (last hit)). Aerial Luigi Cyclone also covers less vertical distance and requires significantly more button mashing in order to ascend without a jump, hindering its recovery potential.}}
***{{nerf|However, the far hitboxes on the grounded version can often send opponents away from Luigi, hindering its reliability from far range.}}
**{{change|Luigi Cyclone has increased hitlag multipliers (1× → 1.3× (loop, aerial)/2× (last hit)). This makes it safer on shield, but easier to DI. The last hit also no longer has consistent angles (90° 70°/90° (grounded)/89° (aerial)).}}
***{{nerf|Additionally, landing with the aerial version will often put the opponent in a [[tech]] situation, where the opponent can tech and avoid the final hit (and potentially punish Luigi).}}
**{{buff|The loop hits have a higher rehit rate (8 → 6), which allows the aerial version to now hit 4 times, like the grounded version.}}
***{{buff|This also gives the final loop hit more startup lag in the air if connected on the first possible frame (frame 23 → 28), decreasing the gap between the final loop hit and the final hit.}}
**{{buff|The final hit deals more knockback (60 (base), 115 (scaling) → 80/(130 (grounded)/120 (aerial))), improving the grounded version's KO potential despite its lower damage.}}
**{{buff|Luigi Cyclone has increased air speed (0.8 → 1.3).}}
**{{nerf|Luigi Cyclone has more startup (frame 7 → 10) and ending lag (FAF 81 → 90).}}
**{{nerf|The grounded version has a shorter duration (frames 7-33 → 10-33).}}
**{{nerf|Luigi Cyclone deals less damage (2% (loop hits)/4% (final hit)/12% (ground total)/10% (aerial total) 1.5%/3%/9%).}}
**{{nerf|Luigi Cyclone has reduced ground speed (2.35 → 1.9).}}
**{{nerf|Repeated special presses grant Luigi Cyclone less vertical momentum (0.9 → 0.7) and its maximum rising speed is lower (2.0 → 1.8). This makes button mashing to increase Luigi Cyclone's height less effective, hindering its recovery potential.}}
**{{nerf|The loop hits now use static hitboxes, reducing their overall range, especially vertically.}}
**{{nerf|The grounded loop hits lost one of their body hitboxes.}}
**{{nerf|The final loop hit on the ground has less startup lag if connected on the first possible frame (frame 31 → 28), increasing the gap between the final loop hit and the final hit. When combined with the inner hitbox's lower damage, this allows the opponent to shield the final hit at lower percents.}}
**{{nerf|The final hit sends opponents at a less favourable angle (90° → 70°/90° (grounded)70°/89° (aerial)). The 70° hitboxes in particular hinder the move's KO potential (especially in the air) and they make the move more susceptible to DI.}}
**{{nerf|The aerial version has a higher hitlag multiplier (1× → 1.3× (loop, aerial)/2× (last hit)).}}
**{{nerf|The aerial version's final hit's lower hitbox has been positioned higher (y offset: 0 2), reducing its range below Luigi.}}
*[[Final Smash]]:
*[[Final Smash]]:
**{{change|Luigi has a new [[Final Smash]], [[Poltergust 5000]]. Luigi equips the {{s|mariowiki|Poltergust 5000}} and [[Windbox#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, rather than affecting a very wide area and granting Luigi openings to deal damage and/or potentially score KOs.}}
**{{change|Luigi has a new [[Final Smash]], [[Poltergust 5000]]. 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, rather than affecting a very wide area and granting Luigi openings to deal damage and/or potentially score KOs.}}


==Update history==
==Update history==
Line 357: Line 217:
|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=&nbsp;
|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 ''Super Mario 64'', which Luigi himself used in ''Super Mario 64 DS''.
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltname=&nbsp;
|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 spinning hook 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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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.
|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashname=&nbsp;
|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=&nbsp;
|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 breakdance 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=&nbsp;
|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=&nbsp;
|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 karate 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=&nbsp;
|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 behind Luigi, 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=&nbsp;
|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=&nbsp;
|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 downwards diagonal corkscrew dropkick. 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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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.
|bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowname=&nbsp;
|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 giant swing, a throw used in wrestling. 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=&nbsp;
|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.
|dthrowname=Hip Drop ({{ja|ヒップドロップ|Hippu Doroppu}})
|dthrowname=Hip Drop
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Shoves the opponent under himself and {{s|mariowiki|Ground Pound}}s them. It is Luigi's most useful throw and one of the most effective combo starters in the game, thanks to its below-average base knockback, average knockback growth and mostly vertical 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 back aerial at medium percentages; and 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, and can even KO if they are hit by it close enough to the upper blast line.
|dthrowdesc=Shoves the opponent under himself and {{s|mariowiki|Ground Pound}}s them. It is Luigi's most useful throw and one of the most effective combo starters in the game, thanks to its below-average base knockback, average knockback growth and mostly vertical 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 back aerial at medium percentages; and 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, and can even KO if they are hit by it close enough to the upper blast line.
Line 433: Line 293:
|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 it deals less damage each time it bounces.
|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 it deals less damage each time it bounces.
|nsc2name=Iceball
|nsc2name=Ice Ball
|nsc2dmg=4%
|nsc2dmg=4%
|nsc2desc=Throws an {{s|mariowiki|Ice Ball}}. It [[freeze]]s opponents beginning at 50%, but deals slightly less damage and has slightly more startup lag and slightly shorter range. It also travels slower, but this allows Luigi to fire multiple Ice Balls in very quick succession.
|nsc2desc=Throws an {{s|mariowiki|Ice Ball}}. It [[freeze]]s opponents beginning at 50%, but deals slightly less damage and has slightly more startup 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=≈6.16% (uncharged), ≈21% (fully charged), 25% (misfired)
|ssdefdmg=≈6.16% (uncharged), ≈21% (fully charged), 25% (misfired)
|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 it deals impressive damage upon doing so; the move even jumps from 6% to 9% almost instantly when charging. Just like in ''Brawl'', Luigi will briefly get his head stuck in a wall if he strikes one in midair with a charged Missile or a misfire. While near the edge of Final Destination, a fully charged Green Missile KOs middleweights at 91%/82% (''3DS''/''Wii U''). 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%/42% (''3DS''/''Wii U''). 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.
|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 it deals impressive damage upon doing so; the move even jumps from 6% to 9% almost instantly when charging. Just like in ''Brawl'', Luigi will briefly get his head stuck in a wall if he strikes one in midair with a charged Missile or a misfire. While near the edge of Final Destination, a fully charged Green Missile KOs middleweights at 91%/82% (''3DS''/''Wii U''). 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%/42% (''3DS''/''Wii U''). 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)
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|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 makes 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, a fully charged Quick Missile KOs middleweights at 97%/87% (''3DS''/''Wii U''). In comparison, a misfired Quick Missile KOs them at 85%/63% (''3DS''/''Wii U'').
|ssc2desc=Flies much farther and faster, which makes 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, a fully charged Quick Missile KOs middleweights at 97%/87% (''3DS''/''Wii U''). In comparison, a misfired Quick Missile KOs them at 85%/63% (''3DS''/''Wii U'').  
|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)
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|usc2desc=Covers significantly more vertical distance, to the point that it allows him to reach the top platform of {{SSB4|Battlefield}}, and even more vertical distance when preceded by a double jump. Upon descending, Luigi [[buries]] grounded opponents and launches aerial ones diagonally. 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 output.
|usc2desc=Covers significantly more vertical distance, to the point that it allows him to reach the top platform of {{SSB4|Battlefield}}, and even more vertical distance when preceded by a double jump. Upon descending, Luigi [[buries]] grounded opponents and launches aerial ones diagonally. 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 output.
|dsdefname=Luigi Cyclone
|dsdefname=Luigi Cyclone
|dsdefdmg=1.5% (hits 1-4), 3% (hit 5)
|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. Much like Dr. Mario’s [[Dr. Tornado]], Luigi can move along the ground while performing this move, albeit a much greater distance and at a much faster speed, which makes make it decent as a surprise approach option. [[Button mashing]] enables Luigi to ascend during the move, which also carries his jump's momentum (once until landing) to enable an easier ascent, and can be used off-stage as an [[unconventional meteor smash]] by falling and then quickly ascending with the move. Although its last hit's damage output is very low, this is largely counterbalanced by its very high knockback growth, allowing it to KO near the upper blast line. While near the upper blast line of Final Destination, its last hit KOs middleweights at 135%/119% (''3DS''/''Wii U'').
|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. Much like Dr. Mario’s [[Dr. Tornado]], Luigi can move along the ground while performing this move, albeit a much greater distance and at a much faster speed, which makes make it decent as a surprise approach option. [[Button mashing]] enables Luigi to ascend during the move, which also carries his jump's momentum (once until landing) to enable an easier ascent, and can be used off-stage as an [[unconventional meteor smash]] by falling and then quickly ascending with the move. Although its last hit's damage output is very low, this is largely counterbalanced by its very high knockback growth, allowing it to KO near the upper blast line. While near the upper blast line of Final Destination, its last hit KOs middleweights at 135%/119% (''3DS''/''Wii U'').
|dsc1name=Mach Cyclone
|dsc1name=Mach Cyclone
|dsc1dmg=6%
|dsc1dmg=6%
|dsc1desc=Covers significantly more vertical distance, especially when button mashed, and has slightly less startup lag. Unlike Luigi Cyclone, the first "hit" becomes an undamaging [[windbox]], while the second hit sends Luigi up from the ground, while also dealing twice as much damage with significantly more knockback. 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 on the ground, cannot punish rolls because of its windbox, and has more ending lag.
|dsc1desc=Covers significantly more vertical distance, especially when button mashed, and has slightly less startup lag. Unlike Luigi Cyclone, the first "hit" becomes an undamaging [[wind]]box, while the second hit sends Luigi up from the ground, while also dealing twice as much damage with significantly more knockback. 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 on the ground, 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)
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|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 [[Windbox#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.
|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.
|dtauntname=
|dtauntdmg=2%
|dtauntdesc=Bashfully kicks to the ground. Its high fixed knockback value makes it a very potent meteor smash, allowing it to potentially OHKO a ledge-hanging opponent. However, it is held back by pitiful reach and slow start-up lag.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 97
|rweight = 25-26
|dash = 1.28
|rdash = 56
|run = 1.5
|rrun = 38-42
|walk = 1.08
|rwalk = 34
|trac = 0.024
|rtrac = 58
|airfric = 0.0075
|rairfric = 43-49
|air = 0.7341766
|rair = 57
|baseaccel = 0.0
|rbaseaccel = 56-58
|addaccel = 0.075
|raddaccel = 17
|gravity = 0.075
|rgravity = 49-51
|fall = 1.25
|rfall = 53
|ff = 2.0
|rff = 53
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 44
|rjumpheight = 4
|shorthop = 19.984556
|rshorthop = 4
|djump = 41.305771
|rdjump = 7
}}
===[[Announcer]] call===
<gallery>
Luigi English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Luigi German Announcer SSBU.wav|German
Luigi French Announcer SSBU.wav|French
Luigi Spanish Announcer SSBU.wav|Spanish
Luigi Italian Announcer SSBU.wav|Italian
Luigi Russian Announcer SSBU.wav|Russian
</gallery>


===[[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 ''{{iw|mariowiki|Mario Golf|Nintendo 64}}''. Finally, he faces the screen once more and places both hands on his face while sporting a frightened look that is very similar to his expression on the cover of ''Luigi's Mansion''.
|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 that is very similar 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. 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}}''.}}


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|char=Luigi}}
|char=Luigi}}


==In [[competitive play]]==
==In competitive play==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=3231
|set10=3231
}}
}}
===Notable players===
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
====Active====
*{{Sm|ACNupp|USA}} - The best Luigi player in Ohio. Formerly ranked 12th on the [[Ohio Smash 4 Power Rankings|Ohio Smash Power Rankings]]. He has wins over {{Sm|Colinies}}, {{Sm|CrazyColorz5}}, and {{Sm|Karinole}}.
*{{Sm|Blacktwins|Canada}} - Has taken two sets off {{Sm|Mistake}}.
*{{Sm|Elegant|USA}} (#27) - The best Luigi player in the world. Placed 2nd at [[GameTyrant Expo 2017]]; 5th at [[2GG Championship]] and 7th at [[2GGT: Abadango Saga]] and [[2GGC: Nairo Saga]]. Ranked 4th on the [[SoCal Power Rankings]] and 18th on the [[Panda Global Rankings]] v5.
*{{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|Luck|USA}} - The best Luigi player in Pennsylvania. Placed 25th at {{Trn|Royal Flush}} and 25th at [[KTAR XVII]].
*{{Sm|Luigi player|Austria}} - Placed 13th at [[B.E.A.S.T 6]]. Ranked 2nd on the [[Austria Power Rankings]].
*{{Sm|LOE1|USA}} - Placed 25th at The Big House 5, 17th at [[Showdown: Battle Royale]], and 33rd at [[Frostbite 2017]].
*{{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 [[Tournament:Final Battle|Final Battle]]; and 25th at [[EVO 2015]]. 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|Poke|Canada}} - The best Luigi player in Canada. Placed 2nd at [[Get On My Level 2015]]; 3rd at [[Summit 2015]]; 7th at [[Enthusiast Gaming Live Expo]] and 13th at [[Canada Cup 2015]]. Ranked 6th on the [[Southern Ontario Power Rankings]].
*{{Sm|Ron|Japan}} (#57) - The best Luigi player in Japan. Placed 1st at [[Sumabato 18]], and 2nd at [[Sumabato 12]], [[Sumabato 17]] and [[Sumabato 20]]. Ranked 17th on the [[JAPAN Power Rankings]].
*{{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|Shoyo James|USA}} (#54) - Placed 2nd at [[Midwest Mayhem 6: SoCal Invasion]] and 7th at [[Apex 2016]], [[Super Smash Con 2017]] and [[Smash 'N' Splash 4]]. Ranked 1st on the [[New Jersey Power Rankings]] and 42nd on the Panda Global Rankings v4.


===Most historically significant players===
====Inactive====
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Flag|Japan}} [[Smasher:Aki (Japan)|Aki]] - The best Luigi player in Japan before switching to {{SSB4|Sheik}} after update 1.1.1.
 
*{{Sm|ANTi|USA}} - Co-mained Luigi alongside {{SSB4|Mario}} before switching exclusively to Mario after update 1.1.1.
''See also: [[:Category:Luigi players (SSB4)]]''
*{{Sm|Boss|USA}} - Placed 1st at twenty-eight [[Smash @ Xanadu]] tournaments. Formerly ranked 19th on the [[MD/VA Power Rankings]].
 
*{{Sm|False|USA}} - Co-mained Luigi alongside many other characters before switching to {{SSB4|Marth}} and Sheik after update 1.1.1.
*{{Sm|Elegant|USA}} - The best Luigi player of all-time. He made his mark on the scene by becoming the best Luigi player past the 1.1.1. update, placing 7th at {{Trn|2GGT: Abadango Saga}} and top 16 at a few other 2GGT events held in 2016. He most notably placed 2nd at {{Trn|GameTyrant Expo 2017}}, defeating {{Sm|MkLeo}} and {{Sm|Ally}} and marks the best run seen by a Luigi player in all of ''Smash  4''. He peaked at 11th on the [[Panda Global Rankings v4]] and placed 27th on the [[PGR 100]], the highest seen by any solo-Luigi player.
*{{Sm|Larry Lurr|USA}} - Used Luigi as a secondary prior to update 1.1.1.
*{{Sm|J.Miller|UK}} - The best Luigi player in Europe as well as one of the best players from Europe during the early metagame. He notably won at {{Trn|B.E.A.S.T 5}} and placed 17th at {{Trn|Apex 2015}}, some of the biggest ''Smash 4'' tournaments in the game's first year. As the meta progressed in Europe, he still maintained strong results at more populated tournaments in the country, placing 9th at both {{Trn|B.E.A.S.T 7}} and {{Trn|Smashdown World}}.
*{{Sm|Poltergust|USA}} - Co-mained Luigi alongside {{SSB4|Yoshi}} before switching exclusively to Yoshi after update 1.1.1.
*{{Sm|MrConCon|USA}} - The best Luigi player in the world during the early metagame, prior to the 1.1.1. update. He made two notable milestones with the character around this time, being the first person to defeat {{Sm|ZeRo}} in a tournament set, doing so at the local [http://challonge.com/oomba4smash Smash 4 Oomba 5/1], as well as being the first ever solo-Luigi player to be globally ranked with 36th on the [[Panda Global Rankings v1]]. Even past Elegant's rise in the scene, he was still in contention for one of the best Luigi players in the world, placing 7th at {{Trn|IBP Masters Showdown}} and 33rd at {{Trn|2GGC: Civil War}}.  
*{{Sm|Shel|USA}} - Co-mained Luigi alongside Ryu before switching exclusively to Ryu after update 1.1.1.
*{{Sm|Ron|Japan}} - Tri-mained Luigi alongside {{SSB4|Mario}} and {{SSB4|Yoshi}} and is considered the best Luigi player in Japan. His tri-main efficiency brought him a win at {{Trn|Sumabato 18}}, using Luigi to defeat {{Sm|Shuton}} in winners finals. He particularly used Mario and Luigi at many other Sumabato events, most notably seen in his runner-up finishes at {{Trn|Sumabato 12}} and {{Trn|Sumabato 20}}. He ranked 57th on the [[PGR 100]] with Luigi as one of his characters.
*{{Sm|ZD|USA}} - Placed 25th at [[Glitch (tournament)|Glitch]] before switching to {{SSB4|Fox}}.
*{{Sm|Shoyo James|USA}} - Co-mained Luigi alongside {{SSB4|Diddy Kong}} and is one of the best Luigi players in the United States, placing 54th on the [[PGR 100]]. As a co-main, he would occasionally opt to use Luigi against Diddy Kong, shown in his victories against {{Sm|Zinoto}} at his 7th place finish at {{Trn|Showdown: Battle Royale 2}} and {{Sm|MVD}} at his 13th place finish at {{Trn|Frostbite 2017}}. His best win as Luigi was against {{Sm|Ally}} at his 2nd place finish at {{Trn|Midwest Mayhem 6: SoCal Invasion}}.


===Tier placement and history===
===Tier placement and history===
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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, about equal to his rank before the down throw nerf, with some players arguing that Luigi should be ranked even higher.
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, about equal to his rank before the down throw nerf, with some players arguing that Luigi should be ranked even higher.


==In Solo Modes==
==Trophies==
===[[All-Star Mode]]===
In All-Star Mode, Luigi is fought in Stage 1 in the 3DS version or Stage 7 in the Wii U version alongside {{SSB4|Mario}}, {{SSB4|Donkey Kong}}, {{SSB4|Mr. Game & Watch}}, {{SSB4|Little Mac}}, and {{SSB4|Pac-Man}}.


==={{GameIcon|SSB4-U}}[[Event Match]]es===
:'''Luigi'''
====Solo Events====
::{{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)
LuigiAltTrophy3DS.png|Alt. (3DS)
LuigiTrophyWiiU.png|Classic (Wii U)
LuigiAltTrophyWiiU.png|Alt. (Wii U)
Poltergust5000TrophyWiiU.png|[[Poltergust 5000]]
</gallery>
</center>
 
==In [[Event Match]]es==
===Solo Events===
* '''[[All-Star Battle: Secret]]''': Luigi is one of the opponents fought in this event. All of the opponents have been unlockable characters in previous ''Super Smash Bros.'' games.
* '''[[All-Star Battle: Secret]]''': Luigi is one of the opponents fought in this event. All of the opponents have been unlockable characters in previous ''Super Smash Bros.'' games.
* '''[[Family Ties]]''': As {{SSB4|Bowser Jr.}}, the player and a giant {{SSB4|Bowser}} must defeat Luigi and {{SSB4|Mario}}.
* '''[[Family Ties]]''': As {{SSB4|Bowser Jr.}}, the player and a giant {{SSB4|Bowser}} must defeat Luigi and {{SSB4|Mario}}.
* '''[[Oh Yeah, Luigi Time!]]''': Luigi must defeat a giant {{SSB4|Wario}}. After some time, a giant Mario will arrive to help the player.
* '''[[Oh Yeah, Luigi Time!]]''': Luigi must defeat a giant {{SSB4|Wario}}. After some time, a giant Mario will arrive to help the player.
====Co-op Events====
 
===Co-op Events===
* '''[[A Lurking Menace]]''': Luigi and Mario must defeat Bowser Jr. If they wait too long, a giant Bowser will arrive and the players must defeat him as well.
* '''[[A Lurking Menace]]''': Luigi and Mario must defeat Bowser Jr. If they wait too long, a giant Bowser will arrive and the players must defeat him as well.
* '''[[Solidarity]]''': {{SSB4|Olimar}} and {{SSB4|Rosalina & Luma}} must defeat Luigi and Mario. When they are defeated, Bowser and Bowser Jr. must be defeated as well.
* '''[[Solidarity]]''': {{SSB4|Olimar}} and {{SSB4|Rosalina & Luma}} must defeat Luigi and Mario. When they are defeated, Bowser and Bowser Jr. must be defeated as well.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
* '''[[Wrecking Bros.]]''': Luigi and Mario must destroy the entirety of [[Wrecking Crew]] while Wario and {{SSB4|King Dedede}} try to interfere.
* '''[[Wrecking Bros.]]''': Luigi and Mario must destroy the entirety of [[Wrecking Crew]] while Wario and {{SSB4|King Dedede}} try to interfere.
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Luigi.png|Classic Mode
SSB4-3DS Congratulations All-Star Luigi.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Luigi.png|Classic Mode
SSB4-Wii U Congratulations All-Star Luigi.png|All-Star Mode
</gallery>
</center>
==[[Trophies]]==
Luigi's default trophy is obtained by clearing Classic Mode as Luigi. His alternate trophy is obtained by clearing All-Star Mode as Luigi in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Poltergust 5000 trophy is obtained only in the Wii U version by clearing All-Star Mode as Luigi.
{{Trophy/Fighter
|name=Luigi
|image-3ds=LuigiTrophy3DS.png
|image-wiiu=LuigiTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=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.
|desc-wiiu-ntsc=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.
|desc-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!
|gamelist-ntsc={{Trophy games|console1=Arcade|game1=Mario Bros.|release1=1983|console2=3DS|game2=Luigi's Mansion: Dark Moon|release2=03/2013}}
|gamelist-pal={{Trophy games|console1=Arcade|game1=Mario Bros.|release1=09/1986|console2=3DS|game2=Luigi's Mansion 2|release2=03/2013}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Luigi (Alt.)
|image-3ds=LuigiAltTrophy3DS.png
|image-wiiu=LuigiAltTrophyWiiU.png
|mode=Alt
|desc-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!
|desc-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.
|gamelist-ntsc={{Trophy games|console1=Arcade|game1=Mario Bros.|release1=1983|console2=3DS|game2=Luigi's Mansion: Dark Moon|release2=03/2013}}
|gamelist-pal={{Trophy games|console1=Arcade|game1=Mario Bros.|release1=09/1986|console2=3DS|game2=Luigi's Mansion 2|release2=03/2013}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Poltergust 5000
|image=Poltergust5000TrophyWiiU.png
|desc-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!
|desc-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!
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Luigi|Alternate costumes]]==
==[[Alternate costume (SSB4)#Luigi|Alternate costumes]]==
Line 703: Line 507:


==Trivia==
==Trivia==
*Traditionally, Luigi has always been an [[unlockable character]] revealed after an installment of ''Super Smash Bros.'' had been released. However, ''Super Smash Bros. 4'' is the first (and currently the only) installment to break that tradition, as he was both revealed before release and is now a [[starter character]], instead of an unlockable one.
*Traditionally, Luigi has always been an [[unlockable character]] revealed after an installment of ''Super Smash Bros.'' had been released. However, ''Super Smash Bros. 4'' is the first (and currently the only) installment to break that tradition, as he was both revealed before release 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 ''Super Smash Bros. 4''.
***However he is the only one of the original four unlockable characters as well as the last "perfect-attendance crew" to be confirmed in 2013.
*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 ''SSB4''{{'}}s development]], Luigi could [[wall jump]]. However, this was scrapped in the final release.
*[[Beta elements (SSB4)|Early in ''SSB4''{{'}}s 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 Internet meme. However, it could also be a reference to a number of games where he excitedly refers to himself as "Weegee".
*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 his [[Smabura-Ken]] page.
*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 coming forward into the [[Hitbox#Hitboxes in three dimensions|z-axis]] when he [[crouch]]es, he can avoid certain projectiles that go behind his head.
*Due to Luigi's head coming forward into the [[Hitbox#Hitboxes in three dimensions|z-axis]] when he [[crouch]]es, he can avoid certain projectiles that go behind his head.
*{{for3ds}} is the only game where Luigi and {{SSB4|Jigglypuff}} do not have the same [[Unlockable character|availability]].


==References==
==References==

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