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 | 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, | 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 | 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 | 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. | ||
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]]''== | ||
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. | |||
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 | 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. | ||
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. | |||
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 | |||
===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 | *{{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| | *{{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.}} | ||
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*{{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 [[air speed]] is marginally higher (0.7332 → 0.7341766) although it is still the second lowest (and now by a wider margin).}} | ||
*{{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.}} | *{{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 [[Fast fall|fast falling speed]] is faster (1.708 → 2.0) | *{{buff|Luigi's [[Fast fall|fast falling speed]] is faster (1.708 → 2.0). 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 [[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.}} | *{{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.}} | ||
*{{change|Luigi's [[short hop]] is lower due to his | *{{change|Luigi's [[short hop]] is lower due to his lower gravity. 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 [[Jump|full hop]] and especially his [[double jump]] are higher, improving his air game and aerial mobility.}} | *{{buff|Luigi's [[Jump|full hop]] and especially his [[double jump]] are higher, improving his air game and aerial mobility.}} | ||
*{{buff|Luigi's [[traction]] is marginally higher (0.022 → 0.024), although it is still the lowest by a wide margin.}} | *{{buff|Luigi's [[traction]] is marginally higher (0.022 → 0.024), although it is still the lowest by a wide margin.}} | ||
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*[[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|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.}} | ||
**{{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|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|The first hit has more ending lag (FAF 16 → 19), hindering its [[jab cancel]] potential (particularly into Super Jump Punch).}} | **{{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.}} | **{{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.}} | ***{{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 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.}} | **{{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|However, this also makes Luigi more susceptible to punishment if the move is whiffed or shielded.}} | ||
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*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt's near hitboxes are slightly larger (3.84u/3.36u → 4u/3.4u).}} | **{{buff|Forward tilt's near hitboxes are slightly larger (3.84u/3.36u → 4u/3.4u).}} | ||
**{{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.}} | **{{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.}} | ||
***{{nerf|However, this also hinders its [[lock]]ing potential, especially at higher percents.}} | ***{{nerf|However, this also hinders its [[lock]]ing potential, especially at higher percents.}} | ||
**{{change|Forward tilt now always launches opponents | **{{change|Forward tilt now always launches opponents the direction Luigi is facing.}} | ||
**{{nerf|Forward tilt deals less damage (10% → 8%).}} | **{{nerf|Forward tilt deals less damage (10% → 8%).}} | ||
**{{nerf|Forward tilt has a shorter duration (frames 5-10 → 5-7).}} | **{{nerf|Forward tilt has a shorter duration (frames 5-10 → 5-7).}} | ||
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***{{nerf|However, this also hinders down tilt's combo potential, and it prevents the move from tripping much sooner (80 KB → 60).}} | ***{{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|Additionally, this also hinders down tilt's edgeguarding potential.}} | ||
**{{nerf|Down tilt deals less damage (9% → 8%).}} | **{{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 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|Down tilt no longer moves Luigi forward (horizontal momentum: 1.2 → 0), reducing its range and removing its ability to [[Crawling|pseudo-crawl]].}} | ||
**{{nerf|The leg hitbox is marginally smaller (3.84u → 3.8u) and the body hitbox has been removed.}} | **{{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.}} | ***{{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.}} | **{{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 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.}} | **{{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.}} | ||
**{{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.}} | **{{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.}} | ||
***{{nerf|However, these new angles put the opponent into the air, which allows them to [[SDI]] upwards, which grounded opponents could not previously do.}} | ***{{nerf|However, these new angles put the opponent into the air, which allows them to [[SDI]] upwards, which grounded opponents could not previously do.}} | ||
**{{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 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 final hit deals more knockback (50 (base), 100 (scaling) → 60/128).}} | **{{buff|The final hit deals more knockback (50 (base), 100 (scaling) → 60/128).}} | ||
**{{buff|The final hit's middle hitbox is larger (3u → 4u).}} | **{{buff|The final hit's middle hitbox is larger (3u → 4u).}} | ||
**{{nerf|Dash attack has more ending lag (FAF 69 → 76).}} | **{{nerf|Dash attack has more ending lag (FAF 69 → 76).}} | ||
**{{nerf|The final hit has a shorter duration (frames 48-50 → 48).}} | **{{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]].}} | **{{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: | *[[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.}} | **{{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|Non and down angled forward smash deal more damage (14% (non-angled)/13% (down) → 15% (both)), now matching the up angled version.}} | ||
**{{change|Non-angled forward smash launches opponents at a slightly lower angle (55° → 53°).}} | **{{change|Non-angled forward smash launches opponents at a slightly lower angle (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 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|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''.}} | **{{nerf|The up angled version has significantly higher ending lag (FAF 29 → 42), now matching the other angles, like it did prior to ''Brawl''.}} | ||
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**{{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).}} | **{{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).}} | ||
***{{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.}} | ***{{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.}} | ||
***{{buff|However, this makes the sweetspot easier to connect for the second hit.}} | ***{{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|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.}} | **{{nerf|The second hit launches opponents at a lower angle (70° → 60°), hindering its KO potential and making it more susceptible to DI.}} | ||
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*{{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 | **{{nerf|Neutral aerial has increased landing lag (10 frames → 14).}} | ||
**{{nerf|Neutral aerial has smaller hitboxes, especially the late hit (4.5u/4.5u (both) → 4.5u/4u (clean), 3u/2.5u (late)).}} | **{{nerf|Neutral aerial has smaller hitboxes, especially the late hit (4.5u/4.5u (both) → 4.5u/4u (clean), 3u/2.5u (late)).}} | ||
**{{nerf|The clean hit deals less damage (14% → 12%) and has decreased knockback scaling (100 → 90), significantly hindering its KO potential | **{{nerf|The clean hit deals less damage (14% → 12%) and has decreased knockback scaling (100 → 90), significantly hindering its KO potential.}} | ||
***{{buff|However, this also significantly improves its combo potential.}} | ***{{buff|However, this also significantly improves its combo potential.}} | ||
**{{nerf|The clean hit has a shorter duration (frames 3-6 → 3-5).}} | **{{nerf|The clean hit has a shorter duration (frames 3-6 → 3-5).}} | ||
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**{{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 improves its combo potential but hinders its KO potential.}} | ||
**{{change|The hand hitbox now takes priority over the arm hitbox, as opposed to the other way around.}} | **{{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 | **{{nerf|Forward aerial has a new, longer animation (34 frames → 39), increasing the amount of time Luigi cannot grab the ledge after performing the move.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff| | **{{buff|Clean back aerial's foot hitbox deals more damage (12% → 14%), improving its KO potential.}} | ||
**{{buff|The clean hit's leg hitbox is marginally larger (5.76u → 5.8u).}} | **{{buff|The clean hit's leg hitbox is marginally larger (5.76u → 5.8u).}} | ||
**{{nerf|Back aerial has more ending lag (FAF 37 → 46), losing its [[interruptibility]].}} | **{{nerf|Back aerial has more ending lag (FAF 37 → 46), losing its [[interruptibility]].}} | ||
**{{nerf|Back aerial has | **{{nerf|Back aerial has increased 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 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|Back aerial has a shorter duration (frames 6-9 (clean)/10-16 (late) → 6-7/8-13).}} | ||
**{{nerf|The clean hit | **{{nerf|The clean hit's leg hitbox is now a sourspot that deals less damage (12% → 8%), significantly hindering its KO potential.}} | ||
**{{nerf|The late hit has smaller hitboxes (4.5u/5.76u → 4u/5u).}} | **{{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 improves its combo potential, 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. | **{{buff|Down aerial now has a clean hit on its first active frame which consistently meteor smashes, similar to the previous body hitbox. This makes it much easier and more consistent to meteor smash with down aerial.}} | ||
**{{buff|The late hit's foot hitbox is larger (5u → 5.2u).}} | **{{buff|The late hit's foot hitbox is larger (5u → 5.2u).}} | ||
**{{nerf|Down aerial has more landing lag (12 frames → 20).}} | **{{nerf|Down aerial has more landing lag (12 frames → 20).}} | ||
**{{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 | **{{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 hits lower knockback).}} | ||
**{{nerf|The clean hit has a much smaller hitbox (3.3u/5u/5u → 2.5u).}} | **{{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 can only hit aerial opponents, giving the move more startup lag with a shorter duration against grounded opponents (frames 10-14 → 11-14).}} | ||
Line 248: | Line 228: | ||
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}} | **{{buff|Floor attacks have less ending lag (FAF 50 → 46).}} | ||
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 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).}} | ||
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}} | **{{nerf|Floor attacks' launch opponents at a higher angle (361° → 48°).}} | ||
*Front floor attack: | *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.}} | **{{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.}} | ||
Line 257: | Line 237: | ||
**{{buff|Back floor attack has less startup lag (frame 20 → 19).}} | **{{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.}} | ***{{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|Edge attack has less startup lag (frame 24 → 20).}} | **{{buff|Edge attack has less startup lag (frame 24 → 20).}} | ||
Line 272: | Line 252: | ||
**{{nerf|Trip attack now has one extended hitbox rather than three separate hitboxes, which covers less of Luigi's body.}} | **{{nerf|Trip attack now has one extended hitbox rather than three separate hitboxes, which covers less of Luigi's body.}} | ||
*Down [[taunt]]: | *Down [[taunt]]: | ||
**{{buff| | **{{buff|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 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.}} | **{{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.}} | ||
Line 281: | Line 261: | ||
**{{change|Fireball’s sound effect is lower pitched and the fireballs have seen a slight visual update.}} | **{{change|Fireball’s sound effect is lower pitched and the fireballs have seen a slight visual update.}} | ||
**{{nerf|Fireball has more ending lag (FAF 41 → 44).}} | **{{nerf|Fireball has more ending lag (FAF 41 → 44).}} | ||
**{{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).}} | **{{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|Green Missile has less ending lag in the air (FAF 31 (ending animation) → 26).}} | ||
**{{buff|Uncharged Green Missile deals more damage (5% → 6%).}} | **{{buff|Uncharged Green Missile deals more damage (5% → 6%).}} | ||
**{{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''.}} | **{{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''.}} | ||
**{{buff|Green Missile's hitbox has been positioned slightly further forward (x offset: 0 → 1).}} | **{{buff|Green Missile's hitbox has been positioned slightly further forward (x offset: 0 → 1).}} | ||
Line 290: | Line 270: | ||
**{{nerf|Green Missile no longer grants intangibility when it is released.}} | **{{nerf|Green Missile no longer grants intangibility when it is released.}} | ||
**{{nerf|Green Missile has a smaller hitbox (4.32u → 4.2u).}} | **{{nerf|Green Missile has a smaller hitbox (4.32u → 4.2u).}} | ||
**{{nerf|Fully charged Green Missile deals less damage (26% → 21%).}} | **{{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 can no longer auto-snap the ledge, significantly hindering its recovery potential.}} | ||
**{{nerf|Green | **{{nerf|Green Missle's charge can no longer be held indefinitely 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%).}} | **{{nerf|Green Missile is more likely to stick to walls (40% → 50%).}} | ||
*Green Missile Misfire: | *Green Missile Misfire: | ||
Line 299: | Line 279: | ||
**{{nerf|Misfire has a smaller hitbox (5.76u → 5.5u).}} | **{{nerf|Misfire has a smaller hitbox (5.76u → 5.5u).}} | ||
*[[Super Jump Punch]]: | *[[Super Jump Punch]]: | ||
**{{buff|Super Jump Punch's | **{{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| | **{{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 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.}} | |||
**{{change|Grounded sweetspotted Super Jump Punch's angle has been altered (90° → 88°).}} | |||
**{{nerf| | |||
**{{ | |||
*[[Luigi Cyclone]]: | *[[Luigi Cyclone]]: | ||
**{{buff|Luigi Cyclone's loop hits' use the [[autolink angle]] (160°/20°/90° → 366° | **{{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.}} | ||
**{{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.}} | |||
**{{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)).}} | |||
**{{ | |||
**{{ | |||
*[[Final Smash]]: | *[[Final Smash]]: | ||
**{{change|Luigi has a new [[Final Smash]], [[Poltergust 5000]]. Luigi equips the {{s|mariowiki|Poltergust 5000}} and [[ | **{{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 314: | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=5% | |neutral3dmg=5% | ||
|neutraldesc=A {{s|wikipedia|one-two combo}} followed by a [[wikipedia:Professional wrestling attacks#Hip attack|hip thrust]]. It hits on frame 2, its last hit slightly moves Luigi forward, and it has a decent overall damage output. These traits makes it a safe, yet reliable damage racking option. Its first hit can 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 '' | |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= | |ftiltname= | ||
|ftiltdmg=8% | |ftiltdmg=8% | ||
|ftiltdesc=A | |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= | |utiltname= | ||
|utiltdmg=6% | |utiltdmg=6% | ||
|utiltdesc=An overhead swipe. Due to its almost nonexistent base knockback, very high knockback growth and minimal overall lag, it is very useful for combos and juggling, similarly to {{SSB4|Mario}}'s up tilt. Compared to Mario's, it has longer horizontal range and is more effective at setting up aerial combos. However, its ending lag is very slightly higher than Mario's, and because of its knockback values, opponents can punish Luigi after getting hit until around 30%. | |utiltdesc=An overhead swipe. Due to its almost nonexistent base knockback, very high knockback growth and minimal overall lag, it is very useful for combos and juggling, similarly to {{SSB4|Mario}}'s up tilt. Compared to Mario's, it has longer horizontal range and is more effective at setting up aerial combos. However, its ending lag is very slightly higher than Mario's, and because of its knockback values, opponents can punish Luigi after getting hit until around 30%. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=8% | |dtiltdmg=8% | ||
|dtiltdesc=A crouching foot slide. It can potentially [[trip]] opponents at low percents, can lock them like forward tilt, and covers edges well. However, it is ineffective outside of these purposes due to its short range, poor knockback, and no longer meteor smashing like in ''Brawl''. | |dtiltdesc=A crouching foot slide. It can potentially [[trip]] opponents at low percents, can lock them like forward tilt, and covers edges well. However, it is ineffective outside of these purposes due to its short range, poor knockback, and no longer meteor smashing like in ''Brawl''. | ||
|dashname= | |dashname= | ||
|dashdmg=1% (hits 1-6), 2% (hit 7) | |dashdmg=1% (hits 1-6), 2% (hit 7) | ||
|dashdesc=A series of rapid, childish punches. Due to it hitting on frame 4, it is the third fastest dash attack in the game, surpassed only by {{SSB4|Pac-Man}} and {{SSB4|Little Mac}}'s. However, it has a very punishable amount of ending lag, and its last hit cannot KO until very high percents. | |dashdesc=A series of rapid, childish punches. Due to it hitting on frame 4, it is the third fastest dash attack in the game, surpassed only by {{SSB4|Pac-Man}} and {{SSB4|Little Mac}}'s. However, it has a very punishable amount of ending lag, and its last hit cannot KO until very high percents. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|15}} | |fsmashdmg={{ChargedSmashDmgSSB4|15}} | ||
|fsmashdesc=A knifehand thrust. In addition to being Luigi's most damaging smash attack, it has very high knockback growth and can be angled like his forward tilt. While near the edge of {{SSB4|Final Destination}}, it KOs middleweights at 99%/91% (''3DS''/''Wii U'') when angled upward, and at 101%/92% (''3DS''/''Wii U'') when not angled or angled downward. However, it hits on frame 12, which is the highest amount of startup lag out of Luigi's smash attacks. It also has moderate ending lag and very short range, although the latter can be somewhat alleviated with [[pivoting]], thanks to Luigi's pivot being tied with {{SSB4|Little Mac}}'s as the second longest in the game. | |fsmashdesc=A knifehand thrust. In addition to being Luigi's most damaging smash attack, it has very high knockback growth and can be angled like his forward tilt. While near the edge of {{SSB4|Final Destination}}, it KOs middleweights at 99%/91% (''3DS''/''Wii U'') when angled upward, and at 101%/92% (''3DS''/''Wii U'') when not angled or angled downward. However, it hits on frame 12, which is the highest amount of startup lag out of Luigi's smash attacks. It also has moderate ending lag and very short range, although the latter can be somewhat alleviated with [[pivoting]], thanks to Luigi's pivot being tied with {{SSB4|Little Mac}}'s as the second longest in the game. | ||
|usmashname= | |usmashname= | ||
|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''/ | |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= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (legs), {{ChargedSmashDmgSSB4|15}} (body) | |dsmashdmg={{ChargedSmashDmgSSB4|14}} (legs), {{ChargedSmashDmgSSB4|15}} (body) | ||
|dsmashdesc=A | |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= | |nairname= | ||
|nairdmg=12% (clean), 6% (late) | |nairdmg=12% (clean), 6% (late) | ||
|nairdesc=A flying kick, similar to | |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= | |fairname= | ||
|fairdmg=8% | |fairdmg=8% | ||
|fairdesc=A downward | |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= | |bairname= | ||
|bairdmg=14% (clean feet), 8% (clean legs, late) | |bairdmg=14% (clean feet), 8% (clean legs, late) | ||
|bairdesc=A dropkick, similar to | |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= | |uairname= | ||
|uairdmg=11% (clean), 7% (late) | |uairdmg=11% (clean), 7% (late) | ||
|uairdesc=A bicycle kick, similar to | |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= | |dairname= | ||
|dairdmg=10% (clean), 8% (late) | |dairdmg=10% (clean), 8% (late) | ||
|dairdesc=A corkscrew | |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= | |grabname= | ||
|grabdesc=Reaches out. Luigi's standing grab has average range. However, each of his grabs have minimal lag, with his standing grab being particularly notable for being one of the fastest in the game. Thanks to his pivot being tied with Little Mac's as the second longest in the game, Luigi's [[pivot grab]] is also very effective. | |grabdesc=Reaches out. Luigi's standing grab has average range. However, each of his grabs have minimal lag, with his standing grab being particularly notable for being one of the fastest in the game. Thanks to his pivot being tied with Little Mac's as the second longest in the game, Luigi's [[pivot grab]] is also very effective. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3.2% | |pummeldmg=3.2% | ||
|pummeldesc=A headbutt. Moderately slow, but tied with {{SSB4|Mr. Game & Watch}}'s as the fourth | |pummeldesc=A headbutt. Moderately slow, but tied with {{SSB4|Mr. Game & Watch}}'s as the fourth most damaging pummel in the game. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc=Spins the opponent around once and throws them forward. Very fast and Luigi's second most damaging throw, but has very minimal utility outside of dealing damage 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= | |bthrowname= | ||
|bthrowdmg=10% (throw), 6% (collateral) | |bthrowdmg=10% (throw), 6% (collateral) | ||
|bthrowdesc=A | |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= | |uthrowname= | ||
|uthrowdmg=8% | |uthrowdmg=8% | ||
|uthrowdesc=Heaves the opponent directly overhead with both hands. Like his forward throw, it is fast, but has very minimal utility outside of dealing damage. Its only other benefits are setting up into a forward aerial, up aerial or [[Luigi Cyclone]] against lightweights and fast-fallers at low percents. | |uthrowdesc=Heaves the opponent directly overhead with both hands. Like his forward throw, it is fast, but has very minimal utility outside of dealing damage. Its only other benefits are setting up into a forward aerial, up aerial or [[Luigi Cyclone]] against lightweights and fast-fallers at low percents. | ||
|dthrowname=Hip Drop | |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. | ||
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|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= | |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 [[ | |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- | |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 [[ | |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 [[ | |fsdesc=Wields the {{s|mariowiki|Poltergust 5000}} to [[Wind#Pulling attacks|vacuum]] nearby opponents into it before powerfully ejecting them diagonally. Opponents will accumulate more damage the earlier they are vacuumed in. It has decent range, and is capable of vacuuming opponents from a variety of angles. It is also very strong: while near the edge of Final Destination, it KOs middleweights at 33% in the ''3DS'' version. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|char=Luigi | |char=Luigi | ||
|image-up=LuigiUpTauntSSB4.gif | |image-up=LuigiUpTauntSSB4.gif | ||
|desc-up=Strikes a variety of poses in the following order: he faces the screen with one hand on his waist while displaying the {{s|wikipedia|V sign}} with the other, referencing his animation from ''Luigi's Mansion'' when he would find a key. Then he turns to the right slightly, pointing his hands that direction while giving a frightened look on his face. Then, he places his left hand just below his nose, similarly to his pose in official artwork for ''{{s|mariowiki|Mario & Luigi: Partners in Time}}''. Then he turns away from the screen and crouches depressingly, similarly to his {{s|mariowiki|Bogey}} animation in '' | |desc-up=Strikes a variety of poses in the following order: he faces the screen with one hand on his waist while displaying the {{s|wikipedia|V sign}} with the other, referencing his animation from ''Luigi's Mansion'' when he would find a key. Then he turns to the right slightly, pointing his hands that direction while giving a frightened look on his face. Then, he places his left hand just below his nose, similarly to his pose in official artwork for ''{{s|mariowiki|Mario & Luigi: Partners in Time}}''. Then he turns away from the screen and crouches depressingly, similarly to his {{s|mariowiki|Bogey}} animation in ''[[mariowiki:Mario Golf (Nintendo 64)|Mario Golf]]''. Finally, he faces the screen once more and places both hands on his face while sporting a frightened look 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 | ==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. | |||
=== | ====Inactive==== | ||
*{{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. | |||
*{{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|Larry Lurr|USA}} - Used Luigi as a secondary prior to update 1.1.1. | |||
*{{Sm| | *{{Sm|Poltergust|USA}} - Co-mained Luigi alongside {{SSB4|Yoshi}} before switching exclusively to Yoshi after update 1.1.1. | ||
*{{Sm| | *{{Sm|Shel|USA}} - Co-mained Luigi alongside Ryu before switching exclusively to Ryu after update 1.1.1. | ||
*{{Sm| | *{{Sm|ZD|USA}} - Placed 25th at [[Glitch (tournament)|Glitch]] before switching to {{SSB4|Fox}}. | ||
*{{Sm| | |||
===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. | ||
== | ==Trophies== | ||
In | :'''Luigi''' | ||
::{{flag|ntsc}} {{GameIcon|ssb4-3ds}} ''Luigi recently celebrated his 30th anniversary with the Year of Luigi, but all that attention just made him even more shy and awkward. In Smash Bros., Luigi takes a lot of cues from his brother in fighting style, adding flair to moves like Super Jump Punch. His taunts, however, are truly unique.'' | |||
::{{flag|ntsc}} {{GameIcon|ssb4-wiiu}} ''Luigi recently celebrated his 30th anniversary with the Year of Luigi, but all that attention just made him even more shy and awkward. In Smash Bros. (as in life), Luigi tends to follow his brother's lead, but he adds his own flair to moves like Super Jump Punch. His taunts, however, are 100% Weegee.'' | |||
::{{flag|pal}} ''With the Year of Luigi long gone now, it's up to you to prove to everyone that Mario's cowardly co-star is still awesome. He may share a lot of moves with his brother, but he still puts his own spin on things. When you Super Jump Punch a foe just right, for example, the noise he makes is epic. His taunts are pretty funny too. Try them!'' | |||
{{Trophy games|console1=none|game1=Mario Bros. 1983|console2=3DS|game2=Luigi's Mansion: Dark Moon 03/2013}} | |||
:'''Luigi (Alt.)''' | |||
::{{flag|ntsc}} ''Luigi may sulk when his down taunt is used, but his little dejected kick can actually hurt a nearby enemy fighter. It can even trigger a meteor smash! Notice an enemy leisurely hanging from the edge? Run over and pout on the edge—that foe will be the one with something to pout about!'' | |||
::{{flag|pal}} ''Luigi might look a bit sulky when you use his down taunt, but when he does it next to another fighter, it can get in a little hit - well, a "little hit" that can also sometimes be a meteor smash! Say you spot a fighter hanging off the edge of the stage. Just give them a pout and a kick with this taunt, and they'll fall to their doom.'' | |||
{{Trophy games|console1=none|game1=Mario Bros. 1983|console2=3DS|game2=Luigi's Mansion: Dark Moon 03/2013}} | |||
:'''{{flag|North America}}Luigi (With Poltergust 3000)'''<br>'''{{flag|Europe}}Luigi (With Poltergust 5000)''' | |||
::{{flag|ntsc}} ''A ghost-sucking vacuum cleaner created by Professor E. Gadd. In Luigi's ghostly adventures, it's the only thing standing between him and complete terror. In this game, it sucks in enemies, damages them, and then fires them diagonally upward. If it's used in an area with no ceilings, you might send them soaring right off the screen!'' | |||
::{{flag|pal}} ''A ghost-sucking vacuum cleaner created by Professor E. Gadd. In Luigi's ghostly adventures, it's the only thing standing between him and abject terror. In this game, it sucks in enemies, damages them, then fires them diagonally upward. Use it in an area with no ceilings, and you might send them soaring right off the screen!'' | |||
== | <center> | ||
<gallery> | |||
LuigiTrophy3DS.png|Classic (3DS) | |||
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=== | |||
* '''[[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. | ||
==[[Alternate costume (SSB4)#Luigi|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Luigi|Alternate costumes]]== | ||
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==Trivia== | ==Trivia== | ||
*Traditionally, Luigi has always been an [[unlockable character]] revealed after an installment of ''Super Smash Bros.'' had been released. However, ''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 | *The trophy description for Luigi in the North American version of {{forwiiu}} makes a reference to [http://www.knowyourmeme.com/memes/weegee Weegee], a popular internet meme. However, it could also be a reference to a number of games where he excitedly refers to himself as "Weegee". | ||
*Luigi's All-Star trophy in {{for3ds}} resembles his Adventure Mode trophy from ''[[Super Smash Bros. Melee]]'', albeit with a different costume. In comparison, his alt. trophy in {{forwiiu}} resembles his official artwork from | *Luigi's All-Star trophy in {{for3ds}} resembles his Adventure Mode trophy from ''[[Super Smash Bros. Melee]]'', albeit with a different costume. In comparison, his alt. trophy in {{forwiiu}} resembles his official artwork from ''Melee''. | ||
*In {{for3ds}}, the "Luigi (With Poltergust 3000)" trophy is titled erroneously. The Poltergust that Luigi is wielding in that trophy is actually the {{s|mariowiki|Poltergust 5000}} from ''{{s|mariowiki|Luigi's Mansion: Dark Moon}}'', as shown by it having both a slightly different canister and the {{s|mariowiki|Strobulb}} equipped. This was fixed for the [[PAL]] region's version. | *In {{for3ds}}, the "Luigi (With Poltergust 3000)" trophy is titled erroneously. The Poltergust that Luigi is wielding in that trophy is actually the {{s|mariowiki|Poltergust 5000}} from ''{{s|mariowiki|Luigi's Mansion: Dark Moon}}'', as shown by it having both a slightly different canister and the {{s|mariowiki|Strobulb}} equipped. This was fixed for the [[PAL]] region's version. | ||
*Due to Luigi's head 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. | ||
==References== | ==References== |