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-mid 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 excellent 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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==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. | 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. | ||
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. | 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. | ||
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. | 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. | ||
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. | 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. | ||
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. | 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. | ||
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). | 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. | 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 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 | Luigi's recovery in general is now worse due to the changes to his specials. On the position 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. | 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. | 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. | 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. | ||
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===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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*[[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 in the direction Luigi is facing.}} | **{{change|Forward tilt now always launches opponents in the direction Luigi is facing.}} | ||
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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.}} | ||
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*[[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.}} | ||
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**{{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|Neutral aerial has more landing lag (10 frames → 14).}} | **{{nerf|Neutral aerial has more 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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**{{nerf|Forward aerial has a new, longer animation (34 frames → 39), increasing the amount of time Luigi cannot grab ledges after performing the move.}} | **{{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| | **{{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 more 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 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 hit's lower knockback).}} | **{{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).}} | ||
***{{buff|However, this also significantly improves its combo potential.}} | ***{{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 has a much smaller hitbox (3.3u/5u/5u → 2.5u).}} | ||
Line 257: | Line 256: | ||
**{{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).}} | ||
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**{{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 289: | ||
**{{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 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'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.}} | ||
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**{{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|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|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|The grounded version has more startup both on its hitbox and intangibility (frame 6 → 8).}} | ||
**{{nerf|Super Jump Punch's already high landing lag has been significantly increased (45 frames → 67).}} | **{{nerf|Super Jump Punch's already high landing lag has been significantly increased (45 frames → 67).}} | ||
**{{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.}} | **{{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.}} | ||
**{{nerf|The grounded version's sweetspot is smaller (2.4u → 2.2u).}} | **{{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|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 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 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 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|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.}} | ***{{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°) 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|The higher knockback on the aerial version also improves its edgeguarding potential.}} | ***{{buff|The higher knockback on the aerial version also improves its edgeguarding potential.}} | ||
***{{nerf|However, the far hitboxes on the grounded version can often send opponents away from Luigi, hindering its reliability from far range.}} | ***{{nerf|However, the far hitboxes on the grounded version can often send opponents away from Luigi, hindering its reliability from far range.}} | ||
***{{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).}} | ***{{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|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|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|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).}} | **{{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|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|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)/ | **{{nerf|Luigi Cyclone deals less damage (2% (loop hits)/4% (final hit)/12% (ground total)/105 (aerial total) → 1.5%/3%/9%).}} | ||
**{{nerf|Luigi Cyclone has reduced ground speed (2.35 → 1.9).}} | **{{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|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 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 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 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 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 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.}} | **{{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]]: | ||
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|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 ''{{s|mariowiki|Super Mario 64}}'', which Luigi himself used in ''{{s|mariowiki|Super Mario 64 DS}}''. | |neutraldesc=A {{s|wikipedia|one-two combo}} followed by a [[wikipedia:Professional wrestling attacks#Hip attack|hip thrust]]. It hits on frame 2, its last hit slightly moves Luigi forward, and it has a decent overall damage output. These traits makes it a safe, yet reliable damage racking option. Its first hit can also be [[jab cancel]]ed into his tilt attacks, down smash, standing grab and [[Super Jump Punch]], the latter of which is effective at high percents especially with [[rage]]. Its first two hits are based on the {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}'', which Luigi himself used in ''{{s|mariowiki|Super Mario 64 DS}}''. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=8% | |ftiltdmg=8% | ||
|ftiltdesc=A wheel kick. It can be angled and is useful for locking opponents. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 55%. | |ftiltdesc=A wheel kick. It can be angled and is useful for locking opponents. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 55%. | ||
|utiltname= | |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''/''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= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (legs), {{ChargedSmashDmgSSB4|15}} (body) | |dsmashdmg={{ChargedSmashDmgSSB4|14}} (legs), {{ChargedSmashDmgSSB4|15}} (body) | ||
|dsmashdesc=A modified version of the {{s|mariowiki|Sweep Kick}}. Due to it hitting on frame 6, it has the lowest amount of startup lag out of Luigi's smash attacks. It also hits on both sides, which makes it very useful for punishing rolls. Thanks to its back hit's high knockback growth, its legs' hitbox is strong enough to KO middleweights at 115%/109% (''3DS''/''Wii U'') while near the edge of Final Destination. Although its body hitbox KOs slightly earlier, it is difficult to hit with because of having lower priority than the leg hitbox. In addition, its front hit is much weaker because of its lower knockback growth. | |dsmashdesc=A modified version of the {{s|mariowiki|Sweep Kick}}. Due to it hitting on frame 6, it has the lowest amount of startup lag out of Luigi's smash attacks. It also hits on both sides, which makes it very useful for punishing rolls. Thanks to its back hit's high knockback growth, its legs' hitbox is strong enough to KO middleweights at 115%/109% (''3DS''/''Wii U'') while near the edge of Final Destination. Although its body hitbox KOs slightly earlier, it is difficult to hit with because of having lower priority than the leg hitbox. In addition, its front hit is much weaker because of its lower knockback growth. | ||
|nairname= | |nairname= | ||
|nairdmg=12% (clean), 6% (late) | |nairdmg=12% (clean), 6% (late) | ||
|nairdesc=A flying kick, similar to Mario's neutral aerial. Due to it hitting on frame 3, it has the lowest amount of startup lag out of Luigi's aerials and is a very useful anti-pressure option. It is also the only [[sex kick]] in the game that has a vertical launching angle. As a result, its clean hitbox KOs middleweights at 122%/118% (''3DS''/''Wii U'') while near Final Destination's upper [[blast line]]. In comparison, its late hitbox is a very useful combo starter and approach option when [[SHFF]]'d. | |nairdesc=A flying kick, similar to Mario's neutral aerial. Due to it hitting on frame 3, it has the lowest amount of startup lag out of Luigi's aerials and is a very useful anti-pressure option. It is also the only [[sex kick]] in the game that has a vertical launching angle. As a result, its clean hitbox KOs middleweights at 122%/118% (''3DS''/''Wii U'') while near Final Destination's upper [[blast line]]. In comparison, its late hitbox is a very useful combo starter and approach option when [[SHFF]]'d. | ||
|fairname= | |fairname= | ||
|fairdmg=8% | |fairdmg=8% | ||
|fairdesc=A downward knifehand chop. It is a reliable follow-up from down throw at low to medium percents, and is useful for edge-guarding or approaching. Its hitbox is positioned not only on Luigi's hand, but also slightly around his body. | |fairdesc=A downward knifehand chop. It is a reliable follow-up from down throw at low to medium percents, and is useful for edge-guarding or approaching. Its hitbox is positioned not only on Luigi's hand, but also slightly around his body. | ||
|bairname= | |bairname= | ||
|bairdmg=14% (clean feet), 8% (clean legs, late) | |bairdmg=14% (clean feet), 8% (clean legs, late) | ||
|bairdesc=A dropkick, similar to Mario's back aerial. It hits on frame 6, while its clean feet's hitbox has both an impressive damage output and high knockback growth. Altogether, these traits make it one of Luigi's most reliable KOing options. While near the edge of Final Destination, its clean feet hitbox KOs middleweights at 119%/108% (''3DS''/''Wii U''). It is also useful for approaching when used as part of a [[reverse aerial rush]]. However, it has a high amount of ending lag and is one of the few back aerials that can launch opponents in the opposite direction Luigi is facing, which can be undesirable for KOing especially if the sourspot at Luigi's legs is landed. | |bairdesc=A dropkick, similar to Mario's back aerial. It hits on frame 6, while its clean feet's hitbox has both an impressive damage output and high knockback growth. Altogether, these traits make it one of Luigi's most reliable KOing options. While near the edge of Final Destination, its clean feet hitbox KOs middleweights at 119%/108% (''3DS''/''Wii U''). It is also useful for approaching when used as part of a [[reverse aerial rush]]. However, it has a high amount of ending lag and is one of the few back aerials that can launch opponents in the opposite direction Luigi is facing, which can be undesirable for KOing especially if the sourspot at Luigi's legs is landed. | ||
|uairname= | |uairname= | ||
|uairdmg=11% (clean), 7% (late) | |uairdmg=11% (clean), 7% (late) | ||
|uairdesc=A bicycle kick, similar to Mario's up aerial. It is useful for combos like Mario's up aerial, and is Luigi's only reliable follow-up from down throw at high percents. Thanks to it having the lowest amount of landing lag out of his aerials, its clean hitbox can start combos at low percents when SHFF'd. However, its launching angle is lower than Mario's, which makes it less effective at combos and juggling past low percents. | |uairdesc=A bicycle kick, similar to Mario's up aerial. It is useful for combos like Mario's up aerial, and is Luigi's only reliable follow-up from down throw at high percents. Thanks to it having the lowest amount of landing lag out of his aerials, its clean hitbox can start combos at low percents when SHFF'd. However, its launching angle is lower than Mario's, which makes it less effective at combos and juggling past low percents. | ||
|dairname= | |dairname= | ||
|dairdmg=10% (clean), 8% (late) | |dairdmg=10% (clean), 8% (late) | ||
|dairdesc=A corkscrew double foot stomp. Its clean hit is a meteor smash, though it only lasts for 1 frame and only affects aerial opponents. When coupled with down throw, it can extend combos, or even act as a KO combo while near the edge. Conversely, its late hitbox is less effective for extending combos, and despite having much higher knockback growth, it is less effective for edge-guarding because of its slightly lower damage output. | |dairdesc=A corkscrew double foot stomp. Its clean hit is a meteor smash, though it only lasts for 1 frame and only affects aerial opponents. When coupled with down throw, it can extend combos, or even act as a KO combo while near the edge. Conversely, its late hitbox is less effective for extending combos, and despite having much higher knockback growth, it is less effective for edge-guarding because of its slightly lower damage output. | ||
|grabname= | |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-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= | |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 [[wikpedia:Professional wrestling throws#Giant swing|giant swing]]. Luigi spins the opponent around while holding them by their legs three times before throwing them backwards. It can hit other opponents while spinning, which deals minor damage and knockback. It is Luigi's most damaging throw and his only one with KO potential, as it KOs middleweights at 151%/145% (''3DS''/''Wii U'') while near the edge of Final Destination. Based on the throw [[Mario]] uses against [[Bowser]] in ''Super Mario 64'', which Luigi himself used in ''Super Mario 64 DS''. | ||
|uthrowname= | |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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|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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|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. | |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. | ||
}} | }} | ||
===[[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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|set10=3231 | |set10=3231 | ||
}} | }} | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--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 --> | <!--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 --> | ||
''See also: [[:Category:Luigi | ''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.'' | ||
''See also: [[:Category:Luigi professionals (SSB4)]]'' | |||
*{{Sm|Elegant|USA}} - The best Luigi player | *{{Sm|Elegant|USA}} (#27) - The best Luigi player in the world. Placed 2nd at {{Trn|GameTyrant Expo 2017}}, 5th at both {{Trn|2GG Championship}} and {{Trn|Smash 'N' Splash 4}}, and 7th at both {{Trn|2GGT: Abadango Saga}} and {{Trn|2GGC: Nairo Saga}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Nairo}}, and {{Sm|Salem}}. | ||
*{{Sm|J.Miller|UK}} - The best Luigi player in Europe as well as one of the best players from Europe during the early metagame. | *{{Sm|J.Miller|UK}} - The best Luigi player in Europe as well as one of the best players from Europe during the early metagame. Placed 1st at {{Trn|B.E.A.S.T 5}}, 9th at both {{Trn|B.E.A.S.T 7}} and {{Trn|Smashdown World}}, and 17th at both {{Trn|Apex 2015}} and {{Trn|Syndicate 2016}}. | ||
*{{Sm|MrConCon|USA}} - The best Luigi player in the world during the early metagame, prior to the 1.1.1. update. | *{{Sm|MrConCon|USA}} - The best Luigi player in the world during the early metagame, prior to the 1.1.1. update. Placed 7th at {{Trn|IBP Masters Showdown}}, 9th at both {{Trn|2GGT: FOW Saga}} and {{Trn|2GGT: Fresh Saga}}, 25th at {{Trn|EVO 2015}}, and 33rd at {{Trn|2GGC: Civil War}}. He was the first person to defeat {{Sm|ZeRo}} and has also defeated players such as {{Sm|Mr.R}} and {{Sm|VoiD}}. | ||
*{{Sm|Ron|Japan}} - Tri-mained Luigi alongside {{SSB4|Mario}} and {{SSB4|Yoshi}} and is considered the best Luigi player in Japan. | *{{Sm|Ron|Japan}} (#57) - Tri-mained Luigi alongside {{SSB4|Mario}} and {{SSB4|Yoshi}} and is considered the best Luigi player in Japan. Placed 1st at {{Trn|Sumabato 18}}, 2nd at both {{Trn|Sumabato 12}} and {{Trn|Sumabato 20}}, 3rd at {{Trn|Sumabato Tokaigi Qualifier 2}}, and 5th at {{Trn|Sumabato Tokaigi Qualifier 1}}. | ||
*{{Sm|Shoyo James|USA}} - Co-mained Luigi alongside {{SSB4|Diddy Kong}} and is one of the best Luigi players in the United States | *{{Sm|Shoyo James|USA}} (#54) - Co-mained Luigi alongside {{SSB4|Diddy Kong}} and is one of the best Luigi players in the United States. Placed 2nd at {{Trn|Midwest Mayhem 6: SoCal Invasion}}, 7th at both {{Trn|Super Smash Con 2017}} and {{Trn|Smash 'N' Splash 4}}, 9th at {{Trn|Smash 'N' Splash 3}}, and 13th at {{Trn|Frostbite 2018}} with wins over players such as {{Sm|Ally}} and {{Sm|Zinoto}}. | ||
===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]]== | |||
:'''Luigi''' | |||
In | ::{{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 | *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== |