Editing Luigi (SSB4)

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


Luigi is ranked 18th out of 54 in the [[tier list]], placing him in the B tier. This is a significant improvement over his E tier placement in ''Brawl'', where he was ranked 28th out of 38, and is Luigi's best placement in the series. Luigi's most notable strength is the utility of his moveset: his overall fast frame data makes him difficult to [[Punishment|punish]] and supplements his very strong and consistent combo game; all his aerials can autocancel or even repeat in a short hop, generally have low startup and ending lag, are good for combos, and his sweetspotted neutral and back aerial are strong KO options; his excellent air game is complemented by his great jump height and favorable launch angles on a number of his grounded moves.
Luigi is ranked 18th out of 55 in the [[tier list]], placing him in the B tier. This is a significant improvement over his low-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, with [[Green Missile]] and [[Luigi Cyclone]] being risky to intercept.
Luigi's attributes have also improved. In addition to a much faster [[dash]]ing speed, his air game and aerial mobility benefit from his much faster [[fast falling]] speed; higher [[gravity]]; lower [[short hop]]; and higher [[jump]]. Lastly, Luigi's [[recovery]] remains unpredictable and long-distanced, as [[Green Missile]] and [[Luigi Cyclone]] are both risky to intercept.


However, Luigi has retained his noticeable weaknesses from previous installments. Luigi's mobility is still slow and awkward in spite of its improvements: his faster dashing speed is slightly below-average at best, while his low [[traction]] and slow [[air speed]] still largely hinder his [[out of shield]] options and recovery. Despite having a fairly quick [[projectile]], the majority of Luigi's moveset is short-ranged, which prevents him from racking up damage from a safe distance, especially against characters that have projectiles and/or disjointed [[hitbox]]es.
However, Luigi has retained his noticeable weaknesses from previous installments. Luigi's mobility is still slow and awkward in spite of its improvements: his faster dashing speed is slightly below-average at best, while his low [[traction]] and slow [[air speed]] still largely hinder his [[out of shield]] options, punishment ability, and the versatility of his recovery. Despite having Fireball, the majority of Luigi's range is still short, which prevents him from racking up damage from a safe distance, especially against characters that have projectiles and/or disjointed [[hitbox]]es.


Overall, Luigi tends to run hot-and-cold like in previous installments. He initially had a large playerbase and excellent results, the latter of which was demonstrated by {{Sm|J.Miller}} winning [[B.E.A.S.T 5]] with him. Although Luigi's playerbase has decreased since update 1.1.1 nerfed his combo game, he has nevertheless continued to achieve great success at local and regional tournaments, and respectable results at national tournaments. This has been most evident with {{Sm|Elegant}} barely finishing runner-up to {{Sm|MkLeo}} in [[GameTyrant Expo 2017]], which has caused Luigi's current tier placement to become somewhat debatable.
Overall, Luigi tends to run hot-and-cold like in previous installments. He initially had a large playerbase and excellent results, the latter of which was demonstrated by {{Sm|J.Miller}} winning [[B.E.A.S.T 5]] with him. Although update 1.1.1 nerfed Luigi's combo game to the point that his playerbase has decreased, he has nevertheless continued to achieve excellent results at local and regional tournaments, and respectable results at national tournaments. This has been most evident with {{Sm|Elegant}}, whose consistent success--his highest point being barely finishing runner-up to {{Sm|MkLeo}} in [[GameTyrant Expo 2017]]--has caused Luigi's current tier placement to become somewhat debatable.


==Attributes==
==Attributes==
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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 positive side, Luigi does have better air speed, a higher double jump, Luigi Cyclone travels more horizontal distance in the air and like with other characters, Luigi does benefit from the removal of [[edge hog]]ging and the increased speed of his air dodge. However, all of Luigi's specials are worse for recovering. [[Green Missile]] can no longer auto-snap the ledge, and the regular version no longer grants Luigi intangibility, making it a much riskier and exploitable recovery move. In addition to this, Luigi is less likely to get a misfire, although the misfire does now grant Luigi some intangibility. As mentioned before, Super Jump Punch covers less distance, both horizontally and vertically and despite all of its improvements, Luigi Cyclone covers less distance with button mashing, making it a less effective vertical recovery move.
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.
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*{{change|Dash's animation has slightly changed. Luigi now has a slightly different stance upon skidding to a stop.}}
*{{change|Dash's animation has slightly changed. Luigi now has a slightly different stance upon skidding to a stop.}}
*{{change|Jump's animation has changed. Luigi now performs the {{s|mariowiki|Scuttle}}, one of his signature techniques that debuted in ''{{s|mariowiki|Super Mario Bros. 2}}''.}}
*{{change|Jump's animation has changed. Luigi now performs the {{s|mariowiki|Scuttle}}, one of his signature techniques that debuted in ''{{s|mariowiki|Super Mario Bros. 2}}''.}}
*{{change|Luigi's victory pose where he makes gun motions with his fingers has been tweaked. He now keeps both eyes open during it instead of winking each eye in sync with the direction he sways his hands.}}
*{{change|Luigi’s victory pose where he makes gun motions with his fingers has been tweaked. He now keeps both eyes open during it instead of winking each eye in sync with the direction he sways his hands.}}
*{{change|Luigi's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}
*{{change|Luigi's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


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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, especially near ground level.}}
**{{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|Back aerial's clean hit has a sweetspot on Luigi's foot. This sweetspot deals more damage (12% → 14%) and its knockback was not compensated, greatly improving its KO potential.}}
**{{buff|Clean back aerial's 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]].}}
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**{{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 has now a sourspot on Luigi's legs. The sourspot deals noticeably less damage (12% → 8%) without compensation on its knockback, matching the late hit, no longer having any KO potential.}}
**{{nerf|The clean hit's leg hitbox is now a sourspot that deals less damage (12% → 8%), significantly hindering its KO potential.}}
***{{buff|However, this allows it to [[lock]] more efficiently.}}
**{{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. Since it's located on his feet instead of his chest, this makes it much easier and more consistent to meteor smash with down aerial.}}
**{{buff|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).}}
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|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Rump Thrust ({{ja|どんけつ|Donketsu}})
|neutralname=&nbsp;
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=5%
|neutral3dmg=5%
|neutraldesc=A {{s|wikipedia|one-two combo}} followed by a [[wikipedia:Professional wrestling attacks#Hip attack|hip thrust]]. It hits on frame 2, its last hit slightly moves Luigi forward, and it has a decent overall damage output. These traits makes it a safe, yet reliable damage racking option. Its first hit can also be [[jab cancel]]ed into his tilt attacks, down smash, standing grab and [[Super Jump Punch]], the latter of which is effective at high percents especially with [[rage]]. Its first two hits are based on the {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}'', which Luigi himself used in ''{{s|mariowiki|Super Mario 64 DS}}''.
|neutraldesc=A {{s|wikipedia|one-two combo}} followed by a [[wikipedia:Professional wrestling attacks#Hip attack|hip thrust]]. It hits on frame 2, its last hit slightly moves Luigi forward, and it has a decent overall damage output. These traits makes it a safe, yet reliable damage racking option. Its first hit can also be [[jab cancel]]ed into his tilt attacks, down smash, standing grab and [[Super Jump Punch]], the latter of which is effective at high percents especially with [[rage]]. Its first two hits are based on the {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}'', which Luigi himself used in ''{{s|mariowiki|Super Mario 64 DS}}''.
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltname=&nbsp;
|ftiltdmg=8%
|ftiltdmg=8%
|ftiltdesc=A wheel kick. It can be angled and is useful for locking opponents. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 55%.
|ftiltdesc=A wheel kick. It can be angled and is useful for locking opponents. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 55%.
|utiltname=Cat Punch ({{ja|ねこパンチ|Neko Panchi}})
|utiltname=&nbsp;
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=An overhead swipe. Due to its almost nonexistent base knockback, very high knockback growth and minimal overall lag, it is very useful for combos and juggling, similarly to {{SSB4|Mario}}'s up tilt. Compared to Mario's, it has longer horizontal range and is more effective at setting up aerial combos. However, its ending lag is very slightly higher than Mario's, and because of its knockback values, opponents can punish Luigi after getting hit until around 30%.
|utiltdesc=An overhead swipe. Due to its almost nonexistent base knockback, very high knockback growth and minimal overall lag, it is very useful for combos and juggling, similarly to {{SSB4|Mario}}'s up tilt. Compared to Mario's, it has longer horizontal range and is more effective at setting up aerial combos. However, its ending lag is very slightly higher than Mario's, and because of its knockback values, opponents can punish Luigi after getting hit until around 30%.
|dtiltname=Heel Kick ({{ja|かかとげり|Kakato Geri}})
|dtiltname=&nbsp;
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=A crouching foot slide. It can potentially [[trip]] opponents at low percents, can lock them like forward tilt, and covers edges well. However, it is ineffective outside of these purposes due to its short range, poor knockback, and no longer meteor smashing like in ''Brawl''.
|dtiltdesc=A crouching foot slide. It can potentially [[trip]] opponents at low percents, can lock them like forward tilt, and covers edges well. However, it is ineffective outside of these purposes due to its short range, poor knockback, and no longer meteor smashing like in ''Brawl''.
|dashname=Flurry Punches ({{ja|ぽこぽこパンチ|Pokopokok Panchi}})
|dashname=&nbsp;
|dashdmg=1% (hits 1-6), 2% (hit 7)
|dashdmg=1% (hits 1-6), 2% (hit 7)
|dashdesc=A series of rapid, childish punches. Due to it hitting on frame 4, it is the third fastest dash attack in the game, surpassed only by {{SSB4|Pac-Man}} and {{SSB4|Little Mac}}'s. However, it has a very punishable amount of ending lag, and its last hit cannot KO until very high percents.
|dashdesc=A series of rapid, childish punches. Due to it hitting on frame 4, it is the third fastest dash attack in the game, surpassed only by {{SSB4|Pac-Man}} and {{SSB4|Little Mac}}'s. However, it has a very punishable amount of ending lag, and its last hit cannot KO until very high percents.
|fsmashname=Hell Thrust ({{ja|地獄突き|Jigoku Tsuki}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|15}}
|fsmashdmg={{ChargedSmashDmgSSB4|15}}
|fsmashdesc=A knifehand thrust. In addition to being Luigi's most damaging smash attack, it has very high knockback growth and can be angled like his forward tilt. While near the edge of {{SSB4|Final Destination}}, it KOs middleweights at 99%/91% (''3DS''/''Wii U'') when angled upward, and at 101%/92% (''3DS''/''Wii U'') when not angled or angled downward. However, it hits on frame 12, which is the highest amount of startup lag out of Luigi's smash attacks. It also has moderate ending lag and very short range, although the latter can be somewhat alleviated with [[pivoting]], thanks to Luigi's pivot being tied with {{SSB4|Little Mac}}'s as the second longest in the game.
|fsmashdesc=A knifehand thrust. In addition to being Luigi's most damaging smash attack, it has very high knockback growth and can be angled like his forward tilt. While near the edge of {{SSB4|Final Destination}}, it KOs middleweights at 99%/91% (''3DS''/''Wii U'') when angled upward, and at 101%/92% (''3DS''/''Wii U'') when not angled or angled downward. However, it hits on frame 12, which is the highest amount of startup lag out of Luigi's smash attacks. It also has moderate ending lag and very short range, although the latter can be somewhat alleviated with [[pivoting]], thanks to Luigi's pivot being tied with {{SSB4|Little Mac}}'s as the second longest in the game.
|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|14}} (head), {{ChargedSmashDmgSSB4|12}} (body)
|usmashdmg={{ChargedSmashDmgSSB4|14}} (head), {{ChargedSmashDmgSSB4|12}} (body)
|usmashdesc=An upwards arcing headbutt, similar to {{SSB4|Mario}}'s up smash. It hits on frame 9, which is quite fast for a smash attack, and launches opponents at a vertical angle towards Luigi. Like Mario and {{SSB4|Dr. Mario}}'s up smashes, it renders his head [[intangible]] throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot. It can also function well as a [[slide smash]], thanks to Luigi's very low traction. Its sweetspot is located on Luigi's head and is strong enough to KO middleweights at 121%/112% (''3DS''/''Wii U'') from anywhere on Final Destination. However, its sourspot, which is located on his torso, is unreliable for KOing because of its much weaker power.
|usmashdesc=An upwards arcing headbutt, similar to {{SSB4|Mario}}'s up smash. It hits on frame 9, which is quite fast for a smash attack, and launches opponents at a vertical angle towards Luigi. Like Mario and {{SSB4|Dr. Mario}}'s up smashes, it renders his head [[intangible]] throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot. It can also function well as a [[slide smash]], thanks to Luigi's very low traction. Its sweetspot is located on Luigi's head and is strong enough to KO middleweights at 121%/112% (''3DS''/''Wii U'') from anywhere on Final Destination. However, its sourspot, which is located on his torso, is unreliable for KOing because of its much weaker power.
|dsmashname=Double Kick ({{ja|ダブルキック|Daburu Kikku}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (legs), {{ChargedSmashDmgSSB4|15}} (body)
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (legs), {{ChargedSmashDmgSSB4|15}} (body)
|dsmashdesc=A modified version of the {{s|mariowiki|Sweep Kick}}. Due to it hitting on frame 6, it has the lowest amount of startup lag out of Luigi's smash attacks. It also hits on both sides, which makes it very useful for punishing rolls. Thanks to its back hit's high knockback growth, its legs' hitbox is strong enough to KO middleweights at 115%/109% (''3DS''/''Wii U'') while near the edge of Final Destination. Although its body hitbox KOs slightly earlier, it is difficult to hit with because of having lower priority than the leg hitbox. In addition, its front hit is much weaker because of its lower knockback growth.
|dsmashdesc=A modified version of the {{s|mariowiki|Sweep Kick}}. Due to it hitting on frame 6, it has the lowest amount of startup lag out of Luigi's smash attacks. It also hits on both sides, which makes it very useful for punishing rolls. Thanks to its back hit's high knockback growth, its legs' hitbox is strong enough to KO middleweights at 115%/109% (''3DS''/''Wii U'') while near the edge of Final Destination. Although its body hitbox KOs slightly earlier, it is difficult to hit with because of having lower priority than the leg hitbox. In addition, its front hit is much weaker because of its lower knockback growth.
|nairname=Luigi Kick ({{ja|ルイージキック|Ruīji Kikku}})
|nairname=&nbsp;
|nairdmg=12% (clean), 6% (late)
|nairdmg=12% (clean), 6% (late)
|nairdesc=A flying kick, similar to Mario's neutral aerial. Due to it hitting on frame 3, it has the lowest amount of startup lag out of Luigi's aerials and is a very useful anti-pressure option. It is also the only [[sex kick]] in the game that has a vertical launching angle. As a result, its clean hitbox KOs middleweights at 122%/118% (''3DS''/''Wii U'') while near Final Destination's upper [[blast line]]. In comparison, its late hitbox is a very useful combo starter and approach option when [[SHFF]]'d.
|nairdesc=A flying kick, similar to Mario's neutral aerial. Due to it hitting on frame 3, it has the lowest amount of startup lag out of Luigi's aerials and is a very useful anti-pressure option. It is also the only [[sex kick]] in the game that has a vertical launching angle. As a result, its clean hitbox KOs middleweights at 122%/118% (''3DS''/''Wii U'') while near Final Destination's upper [[blast line]]. In comparison, its late hitbox is a very useful combo starter and approach option when [[SHFF]]'d.
|fairname=Crown Chop ({{ja|脳天チョップ|Nōten Choppu}})
|fairname=&nbsp;
|fairdmg=8%
|fairdmg=8%
|fairdesc=A downward knifehand chop. It is a reliable follow-up from down throw at low to medium percents, and is useful for edge-guarding or approaching. Its hitbox is positioned not only on Luigi's hand, but also slightly around his body.
|fairdesc=A downward knifehand chop. It is a reliable follow-up from down throw at low to medium percents, and is useful for edge-guarding or approaching. Its hitbox is positioned not only on Luigi's hand, but also slightly around his body.
|bairname=Rear Drop Kick ({{ja|後方ドロップキック|Kōhō Droppu Kikku}})
|bairname=&nbsp;
|bairdmg=14% (clean feet), 8% (clean legs, late)
|bairdmg=14% (clean feet), 8% (clean legs, late)
|bairdesc=A dropkick, similar to Mario's back aerial. It hits on frame 6, while its clean feet's hitbox has both an impressive damage output and high knockback growth. Altogether, these traits make it one of Luigi's most reliable KOing options. While near the edge of Final Destination, its clean feet hitbox KOs middleweights at 119%/108% (''3DS''/''Wii U''). It is also useful for approaching when used as part of a [[reverse aerial rush]]. However, it has a high amount of ending lag and is one of the few back aerials that can launch opponents in the opposite direction Luigi is facing, which can be undesirable for KOing especially if the sourspot at Luigi's legs is landed.
|bairdesc=A dropkick, similar to Mario's back aerial. It hits on frame 6, while its clean feet's hitbox has both an impressive damage output and high knockback growth. Altogether, these traits make it one of Luigi's most reliable KOing options. While near the edge of Final Destination, its clean feet hitbox KOs middleweights at 119%/108% (''3DS''/''Wii U''). It is also useful for approaching when used as part of a [[reverse aerial rush]]. However, it has a high amount of ending lag and is one of the few back aerials that can launch opponents in the opposite direction Luigi is facing, which can be undesirable for KOing especially if the sourspot at Luigi's legs is landed.
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairname=&nbsp;
|uairdmg=11% (clean), 7% (late)
|uairdmg=11% (clean), 7% (late)
|uairdesc=A bicycle kick, similar to Mario's up aerial. It is useful for combos like Mario's up aerial, and is Luigi's only reliable follow-up from down throw at high percents. Thanks to it having the lowest amount of landing lag out of his aerials, its clean hitbox can start combos at low percents when SHFF'd. However, its launching angle is lower than Mario's, which makes it less effective at combos and juggling past low percents.
|uairdesc=A bicycle kick, similar to Mario's up aerial. It is useful for combos like Mario's up aerial, and is Luigi's only reliable follow-up from down throw at high percents. Thanks to it having the lowest amount of landing lag out of his aerials, its clean hitbox can start combos at low percents when SHFF'd. However, its launching angle is lower than Mario's, which makes it less effective at combos and juggling past low percents.
|dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|dairname=&nbsp;
|dairdmg=10% (clean), 8% (late)
|dairdmg=10% (clean), 8% (late)
|dairdesc=A corkscrew double foot stomp. Its clean hit is a meteor smash, though it only lasts for 1 frame and only affects aerial opponents. When coupled with down throw, it can extend combos, or even act as a KO combo while near the edge. Conversely, its late hitbox is less effective for extending combos, and despite having much higher knockback growth, it is less effective for edge-guarding because of its slightly lower damage output.
|dairdesc=A corkscrew double foot stomp. Its clean hit is a meteor smash, though it only lasts for 1 frame and only affects aerial opponents. When coupled with down throw, it can extend combos, or even act as a KO combo while near the edge. Conversely, its late hitbox is less effective for extending combos, and despite having much higher knockback growth, it is less effective for edge-guarding because of its slightly lower damage output.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out. Luigi's standing grab has average range. However, each of his grabs have minimal lag, with his standing grab being particularly notable for being one of the fastest in the game. Thanks to his pivot being tied with Little Mac's as the second longest in the game, Luigi's [[pivot grab]] is also very effective.
|grabdesc=Reaches out. Luigi's standing grab has average range. However, each of his grabs have minimal lag, with his standing grab being particularly notable for being one of the fastest in the game. Thanks to his pivot being tied with Little Mac's as the second longest in the game, Luigi's [[pivot grab]] is also very effective.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=&nbsp;
|pummeldmg=3.2%
|pummeldmg=3.2%
|pummeldesc=A headbutt. Moderately slow, but tied with {{SSB4|Mr. Game & Watch}}'s as the fourth-most damaging pummel in the game.
|pummeldesc=A headbutt. Moderately slow, but tied with {{SSB4|Mr. Game & Watch}}'s as the fourth-most damaging pummel in the game.
|fthrowname=Swing-Around Throw ({{ja|ふり抜き投げ|Furinuki Nage}})
|fthrowname=&nbsp;
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Spins the opponent around once and throws them forward. Very fast and Luigi's second most damaging throw, but has very minimal utility outside of dealing damage and setting up edge-guards at high percents. Due to being a weight dependent throw, it can also combo into dash attack against most lightweights with momentum conserved from a dash grab, though this only works at very low percents and is less reliable than down throw combos.
|fthrowdesc=Spins the opponent around once and throws them forward. Very fast and Luigi's second most damaging throw, but has very minimal utility outside of dealing damage and setting up edge-guards at high percents. Due to being a weight dependent throw, it can also combo into dash attack against most lightweights with momentum conserved from a dash grab, though this only works at very low percents and is less reliable than down throw combos.
|bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowname=&nbsp;
|bthrowdmg=10% (throw), 6% (collateral)
|bthrowdmg=10% (throw), 6% (collateral)
|bthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. Luigi spins the opponent around while holding them by their legs three times before throwing them backwards. It can hit other opponents while spinning, which deals minor damage and knockback. It is Luigi's most damaging throw and his only one with KO potential, as it KOs middleweights at 151%/145% (''3DS''/''Wii U'') while near the edge of Final Destination. Based on the throw [[Mario]] uses against [[Bowser]] in ''Super Mario 64'', which Luigi himself used in ''Super Mario 64 DS''.
|bthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. Luigi spins the opponent around while holding them by their legs three times before throwing them backwards. It can hit other opponents while spinning, which deals minor damage and knockback. It is Luigi's most damaging throw and his only one with KO potential, as it KOs middleweights at 151%/145% (''3DS''/''Wii U'') while near the edge of Final Destination. Based on the throw [[Mario]] uses against [[Bowser]] in ''Super Mario 64'', which Luigi himself used in ''Super Mario 64 DS''.
|uthrowname=Throw Up ({{ja|スルーアップ|Surū Appu}})
|uthrowname=&nbsp;
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Heaves the opponent directly overhead with both hands. Like his forward throw, it is fast, but has very minimal utility outside of dealing damage. Its only other benefits are setting up into a forward aerial, up aerial or [[Luigi Cyclone]] against lightweights and fast-fallers at low percents.
|uthrowdesc=Heaves the opponent directly overhead with both hands. Like his forward throw, it is fast, but has very minimal utility outside of dealing damage. Its only other benefits are setting up into a forward aerial, up aerial or [[Luigi Cyclone]] against lightweights and fast-fallers at low percents.
|dthrowname=Hip Drop ({{ja|ヒップドロップ|Hippu Doroppu}})
|dthrowname=Hip Drop
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Shoves the opponent under himself and {{s|mariowiki|Ground Pound}}s them. It is Luigi's most useful throw and one of the most effective combo starters in the game, thanks to its below-average base knockback, average knockback growth and mostly vertical angle. It can combo reliably against any opponent: in regard to middleweights, follow-ups include forward smash at 0%-10%; up tilt, up smash, any aerial attack and Luigi Cyclone at low percentages; forward and back aerial at medium percentages; and up aerial at medium to high percentages. Although its combo potential wanes past 100% and/or while Luigi is affected by a high level of rage, Luigi Cyclone can also function as a mix-up against an opponent's air dodge at high percentages, and can even KO if they are hit by it close enough to the upper blast line.
|dthrowdesc=Shoves the opponent under himself and {{s|mariowiki|Ground Pound}}s them. It is Luigi's most useful throw and one of the most effective combo starters in the game, thanks to its below-average base knockback, average knockback growth and mostly vertical angle. It can combo reliably against any opponent: in regard to middleweights, follow-ups include forward smash at 0%-10%; up tilt, up smash, any aerial attack and Luigi Cyclone at low percentages; forward and back aerial at medium percentages; and up aerial at medium to high percentages. Although its combo potential wanes past 100% and/or while Luigi is affected by a high level of rage, Luigi Cyclone can also function as a mix-up against an opponent's air dodge at high percentages, and can even KO if they are hit by it close enough to the upper blast line.
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|dtauntdmg=2%
|dtauntdmg=2%
|dtauntdesc=Bashfully kicks to the ground. Its high fixed knockback value makes it a very potent meteor smash, allowing it to potentially OHKO a ledge-hanging opponent. However, it is held back by pitiful reach and slow start-up lag.
|dtauntdesc=Bashfully kicks to the ground. Its high fixed knockback value makes it a very potent meteor smash, allowing it to potentially OHKO a ledge-hanging opponent. However, it is held back by pitiful reach and slow start-up lag.
}}
===Stats===
{{Attributes
|cast = 58
|weight = 97
|rweight = 25-26
|dash = 1.28
|rdash = 56
|run = 1.5
|rrun = 38-42
|walk = 1.08
|rwalk = 34
|trac = 0.024
|rtrac = 58
|airfric = 0.0075
|rairfric = 43-49
|air = 0.7341766
|rair = 57
|baseaccel = 0.0
|rbaseaccel = 56-58
|addaccel = 0.075
|raddaccel = 17
|gravity = 0.075
|rgravity = 49-51
|fall = 1.25
|rfall = 53
|ff = 2.0
|rff = 53
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 44
|rjumpheight = 4
|shorthop = 19.984556
|rshorthop = 4
|djump = 41.305771
|rdjump = 7
}}
}}


===[[Announcer]] call===
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
<gallery>
Luigi English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Luigi English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Luigi German Announcer SSBU.wav|German
Luigi French Announcer SSBU.wav|French
Luigi Spanish Announcer SSBU.wav|Spanish
Luigi Italian Announcer SSBU.wav|Italian
Luigi Russian Announcer SSBU.wav|Russian
</gallery>
</gallery>


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|char=Luigi
|char=Luigi
|image-up=LuigiUpTauntSSB4.gif
|image-up=LuigiUpTauntSSB4.gif
|desc-up=Strikes a variety of poses in the following order: he faces the screen with one hand on his waist while displaying the {{s|wikipedia|V sign}} with the other, referencing his animation from ''Luigi's Mansion'' when he would find a key. Then he turns to the right slightly, pointing his hands that direction while giving a frightened look on his face. Then, he places his left hand just below his nose, similarly to his pose in official artwork for ''{{s|mariowiki|Mario & Luigi: Partners in Time}}''. Then he turns away from the screen and crouches depressingly, similarly to his {{s|mariowiki|Bogey}} animation in ''{{iw|mariowiki|Mario Golf|Nintendo 64}}''. Finally, he faces the screen once more and places both hands on his face while sporting a frightened look that is very similar to his expression on the cover of ''Luigi's Mansion''.
|desc-up=Strikes a variety of poses in the following order: he faces the screen with one hand on his waist while displaying the {{s|wikipedia|V sign}} with the other, referencing his animation from ''Luigi's Mansion'' when he would find a key. Then he turns to the right slightly, pointing his hands that direction while giving a frightened look on his face. Then, he places his left hand just below his nose, similarly to his pose in official artwork for ''{{s|mariowiki|Mario & Luigi: Partners in Time}}''. Then he turns away from the screen and crouches depressingly, similarly to his {{s|mariowiki|Bogey}} animation in ''[[mariowiki:Mario Golf (Nintendo 64)|Mario Golf]]''. Finally, he faces the screen once more and places both hands on his face while sporting a frightened look that is very similar to his expression on the cover of ''Luigi's Mansion''.
|desc-side=[[Wikipedia:Planking (fad)|Planks]] while saying "Pow! Pow!" Due to it moving Luigi forward into the [[Hitbox#Hitboxes in three dimensions|z-axis]] and lowering his hurtbox, some attacks may actually miss him as a result.
|desc-side=[[Wikipedia:Planking (fad)|Planks]] while saying "Pow! Pow!" Due to it moving Luigi forward into the [[Hitbox#Hitboxes in three dimensions|z-axis]] and lowering his hurtbox, some attacks may actually miss him as a result.<ref>[https://lh3.googleusercontent.com/-7885IIIrEnA/VG4AzEQnz7I/AAAAAAAAmuk/h0Pvg73hGrQ/w506-h284/f4b9736a-320d-494e-9fcd-2da95f3a2b19 Your favorite fighting game taunts.]</ref>
|desc-down=Bashfully kicks the ground while sighing. It deals 2% on contact, but also has drastically different effects depending on the opponent's position. If it hits an opponent that is hanging on an edge or is off-stage, it will powerfully [[meteor smash]] them. Conversely, if the opponent is on-stage, it weakly launches them vertically. It is similar to the animation Luigi performs when he loses a {{s|mariowiki|minigame}} in ''{{s|mariowiki|Mario Party 2}}''.}}
|desc-down=Bashfully kicks the ground while sighing. It deals 2% on contact, but also has drastically different effects depending on the opponent's position. If it hits an opponent that is hanging on an edge or is off-stage, it will powerfully [[meteor smash]] them. Conversely, if the opponent is on-stage, it weakly launches them vertically. It is similar to the animation Luigi performs when he loses a {{s|mariowiki|minigame}} in ''{{s|mariowiki|Mario Party 2}}''.}}


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|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 players (SSB4)]]''
''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.''


*{{Sm|Elegant|USA}} - The best Luigi player of all-time. He made his mark on the scene by becoming the best Luigi player past the 1.1.1. update, placing 7th at {{Trn|2GGT: Abadango Saga}} and top 16 at a few other 2GGT events held in 2016. He most notably placed 2nd at {{Trn|GameTyrant Expo 2017}}, defeating {{Sm|MkLeo}} and {{Sm|Ally}} and marks the best run seen by a Luigi player in all of ''Smash  4''. He peaked at 11th on the [[Panda Global Rankings v4]] and placed 27th on the [[PGR 100]], the highest seen by any solo-Luigi player.
''See also: [[:Category:Luigi professionals (SSB4)]]''
*{{Sm|J.Miller|UK}} - The best Luigi player in Europe as well as one of the best players from Europe during the early metagame. He notably won at {{Trn|B.E.A.S.T 5}} and placed 17th at {{Trn|Apex 2015}}, some of the biggest ''Smash 4'' tournaments in the game's first year. As the meta progressed in Europe, he still maintained strong results at more populated tournaments in the country, placing 9th at both {{Trn|B.E.A.S.T 7}} and {{Trn|Smashdown World}}.
 
*{{Sm|MrConCon|USA}} - The best Luigi player in the world during the early metagame, prior to the 1.1.1. update. He made two notable milestones with the character around this time, being the first person to defeat {{Sm|ZeRo}} in a tournament set, doing so at the local [http://challonge.com/oomba4smash Smash 4 Oomba 5/1], as well as being the first ever solo-Luigi player to be globally ranked with 36th on the [[Panda Global Rankings v1]]. Even past Elegant's rise in the scene, he was still in contention for one of the best Luigi players in the world, placing 7th at {{Trn|IBP Masters Showdown}} and 33rd at {{Trn|2GGC: Civil War}}.  
*{{Sm|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|Ron|Japan}} - Tri-mained Luigi alongside {{SSB4|Mario}} and {{SSB4|Yoshi}} and is considered the best Luigi player in Japan. His tri-main efficiency brought him a win at {{Trn|Sumabato 18}}, using Luigi to defeat {{Sm|Shuton}} in winners finals. He particularly used Mario and Luigi at many other Sumabato events, most notably seen in his runner-up finishes at {{Trn|Sumabato 12}} and {{Trn|Sumabato 20}}. He ranked 57th on the [[PGR 100]] with Luigi as one of his characters.
*{{Sm|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|Shoyo James|USA}} - Co-mained Luigi alongside {{SSB4|Diddy Kong}} and is one of the best Luigi players in the United States, placing 54th on the [[PGR 100]]. As a co-main, he would occasionally opt to use Luigi against Diddy Kong, shown in his victories against {{Sm|Zinoto}} at his 7th place finish at {{Trn|Showdown: Battle Royale 2}} and {{Sm|MVD}} at his 13th place finish at {{Trn|Frostbite 2017}}. His best win as Luigi was against {{Sm|Ally}} at his 2nd place finish at {{Trn|Midwest Mayhem 6: SoCal Invasion}}.
*{{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}} (#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}} (#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.
==In Solo Modes==
===[[All-Star Mode]]===
In All-Star Mode, Luigi is fought in Stage 1 in the 3DS version or Stage 7 in the Wii U version alongside {{SSB4|Mario}}, {{SSB4|Donkey Kong}}, {{SSB4|Mr. Game & Watch}}, {{SSB4|Little Mac}}, and {{SSB4|Pac-Man}}.
==={{GameIcon|SSB4-U}}[[Event Match]]es===
====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.
* '''[[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.
====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.
* '''[[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.
* '''[[Wrecking Bros.]]''': Luigi and Mario must destroy the entirety of [[Wrecking Crew]] while Wario and {{SSB4|King Dedede}} try to interfere.
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Luigi.png|Classic Mode
SSB4-3DS Congratulations All-Star Luigi.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Luigi.png|Classic Mode
SSB4-Wii U Congratulations All-Star Luigi.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
==[[Trophies]]==
Luigi's default trophy is obtained by clearing Classic Mode as Luigi. His alternate trophy is obtained by clearing All-Star Mode as Luigi in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Poltergust 5000 trophy is obtained only in the Wii U version by clearing All-Star Mode as Luigi.
{{Trophy/Fighter
{{Trophy/Fighter
|name=Luigi
|name=Luigi
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}}
}}
{{clrl}}
{{clrl}}
==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.
* '''[[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.
===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.
* '''[[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.
* '''[[Wrecking Bros.]]''': Luigi and Mario must destroy the entirety of [[Wrecking Crew]] while Wario and {{SSB4|King Dedede}} try to interfere.


==[[Alternate costume (SSB4)#Luigi|Alternate costumes]]==
==[[Alternate costume (SSB4)#Luigi|Alternate costumes]]==
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==Trivia==
==Trivia==
*Traditionally, Luigi has always been an [[unlockable character]] revealed after an installment of ''Super Smash Bros.'' had been released. However, ''Super Smash Bros. 4'' is the first (and currently the only) installment to break that tradition, as he was both revealed before release and is now a [[starter character]], instead of an unlockable one.
*Traditionally, Luigi has always been an unlockable character revealed after an installment of ''Super Smash Bros.'' had been released. However, ''Super Smash Bros. 4'' is the first (and currently the only) installment to break that tradition, as he was both revealed before release and is now a [[starter character]], instead of an [[unlockable character]].
**He was also the first of the original four unlockable characters to be confirmed for ''Super Smash Bros. 4''.
***However he is the only one of the original four unlockable characters as well as the last "perfect-attendance crew" to be confirmed in 2013.
*Luigi's official artwork is based on his side [[taunt]].
*Luigi's official artwork is based on his side [[taunt]].
*[[Beta elements (SSB4)|Early in ''SSB4''{{'}}s development]], Luigi could [[wall jump]]. However, this was scrapped in the final release.
*[[Beta elements (SSB4)|Early in ''SSB4''{{'}}s development]], Luigi could [[wall jump]]. However, this was scrapped in the final release.
*The trophy description for Luigi in the North American version of {{forwiiu}} makes a reference to [http://www.knowyourmeme.com/memes/weegee Weegee], a popular Internet meme. However, it could also be a reference to a number of games where he excitedly refers to himself as "Weegee".
*The trophy description for Luigi in the North American version of {{forwiiu}} makes a reference to [http://www.knowyourmeme.com/memes/weegee Weegee], a popular internet meme. However, it could also be a reference to a number of games where he excitedly refers to himself as "Weegee".
*Luigi's All-Star trophy in {{for3ds}} resembles his Adventure Mode trophy from ''[[Super Smash Bros. Melee]]'', albeit with a different costume. In comparison, his alt. trophy in {{forwiiu}} resembles his official artwork from his [[Smabura-Ken]] page.
*Luigi's All-Star trophy in {{for3ds}} resembles his Adventure Mode trophy from ''[[Super Smash Bros. Melee]]'', albeit with a different costume. In comparison, his alt. trophy in {{forwiiu}} resembles his official artwork from ''Melee''.
*In {{for3ds}}, the "Luigi (With Poltergust 3000)" trophy is titled erroneously. The Poltergust that Luigi is wielding in that trophy is actually the {{s|mariowiki|Poltergust 5000}} from ''{{s|mariowiki|Luigi's Mansion: Dark Moon}}'', as shown by it having both a slightly different canister and the {{s|mariowiki|Strobulb}} equipped. This was fixed for the [[PAL]] region's version.
*In {{for3ds}}, the "Luigi (With Poltergust 3000)" trophy is titled erroneously. The Poltergust that Luigi is wielding in that trophy is actually the {{s|mariowiki|Poltergust 5000}} from ''{{s|mariowiki|Luigi's Mansion: Dark Moon}}'', as shown by it having both a slightly different canister and the {{s|mariowiki|Strobulb}} equipped. This was fixed for the [[PAL]] region's version.
*Due to Luigi's head coming forward into the [[Hitbox#Hitboxes in three dimensions|z-axis]] when he [[crouch]]es, he can avoid certain projectiles that go behind his head.
*Due to Luigi's head coming forward into the [[Hitbox#Hitboxes in three dimensions|z-axis]] when he [[crouch]]es, he can avoid certain projectiles that go behind his head.

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