Editing Luigi (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 17: Line 17:
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 54 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==
Line 55: Line 55:


==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 mid-to-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. Much like [[Mario (SSBB)|his older brother]], Luigi also fit poorly 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. ''Brawl{{'}}''s slower and more defensive playstyle also affected him negatively because his terrible traction left him with one of the worst defensive games and out-of-shield of the roster, as he would get pushed too far to punish out of shield, and even with the game's low shieldstun, this also caused some normally unsafe moves on shield to be safe against him, and he was too slow to properly react, something that was very important in ''Brawl{{'}}''s metagame, leaving him with an inconsistent punish game and very vulnerable to punishes out of shield.


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 was mostly nerfed directly, the alteration or removal of the universal mechanics in ''Brawl'' significantly benefit him, allowing him to use his strengths much more efficiently. As a result, he has been significantly buffed overall in the transition.


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. He also jumps higher and his short hop is lower, improving his already solid air game. 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 is a now stronger KO move, as it has a sweetspot on his feet, though the hitbox on his legs are now a sourspot like the late hit, which allows it to [[lock]] more consistently but it also removes the new sourspot's KO potential.


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.
Line 67: Line 67:
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, receiving more nerfs than buffs overall. His overall frame data, while remaining one of the fastest of the cast, has been toned down, with a handful of his attacks having shorter durations or increased startup or ending lag, and his neutral, back and down aerial have more landing lag as well. 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, losing its [[interruptibility]]), 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, while the increased knockback on his back aerial, grounded [[Luigi Cyclone]] and his down smash's back hit don't fully compensate for it.


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 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 Cyclone also has worse KO potential in the air, a less favourable angle on the hitboxes on his arms, worse frame data and its range has taken a hit, covering his body less.


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 slower on the ground, which combined with the higher shieldstun, makes it incapable of punishing more attacks out of shield, 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.
Line 79: Line 79:
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.


Despite these changes along with the introduction of {{SSB4|Cloud}} and Bayonetta in later patches, Luigi managed to sit comfortably in high tier within the later stages of the game's meta, and he overall managed to achieve consistent success in competitive play. All in all, despite still having diffiulty approaching due to his poor mobility and range, in addition to having toned down frame data, KO power and an even more exploitable recovery, Luigi is one of the most improved characters in ''Smash 4'' (even if it is largely due to the game's universal changes), alongside {{SSB4|Mario}}, {{SSB4|Captain Falcon}}, {{SSB4|Bowser}}, {{SSB4|Mewtwo}}, {{SSB4|Sheik}}, and {{SSB4|Sonic}}.
Despite these changes along with the introduction of {{SSB4|Cloud}} and Bayonetta in later patches, Luigi managed to sit comfortably in high tier within the later stages of the game's meta, and he overall managed to achieve consistent success in competitive play. All in all, despite still having diffiulty approaching due to his poor mobility and range, in addition to having toned down frame data, KO power and an even more exploitable recovery, Luigi is one of the most improved characters in ''Smash 4'' (even if it is largely due to the game's universal changes), alongside {{SSB4|Mario|his brother}}, {{SSB4|Captain Falcon}}, {{SSB4|Bowser}}, {{SSB4|Mewtwo}}, {{SSB4|Sheik}}, and {{SSB4|Sonic}}.


===Aesthetics===
===Aesthetics===
Line 89: Line 89:
*{{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.}}


Line 166: Line 166:
**{{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''.}}
Line 178: Line 178:
***{{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°), making it more susceptible to DI.}}
**{{buff|The second hit has much higher knockback scaling (80 → 104), improving its KO potential despite its lower damage/lower launch angle.}}
**{{buff|The second hit has much higher knockback scaling (80 → 104), improving its KO potential despite its lower damage and less favourable launch angle.}}
**{{buff|The body hitbox is slightly larger (3.84u → 4u).}}
**{{buff|The body hitbox is slightly larger (3.84u → 4u).}}


Line 210: Line 210:
**{{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. Since it's located on Luigi's feet instead of his chest, 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).}}
Line 328: Line 328:
**{{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, especially for the hitboxes on Luigi's arms (90° → 70°/90° (grounded)70°/89° (aerial)). The worse angle for those hitboxes in particular hinders the move's KO potential (especially in the air) and makes 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.}}
Line 357: Line 357:
|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.
Line 380: Line 380:
|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.
Line 409: Line 409:
|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.
Line 558: Line 558:


==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Since ''SSB4''{{'}}s release, Luigi's placement was a topic of debate, as his buffs were quickly acknowledged in his transition from ''Brawl'' and saw him perceived as a mid-tier character. Positive opinions on Luigi, however, saw a sudden rise from early to mid-2015, as players recognized his down throw's outstanding combo potential. In addition, he was noted for having an even matchup against {{SSB4|Diddy Kong}}, then considered the best character in the game, thanks to multiple high-profile cases of a Luigi player defeating a noteworthy Diddy Kong player in tournaments. The most notable instance of this was {{Sm|Mr. ConCon}} achieving a bracket reset against {{Sm|ZeRo}}. Thanks to these traits, Luigi was perceived by the community as both a viable main and a top-tier character, despite having fairly limited usage at high-level play.
However, Luigi's perception underwent a noticeable drop after update [[1.1.1]] altered his down throw's knockback to the point of heavily altering its guaranteed KO set-ups, and brought about changes to shield mechanics that made it harder for him to punish [[out of shield]]. Despite this, Luigi's down throw has shown to actually possess better combo potential at low to medium percentages, which was notably demonstrated by {{Sm|Poke}} and {{Sm|Boss}}. When coupled with his impressive performances up to update 1.1.1, Luigi was ranked 16th on the first [[tier list]], his best ranking in the series at the time.
Although Luigi's combo potential remained largely intact, many players nevertheless dropped him because of his combo game's newfound flaws. This, in turn, was further compounded by the release of the DLC characters {{SSB4|Corrin}} and {{SSB4|Bayonetta}}, two matchups considered unfavorable for him at the time. As a result, Luigi was ranked 29th on the second tier list, which saw him go from being the third highest ranked mid-tier character to the middle of the mid-tier. Although respectable, this placement was nevertheless a considerable downturn, as Luigi's tier drop was tied with {{SSB4|Wario}}'s for the second largest between the first and second tier lists.
Thanks to his consistently strong results in some regions, Luigi was ranked 26th on the third tier list. Incidentally, this placement is roughly similar to where he was viewed as being in accordance to popular opinion during the very early months of ''SSB4''{{'}}s lifespan. Luigi's tier status would then improve even further, thanks to {{Sm|Elegant}} placing 2nd at [[GameTyrant Expo 2017]] and 5th at [[2GG Championship]]. In addition to these results, Luigi has managed to consistently achieve respectable results at the regional and national level, thanks to the efforts of {{Sm|Mr. ConCon}}, {{Sm|Scot!}} and {{Sm|Ron}}. To reflect his renewed tournament success, Luigi was ranked 18th on the fourth and current tier list, about equal to his rank before the down throw nerf, with some players arguing that Luigi should be ranked even higher.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 572: Line 580:
|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 -->
''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 players (SSB4)]]''
''See also: [[:Category:Luigi players (SSB4)]]''


*{{Sm|Elegant|USA}} - The best Luigi player of all-time. He made his mark on the scene by becoming the best Luigi player past the 1.1.1. update, placing 7th at {{Trn|2GGT: Abadango Saga}} and top 16 at a few other 2GGT events held in 2016. He most notably placed 2nd at {{Trn|GameTyrant Expo 2017}}, defeating {{Sm|MkLeo}} and {{Sm|Ally}} and marks the best run seen by a Luigi player in all of ''Smash  4''. He peaked at 11th on the [[Panda Global Rankings v4]] and placed 27th on the [[PGR 100]], the highest seen by any solo-Luigi player.
*{{Sm|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. 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|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. 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|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. 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|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, 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|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===
Since ''SSB4''{{'}}s release, Luigi's placement was a topic of debate, as his buffs were quickly acknowledged in his transition from ''Brawl'' and saw him perceived as a mid-tier character. Positive opinions on Luigi, however, saw a sudden rise from early to mid-2015, as players recognized his down throw's outstanding combo potential. In addition, he was noted for having an even matchup against {{SSB4|Diddy Kong}}, then considered the best character in the game, thanks to multiple high-profile cases of a Luigi player defeating a noteworthy Diddy Kong player in tournaments. The most notable instance of this was {{Sm|Mr. ConCon}} achieving a bracket reset against {{Sm|ZeRo}}. Thanks to these traits, Luigi was perceived by the community as both a viable main and a top-tier character, despite having fairly limited usage at high-level play.
 
However, Luigi's perception underwent a noticeable drop after update [[1.1.1]] altered his down throw's knockback to the point of heavily altering its guaranteed KO set-ups, and brought about changes to shield mechanics that made it harder for him to punish [[out of shield]]. Despite this, Luigi's down throw has shown to actually possess better combo potential at low to medium percentages, which was notably demonstrated by {{Sm|Poke}} and {{Sm|Boss}}. When coupled with his impressive performances up to update 1.1.1, Luigi was ranked 16th on the first [[tier list]], his best ranking in the series at the time.
 
Although Luigi's combo potential remained largely intact, many players nevertheless dropped him because of his combo game's newfound flaws. This, in turn, was further compounded by the release of the DLC characters {{SSB4|Corrin}} and {{SSB4|Bayonetta}}, two matchups considered unfavorable for him at the time. As a result, Luigi was ranked 29th on the second tier list, which saw him go from being the third highest ranked mid-tier character to the middle of the mid-tier. Although respectable, this placement was nevertheless a considerable downturn, as Luigi's tier drop was tied with {{SSB4|Wario}}'s for the second largest between the first and second tier lists.
 
Thanks to his consistently strong results in some regions, Luigi was ranked 26th on the third tier list. Incidentally, this placement is roughly similar to where he was viewed as being in accordance to popular opinion during the very early months of ''SSB4''{{'}}s lifespan. Luigi's tier status would then improve even further, thanks to {{Sm|Elegant}} placing 2nd at [[GameTyrant Expo 2017]] and 5th at [[2GG Championship]]. In addition to these results, Luigi has managed to consistently achieve respectable results at the regional and national level, thanks to the efforts of {{Sm|Mr. ConCon}}, {{Sm|Scot!}} and {{Sm|Ron}}. To reflect his renewed tournament success, Luigi was ranked 18th on the fourth and current tier list, 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
Line 657: Line 627:
}}
}}
{{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]]==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: