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|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = B+ | |tier = B+ | ||
|ranking = | |ranking = 47 | ||
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'''Luigi''' ({{ja|ルイージ|Ruīji}}, ''Luigi'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside {{SSBU|Yoshi}} and the rest of the [[veteran]]s on June 12th, 2018 during E3 2018, with him and Yoshi being the last two veterans to be revealed. As in his appearances prior to ''[[Super Smash Bros. 4]]'', he is [[unlockable character|unlockable]], instead of being available from the start. Luigi is classified as [[Fighter number|Fighter #09]]. | '''Luigi''' ({{ja|ルイージ|Ruīji}}, ''Luigi'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside {{SSBU|Yoshi}} and the rest of the [[veteran]]s on June 12th, 2018 during E3 2018, with him and Yoshi being the last two veterans to be revealed. As in his appearances prior to ''[[Super Smash Bros. 4]]'', he is [[unlockable character|unlockable]], instead of being available from the start. Luigi is classified as [[Fighter number|Fighter #09]]. | ||
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As in ''SSB4'', {{iw|wikipedia|Charles Martinet}}'s portrayal of Luigi from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Ultimate''.<!--Do not add that this is the last Smash Bros. game where Charles Martinet voices Luigi. Besides the fact this isn't done for other characters' pages, Jigglypuff and Lucina still use their voice clips from Rachael Lillis and Laura Bailey respectively in the Smash series instead of their current actors, so it's still possible for Martinet's voice to be reused in future Smash games--> | As in ''SSB4'', {{iw|wikipedia|Charles Martinet}}'s portrayal of Luigi from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Ultimate''.<!--Do not add that this is the last Smash Bros. game where Charles Martinet voices Luigi. Besides the fact this isn't done for other characters' pages, Jigglypuff and Lucina still use their voice clips from Rachael Lillis and Laura Bailey respectively in the Smash series instead of their current actors, so it's still possible for Martinet's voice to be reused in future Smash games--> | ||
Luigi is ranked | Luigi is ranked 47th out of 82 on the current [[tier list]], placing him at the end of B+ tier. This is a noticeable drop from his 18th out of 54 placement in ''SSB4''. Similarly to [[Mario (SSBU)|his brother]], Luigi has excellent frame data, with low [[startup]] and [[ending lag]] on the majority of his kit, making him a very difficult character to punish. His outstanding air game is augmented by his strong aerials having fast startup, low ending lag (except neutral and back aerials) and landing lag, and lenient [[auto-cancel]] windows, with all of them being able to auto-cancel from a short hop. Additionally, Luigi boasts incredible combo ability and KO power: his [[down throw]] is one of the best combo starters in the game, and allows him to either perform consistent [[zero-to-death]] combos on the vast majority of the roster or set up for a kill via [[Super Jump Punch]], [[Luigi Cyclone]], or a sweetspotted back aerial at high percentages. Finally, Luigi Cyclone's frame 1 [[invincibility]] when used in the air gives Luigi a reliable combo breaker. | ||
However, Luigi still has several noticeable weaknesses. His overall mobility is sluggish, with his [[air speed]] being one of the slowest in the game. Luigi's pitifully slow air speed is an especially painful hindrance, as it makes him susceptible to [[juggling]]. Both of these weaknesses leave Luigi with a poor disadvantage state. Along with his | However, Luigi still has several noticeable weaknesses. His overall mobility is sluggish, with his [[air speed]] being one of the slowest in the game. Luigi's pitifully slow air speed is an especially painful hindrance, as it makes him susceptible to [[juggling]]. Both of these weaknesses leave Luigi with a poor disadvantage state. Along with his slow ground movement, his ground game is also further brought down by his below average range, which makes it difficult for him to fight against [[camping]]. In addition, Luigi's recovery is very predictable and linear, as [[Green Missile]] only grants Luigi horizontal distance with noticeable end lag while Super Jump Punch only travels straight upwards with no horizontal gain. Finally, Luigi Cyclone had lost all of its recovery and gimping potential, removing one of Luigi's strongest options off-stage. | ||
Overall, Luigi is a polarizing character who, in the right situation, can | Overall, Luigi is a polarizing character who, in the right situation, can setups for quick and unexpected KOs, but on the other hand his weaknesses can allow opponents to take advantage of his poor mobility and predictable recovery. This has allowed him to foster a good-sized playerbase spearheaded by players such as {{Sm|Luugi}}, {{Sm|Rarukun}}, and, prior to his ban, {{Sm|Elegant}}. | ||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
Luigi is a [[middleweight]] whose attributes deviate from most other characters in his weight class. Luigi sports fairly average [[walk]]ing speed, [[dash]]ing speed, and [[air acceleration]], a decent initial dashing speed, below-average [[gravity]], slow [[falling speed]], low [[traction]], the 2nd slowest [[air speed]], and | Luigi is a [[Weight|middleweight]] whose attributes deviate from most other characters in his weight class. Luigi sports fairly average [[walk]]ing speed, [[dash]]ing speed, and [[air acceleration]], a decent initial dashing speed, below-average [[gravity]], slow [[falling speed]], low [[traction]], the 2nd slowest [[air speed]], and the 4th highest [[jump]]s. As a result, Luigi is quite [[floaty]] and his mobility is fairly sluggish overall, especially in the air. | ||
Luigi's greatest asset is his outstanding frame data, which is easily among the fastest in the game. Because of this, similarly to his older brother | Luigi's greatest asset is his outstanding frame data, which is easily among the fastest in the game. Because of this, similarly to [[Mario (SSBU)|his older brother]], Luigi can be very difficult to punish; only two of his standard moves and five of his attacks overall have more than 9 frames of startup lag (forward smash, down aerial, [[Fireball]], [[Green Missile]], and [[Luigi Cyclone]]), a multitude of his moves hit on or before frame 5 (such as neutral attack, dash attack, neutral aerial, up aerial and his tilts), and the vast majority of his moveset has low ending lag, granting him incredible attack speed and an excellent punish game; both points are complemented by the utility of his overall moveset. Neutral attack's damage output and [[range]] are average at best, yet its two hits can [[lock]]. Its first hit also comes out on frame 2, which makes the move a fairly useful option for warding off nearby opponents. Luigi's tilt attacks also have their own perks: forward tilt can be angled and is useful for spacing, up tilt has excellent combo and juggling potential, and down tilt is an incredibly quick and highly [[spam]]mable move that can combo into itself and a few other moves while also being able to consistently perform [[2 frame punish]]es at the edge. Lastly, Luigi's dash attack has quick startup; when coupled with its reduced ending lag, increased damage output and higher knockback, it is a much better move for approaching and attacking than in previous installments. | ||
Luigi's smash attacks are among the fastest of their kind, have below-average ending lag, and are strong enough to be reliable finishers. As a result of these traits, they allow Luigi to quickly and effectively punish opponents close to him while also rendering him being difficult to punish on shield. | Luigi's smash attacks are among the fastest of their kind, have below-average ending lag, and are strong enough to be reliable finishers. As a result of these traits, they allow Luigi to quickly and effectively punish opponents close to him while also rendering him being difficult to punish on shield. Forward smash deals extra [[shield damage]], up smash is an effective anti-air attack due to rendering Luigi's head [[intangible]] while its hitboxes are active as well as functioning as an effective [[out of shield]] option, and down smash is very useful for punishing rolls thanks to its minimal lag, respectable damage output, and long range, with its back hit being an especially good finisher. Both up smash and down smash also have set-up potential at low percentages if Luigi successfully covers the opponent's options afterward. | ||
Despite his extremely poor air speed, Luigi has a fantastic set of aerial attacks, courtesy of them possessing fast startup, lenient [[auto-cancel]] windows, quick [[interruptibility]] (except for neutral and back aerials) and low ending lag in general. In terms of auto-canceling, he can auto-cancel all of his aerials with a short hop, can auto-cancel all of them except neutral aerial with a short hop fast fall, and can use | Despite his extremely poor air speed, Luigi has a fantastic set of aerial attacks, courtesy of them possessing fast startup, lenient [[auto-cancel]] windows, quick [[interruptibility]] (except for neutral and back aerials) and low ending lag in general. In terms of auto-canceling, he can auto-cancel all of his aerials with a short hop, can auto-cancel all of them except neutral aerial with a short hop fast fall, and can use forward, up and down aerials twice with a single short hop. Lastly, he can use his forward and up aerials twice with a single short hop without suffering from landing lag. Neutral aerial is the only [[sex kick]] that consistently launches an opponent vertically, which grants it a few notable perks: the clean hitbox deals high damage and respectable knockback, making it a great combo breaker and even a situational KO option while near the upper [[blast line]] at high percentages, while both it and especially the late hitbox are very useful combo starters when used with a [[short hop]]. Forward aerial has the lowest ending lag of its kind and launches at the [[Sakurai angle]]; at low to medium percentages, these traits make it very reliable for [[approach]]ing, down throw-initiated combos into itself, neutral aerial and up aerial, as well as a reliable [[edge-guarding]] option at high percentages. Back aerial has the highest ending lag of Luigi's aerials by a noticeable margin, but its minimal startup, decent range and powerful clean hitbox collectively enable it to function as a safe and reliable option for KOing, edge-guarding and (when used via a [[reverse aerial rush]]) approaching. Up aerial is useful for combos: it can either extend them or, thanks to having the lowest amount of landing lag out his aerials, use its clean hitbox to start them at low percentages when SHFF'd due to its clean hit dealing above-average damage for a combo move. Its generous auto-cancel window and very low ending lag also allow Luigi to use it twice in a single short hop and still auto-cancel it successfully, a trait it shares with his forward aerial and {{SSBU|Little Mac}}'s neutral aerial. Lastly, down aerial is safe to use and has a clean hitbox which is a fast meteor smash, coming out on frame 10 and with only 18 frames of ending lag, the lowest of any meteor smash. Due to his powerful aerials with generally low lag all around, Luigi has an outstanding air game. | ||
Luigi has an excellent grab game, but unlike in past installments, he has a [[tether grab]] due to him using the {{iw|mariowiki|Poltergust G-00}}'s {{iw|mariowiki|Suction Shot}} to grab an opponent. As a result, Luigi can grab opponents from a fairly long distance, preventing the necessity for him to get up close to do so. It also provides Luigi with a [[grab aerial]], in which the suction cup functions as a projectile that deals minor damage and knockback. This grants Luigi an additional edge-guarding option and deceptively useful combo option that, unlike most projectiles, cannot be absorbed or reflected. Like Mario, Luigi has an average pummel, which can deal multiple hits before being followed up with any of his useful throws. | Luigi has an excellent grab game, but unlike in past installments, he has a [[tether grab]] due to him using the {{iw|mariowiki|Poltergust G-00}}'s {{iw|mariowiki|Suction Shot}} to grab an opponent. As a result, Luigi can grab opponents from a fairly long distance, preventing the necessity for him to get up close to do so. It also provides Luigi with a [[grab aerial]], in which the suction cup functions as a projectile that deals minor damage and knockback. This grants Luigi an additional edge-guarding option and deceptively useful combo option that, unlike most projectiles, cannot be absorbed or reflected. Like Mario, Luigi has an average pummel, which can deal multiple hits before being followed up with any of his useful throws. Forward throw deals respectable damage and is useful for repositioning opponents or setting up edge-guards against them at high percentages. Back throw also deals respectable damage and great knockback, allowing it to KO beginning at 120% or even earlier with [[rage]]. Unlike Mario's back throw, it also lacks a noticeably long animation, which makes it noticeably more difficult for the opponent to use [[directional influence]] to survive it. Up throw deals average damage and knockback, and possesses follow-up potential into forward or up aerials at low to medium percentages, depending on the opponent's DI. It also possesses a collateral hitbox to hit bystanders. Lastly, down throw is Luigi's primary combo starter and is one of his most useful attacks: it deals average knockback, has low ending lag, and launches at a vertical angle, which collectively enable it to lead into potent and highly damaging combos, even being able to lead into potential [[zero-to-death]] combos. Down throw can combo into moves such as up tilt, up smash, all of Luigi's aerials, Super Jump Punch and Luigi Cyclone, due to its aforementioned traits. It also functions as an excellent setup for KOs, such as by comboing into Super Jump Punch, back aerial, or Luigi Cyclone at high percentages. Although situational, down throw also has a collateral hitbox before the throw that can hit bystanders, similarly to up throw. | ||
As a pseudo-[[clone]] of Mario, Luigi has a pair of special moves that are derived from his older brother, yet his versions deviate in noticeable ways. [[Fireball]] is a [[projectile]] that is useful for pressuring, hindering an opponent's approach, or setting up an attack. Unlike Mario's Fireball, Luigi's is unaffected by gravity and undulates; these traits make it somewhat less effective at hindering an opponent's [[recovery]] attempt, but allow it to cover a consistent area horizontally and vertically. Compared to Mario's version, Luigi's Fireballs have less ending lag as well as a clean hit that deals more damage, allowing him to throw another one just 1 frame before the clean hitbox ceases. Luigi's [[Super Jump Punch]] has fast startup like Mario's, but propels him vertically instead of diagonally. By extension, it consists of a sweetspot and sourspot, instead of multiple hitboxes like Mario's. Its sweetspot boasts devastating power, which makes it a very potent punishment option, yet it is very risky because of its high ending and landing lag and its sourspot being mostly useless aside from being a niche gimping option | As a pseudo-[[clone]] of Mario, Luigi has a pair of special moves that are derived from his older brother, yet his versions deviate in noticeable ways. [[Fireball]] is a [[projectile]] that is useful for pressuring, hindering an opponent's approach, or setting up an attack. Unlike Mario's Fireball, Luigi's is unaffected by gravity and undulates; these traits make it somewhat less effective at hindering an opponent's [[recovery]] attempt, but allow it to cover a consistent area horizontally and vertically. Compared to Mario's version, Luigi's Fireballs have less ending lag as well as a clean hit that deals more damage, allowing him to throw another one just 1 frame before the clean hitbox ceases. Luigi's [[Super Jump Punch]] has fast startup like Mario's, but propels him vertically instead of diagonally. By extension, it consists of a sweetspot and sourspot, instead of multiple hitboxes like Mario's. Its sweetspot boasts devastating power, which makes it a very potent punishment option, yet it is very risky because of its high ending and landing lag and its sourspot being mostly useless aside from being a niche gimping option. | ||
Aside from these, Luigi's other special moves are completely distinct from Mario's. [[Green Missile]] deals damage and covers horizontal distance, both of which can be increased thanks to its ability to be [[charge]]d, giving KO potential to the fully charged version. However, it also has a one-in-ten [[random]] chance of misfiring; in this case, it becomes even stronger than the fully charged version, and travels much further. Lastly, [[Luigi Cyclone]] grants Luigi some [[invincibility]] frames on startup, enabling him to break out of combos or contest opposing attacks effectively. It also functions as a KOing option near the upper blast line, and is a guaranteed follow-up from down throw even at high percentages, which can function as a reliable KO confirm (especially on platforms). | Aside from these, Luigi's other special moves are completely distinct from Mario's. [[Green Missile]] deals damage and covers horizontal distance, both of which can be increased thanks to its ability to be [[charge]]d, giving KO potential to the fully charged version. However, it also has a one-in-ten [[random]] chance of misfiring; in this case, it becomes even stronger than the fully charged version, and travels much further. Lastly, [[Luigi Cyclone]] grants Luigi some [[invincibility]] frames on startup, enabling him to break out of combos or contest opposing attacks effectively. It also functions as a KOing option near the upper blast line, and is a guaranteed follow-up from down throw even at high percentages, which can function as a reliable KO confirm (especially on platforms). | ||
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However, Luigi has some notable disadvantages. He has fairly sluggish mobility, with his extremely slow air speed and floaty physics making it difficult for him to land onstage, especially against faster characters, thus giving him a notable weakness to [[juggling]]. His range, even compared to Mario's, is well below-average and thus he struggles to approach characters with ranged or disjointed attacks, such as {{SSBU|Lucina}} and {{SSBU|Shulk}}. Compared to Mario, Luigi's lack of a [[reflect]]or also makes it more difficult for him to deal with [[projectile camping]] (especially against characters such as {{SSBU|Snake}}, {{SSBU|Samus}}, and {{SSBU|Simon}}) when combined with his awkward mobility. | However, Luigi has some notable disadvantages. He has fairly sluggish mobility, with his extremely slow air speed and floaty physics making it difficult for him to land onstage, especially against faster characters, thus giving him a notable weakness to [[juggling]]. His range, even compared to Mario's, is well below-average and thus he struggles to approach characters with ranged or disjointed attacks, such as {{SSBU|Lucina}} and {{SSBU|Shulk}}. Compared to Mario, Luigi's lack of a [[reflect]]or also makes it more difficult for him to deal with [[projectile camping]] (especially against characters such as {{SSBU|Snake}}, {{SSBU|Samus}}, and {{SSBU|Simon}}) when combined with his awkward mobility. | ||
Additionally, Luigi's poor aerial mobility hinders his ability to approach with his aerial attacks, as well as his recovery. On top of this, his recovery, although long-distanced, is linear, slow, predictable and fairly susceptible to [[gimp]]ing and edgeguarding. Luigi Cyclone barely grants any additional height compared to previous games | Additionally, Luigi's poor aerial mobility hinders his ability to approach with his aerial attacks, as well as his recovery. On top of this, his recovery, although long-distanced, is linear, slow, predictable and fairly susceptible to [[gimp]]ing and edgeguarding. Luigi Cyclone barely grants any additional height compared to previous games, which leaves him reliant on [[Super Jump Punch]] and [[Green Missile]] for recovering; the former travels directly upward only, and the latter has noticeable lag, cannot [[Edge sweet spot|sweetspot edges]], and relies on either charging or its random misfire chance to cover a serviceable horizontal distance. | ||
Overall, Luigi is a very solid character, but unlike Mario, he can have a tendency to run hot and cold. His extremely fast frame data, devastating combos and strong air game and grab game collectively make him a force to be reckoned with, so long as his opponents make careless mistakes. Luigi's overall combo game, KO potential, and advantage state are easily superior to his brother's, having many different set-ups that can deal absurdly high damage within seconds, and then score KOs immediately thereafter. However, Luigi's short range, | Overall, Luigi is a very solid character, but unlike Mario, he can have a tendency to run hot and cold. His extremely fast frame data, devastating combos and strong air game and grab game collectively make him a force to be reckoned with, so long as his opponents make careless mistakes. Luigi's overall combo game, KO potential, and advantage state are easily superior to his brother's, having many different set-ups that can deal absurdly high damage within seconds, and then score KOs immediately thereafter. However, Luigi's short range, mediocre grounded mobility, abysmal aerial mobility, and predictable side special and up special force him to fight at close-quarters all the time, hindering both his approach and recovery. Because of this, a mastery of Luigi's recovery mix-ups and powerful combo game is crucial to achieving success with him. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Luigi has received some noticeable changes in his transition from ''SSB4'' to ''Ultimate'', with some altered animations and the introduction of the Poltergust G-00 to Luigi's moveset resulting in his moveset being further decloned from his brother {{SSBU|Mario}}. Collectively, these changes have resulted in a mix of buffs and nerfs for Luigi in the transition to ''Ultimate'', | Luigi has received some noticeable changes in his transition from ''SSB4'' to ''Ultimate'', with some altered animations and the introduction of the Poltergust G-00 to Luigi's moveset resulting in his moveset being further decloned from his brother {{SSBU|Mario}}. Collectively, these changes have resulted in a mix of buffs and nerfs for Luigi in the transition to ''Ultimate'', but he was nerfed slightly overall. While Luigi received numerous buffs and changes that improve his strengths and benefit him, he has also suffered from a few major nerfs; both points are also affected by the universal changes to the game's engine, which were a mixed bag for him. | ||
Luigi's direct nerfs have affected his playstyle quite noticeably. [[Luigi Cyclone]] travels much less vertical distance via [[button mash]]ing, removing all of its usefulness for [[recovery]], as even with very fast mashing, Luigi barely gets any additional distance at the end of the move. Alongside the addition of [[windbox]]es to it, this also removes its ability to [[gimp]] opponents and KO them at virtually any percentage if timed correctly, which was a crucial technique to his success in ''SSB4'' | Luigi's direct nerfs have affected his playstyle quite noticeably. [[Luigi Cyclone]] travels much less vertical distance via [[button mash]]ing, removing all of its usefulness for [[recovery]], as even with very fast mashing, Luigi barely gets any additional distance at the end of the move. Alongside the addition of [[windbox]]es to it, this also removes its ability to [[gimp]] opponents and KO them at virtually any percentage if timed correctly, which was a crucial technique to his success in ''SSB4''. | ||
In terms of indirect nerfs, the changes to [[air dodging]] have both helped and hindered Luigi, but hurt him overall: due to his floatiness, the reintroduction of directional air dodges allows him to use one for recovery in a pinch, but his air dodges have drastically more ending lag relative to the rest of the cast, thus making them more punishable, and recovery mix-ups with them are almost unfeasible due to the ability to only use one before landing. When combined with his [[air speed]] remaining the second worst in the game, as well as the severe distance nerf to Luigi Cyclone, his recovery is much more linear and easier to intercept, causing Luigi to become much more prone to [[edge-guarding]] and early offstage KOs, despite Super Jump Punch and fully charged Green Missile granting slightly more distance. | In terms of indirect nerfs, the changes to [[air dodging]] have both helped and hindered Luigi, but hurt him overall: due to his floatiness, the reintroduction of directional air dodges allows him to use one for recovery in a pinch, but his air dodges have drastically more ending lag relative to the rest of the cast, thus making them more punishable, and recovery mix-ups with them are almost unfeasible due to the ability to only use one before landing. When combined with his [[air speed]] remaining the second worst in the game, as well as the severe distance nerf to Luigi Cyclone, his recovery is much more linear and easier to intercept, causing Luigi to become much more prone to [[edge-guarding]] and early offstage KOs, despite Super Jump Punch and fully charged Green Missile granting slightly more distance. | ||
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The addition of the Poltergust G-00 has brought both benefits and drawbacks to Luigi. His [[grab]]s are now much longer ranged while retaining only moderate ending lag for their range, and Luigi now has access to a [[grab aerial]], the latter of which can be used as a [[spacing]] tool, start and/or extend combos, as well as even edge-guard opponents. Conversely, Luigi's grabs possess much more startup, and are more prone to punishment due to the ability to cancel [[spot dodge]]s earlier into attacks, making them much riskier to use; this especially weakens Luigi's ability to [[shield grab]], limiting his defensive game and the usage of his pivotal down throw. | The addition of the Poltergust G-00 has brought both benefits and drawbacks to Luigi. His [[grab]]s are now much longer ranged while retaining only moderate ending lag for their range, and Luigi now has access to a [[grab aerial]], the latter of which can be used as a [[spacing]] tool, start and/or extend combos, as well as even edge-guard opponents. Conversely, Luigi's grabs possess much more startup, and are more prone to punishment due to the ability to cancel [[spot dodge]]s earlier into attacks, making them much riskier to use; this especially weakens Luigi's ability to [[shield grab]], limiting his defensive game and the usage of his pivotal down throw. | ||
However, Luigi has also received several buffs, with said buffs being of greater quantity than his nerfs. Some of his least useful moves in ''SSB4'' have been significantly improved | However, Luigi has also received several buffs, with said buffs being of greater quantity than his nerfs. Some of his least useful moves in ''SSB4'' have been significantly improved; [[down tilt]] can be interrupted twice as fast and deals less knockback, allowing it to poke opponents much more safely and increasing its combo potential, while his [[dash attack]] has considerably decreased ending lag, connects more consistently, and has increased power, making it much safer and more reliable as a burst option, while its higher power gives it utility as a potential KO option near the edge at high percentages. Additionally, his existing KO options have been improved overall, as [[forward smash]], [[up smash]], [[down aerial]], sweetspotted [[Super Jump Punch]] and [[Luigi Cyclone]] all have increased knockback, forward smash and [[down smash]]'s launching angles are much more favorable for KOing outright and edge-guarding, down smash's sweetspots out-prioritize its sourspots, and [[back throw]] is more effective at KOing due to its much faster and farther release making it harder to DI. | ||
Further complementing these changes, Luigi's already excellent combo game has been improved as well. His new [[up tilt]] has less ending lag and more range in front of and above him compared to his previous up tilt, | Further complementing these changes, Luigi's already excellent combo game has been improved as well. His new [[up tilt]] has less ending lag and more range in front of and above him compared to his previous up tilt, [[up aerial]] has less ending lag, and [[down throw]] leads to deadlier combos, having more consistent KO setups and even potential [[zero-to-death]] combos due to its redistributed damage output, lower ending lag and Luigi's faster [[jumpsquat]]. Lastly, Luigi Cyclone has received far more utility overall to compensate for its recovery and gimping potential being removed: in addition to its aforementioned higher knockback, it inflicts more damage, pulls opponents in more consistently thanks to its new windboxes, connects more reliably, has increased range, and grants [[invincibility]] on startup; in particular, the lattermost change means Luigi has the fastest option to break out of combos in the game. | ||
Luigi also benefits from some of the universal changes. Like the rest of the veterans, Luigi has had decreased [[landing lag]] in all his aerial attacks, a faster [[jumpsquat]] (now having a 3-frame jumpsquat like the rest of the cast), and his mobility enhanced in most areas, but most importantly, his infamously low [[traction]] has been greatly increased, which somewhat alleviates his problems with [[approach]]ing and significantly improves his out of shield options. The increased [[shieldstun]] on grounded moves in comparison to ''SSB4'' makes Luigi harder to punish on some of his moves, notably his newly improved down tilt. In addition, unlike most characters, Luigi has increased [[falling speed]] and [[gravity]], making him less vulnerable to juggling while the latter increases his jump speed, allowing him to more easily take advantage of his buffed down throw and combo game when combined with his faster jumpsquat. | Luigi also benefits from some of the universal changes. Like the rest of the veterans, Luigi has had decreased [[landing lag]] in all his aerial attacks, a faster [[jumpsquat]] (now having a 3-frame jumpsquat like the rest of the cast), and his mobility enhanced in most areas, but most importantly, his infamously low [[traction]] has been greatly increased, which somewhat alleviates his problems with [[approach]]ing and significantly improves his out of shield options. The increased [[shieldstun]] on grounded moves in comparison to ''SSB4'' makes Luigi harder to punish on some of his moves, notably his newly improved down tilt. In addition, unlike most characters, Luigi has increased [[falling speed]] and [[gravity]], making him less vulnerable to juggling while the latter increases his jump speed, allowing him to more easily take advantage of his buffed down throw and combo game when combined with his faster jumpsquat. | ||
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Luigi received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed slightly overall. Update {{SSBU|1.1.0}} decreased his up aerial's ending lag, which improved its combo potential and restored its ability to auto-cancel with a short hop like in ''SSB'' and ''Brawl''. Update {{SSBU|2.0.0}} granted Luigi a handful of buffs, with the most notable being a noticeable increase to [[Luigi Cyclone]]'s knockback. Thanks to this buff, Luigi Cyclone now functions as a reliable KO confirm from down throw at high percentages when used on platforms. | Luigi received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed slightly overall. Update {{SSBU|1.1.0}} decreased his up aerial's ending lag, which improved its combo potential and restored its ability to auto-cancel with a short hop like in ''SSB'' and ''Brawl''. Update {{SSBU|2.0.0}} granted Luigi a handful of buffs, with the most notable being a noticeable increase to [[Luigi Cyclone]]'s knockback. Thanks to this buff, Luigi Cyclone now functions as a reliable KO confirm from down throw at high percentages when used on platforms. | ||
Aside from this, Luigi received a few quality of life buffs: his up smash's knockback was increased, [[Green Missile]]'s ending lag was decreased, and both his standing and pivot grabs gained 1 more active frame apiece. However, this update harmed Luigi more so than helped him by removing his down aerial's ability to [[meteor smash]] grounded opponents, which reverted it to how it functioned in ''SSB4''. This | Aside from this, Luigi received a few quality of life buffs: his up smash's knockback was increased, [[Green Missile]]'s ending lag was decreased, and both his standing and pivot grabs gained 1 more active frame apiece. However, this update harmed Luigi more so than helped him by removing his down aerial's ability to [[meteor smash]] grounded opponents, which reverted it to how it functioned in ''SSB4''. This nerfed most of its combo potential, particularly in regard to its consistency at performing [[zero-to-death]] combos. | ||
As part of update {{SSBU|3.0.0}}'s near-universal nerf to [[projectile]]s, [[Fireball]]'s [[shield damage]] output was decreased. Update {{SSBU|3.1.0}} improved his grab aerial's range by repositioning its plunger, and slightly improved his neutral attack's consistency. However, an adjustment to the timing of Luigi Cyclone's [[invincibility]] resulted in its utility being worsened slightly. Lastly, update {{SSBU|10.1.0}} noticeably improved his dash attack's consistency by decreasing its looping hits' knockback and adjusting its penultimate hit's angles. When coupled with the damage output buff it received in the transition to ''Ultimate'', Luigi's dash attack has become more reliable both as a burst option and as a risky, yet viable KO option. | As part of update {{SSBU|3.0.0}}'s near-universal nerf to [[projectile]]s, [[Fireball]]'s [[shield damage]] output was decreased. Update {{SSBU|3.1.0}} improved his grab aerial's range by repositioning its plunger, and slightly improved his neutral attack's consistency. However, an adjustment to the timing of Luigi Cyclone's [[invincibility]] resulted in its utility being worsened slightly. Lastly, update {{SSBU|10.1.0}} noticeably improved his dash attack's consistency by decreasing its looping hits' knockback and adjusting its penultimate hit's angles. When coupled with the damage output buff it received in the transition to ''Ultimate'', Luigi's dash attack has become more reliable both as a burst option and as a risky, yet viable KO option. | ||
Overall, Luigi fares mildly better than he did at the launch of ''Ultimate''. Although | Overall, Luigi fares mildly better than he did at the launch of ''Ultimate''. Although down aerial's combo potential was worsened noticeably, his combo game remains potent thanks to the retention of his other inherent strengths, up aerial's ending lag being decreased, and Luigi Cyclone's KO potential improving. | ||
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | ||
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|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'') | |usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'') | ||
|usmashdmg={{ChargedSmashDmgSSBU|14}} (head), {{ChargedSmashDmgSSBU|12}} (body) | |usmashdmg={{ChargedSmashDmgSSBU|14}} (head), {{ChargedSmashDmgSSBU|12}} (body) | ||
|usmashdesc=An upward arcing headbutt. Due to it coming out on frame 9, it is fairly quick for a smash attack, and is one of Luigi's fastest KO options. Like Mario and {{SSBU|Dr. Mario}}'s up smashes, it renders his head [[intangible]] throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot, the latter of which inflicts 2% less damage and is located closer to Luigi | |usmashdesc=An upward arcing headbutt. Due to it coming out on frame 9, it is fairly quick for a smash attack, and is one of Luigi's fastest KO options. Like Mario and {{SSBU|Dr. Mario}}'s up smashes, it renders his head [[intangible]] throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot, the latter of which inflicts 2% less damage and is located closer to Luigi. Despite this, the sourspot is out-prioritized by the sweetspot, and is very unlikely to hit unless the opponent is practically touching him. Compared to Mario's version, it launches at a fairly lower angle, but actually KOs earlier due to its overall higher knockback. Like Dr. Mario's version, its hitbox lasts for 1 frame longer than Mario's version, giving it more frontal range and a longer period of intangibility. In addition, its animation ends 1 frame earlier. Its combination of very fast interruptibility, the intangibility on Luigi's head and respectable power make it very hard to punish, especially from out of shield. | ||
|dsmashname=Double Kick ({{ja|ダブルキック|Daburu Kikku}}) | |dsmashname=Double Kick ({{ja|ダブルキック|Daburu Kikku}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|15}} (body), {{ChargedSmashDmgSSBU|14}} (legs) | |dsmashdmg={{ChargedSmashDmgSSBU|15}} (body), {{ChargedSmashDmgSSBU|14}} (legs) | ||
|dsmashdesc=A modified {{iw|mariowiki|Sweep Kick}}. Due to it coming out on frame 6, it is Luigi's fastest smash attack. It is useful for punishing rolls, thanks to it hitting in front of Luigi and behind himself; the back hit also has noticeably higher knockback | |dsmashdesc=A modified {{iw|mariowiki|Sweep Kick}}. Due to it coming out on frame 6, it is Luigi's fastest smash attack. It is useful for punishing rolls, thanks to it hitting in front of Luigi and behind himself; the back hit also has noticeably higher knockback compared to the front hit. Its respectable damage output also makes it useful for edge-guarding, and enables it to KO at reasonable percentages while near the edge. In an opposite fashion to his up smash, both hits possess sweetspots located closer to Luigi, with the sourspots covering the rest of his legs. Unlike in ''SSB4'', its front hit is significantly more reliable for KOing and edge-guarding, thanks to it launching the opponent at 52° instead of 120°. | ||
|nairname=Luigi Kick ({{ja|ルイージキック|Ruīji Kikku}}) | |nairname=Luigi Kick ({{ja|ルイージキック|Ruīji Kikku}}) | ||
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|6}} (late) | |nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|6}} (late) | ||
|nairdesc=A flying kick. It comes out on frame 3, which is the fastest startup out of Luigi's aerials and, in turn, makes it very useful for breaking out of combos. It also launches at a vertical angle; this enables its late hit to start combos reliably with a landing short hop, and | |nairdesc=A flying kick. It comes out on frame 3, which is the fastest startup out of Luigi's aerials and, in turn, makes it very useful for breaking out of combos. It also launches at a vertical angle; this enables its late hit to start combos reliably with a landing short hop, and enables its clean hit to potentially KO at high percentages while near the upper blast line. Despite being able to auto-cancel with a short hop like Luigi's other aerials, it is his only aerial that cannot do so with a [[SHFF|short hop fast fall]]. | ||
|fairname=Crown Chop ({{ja|脳天チョップ|Nōten Choppu}}) | |fairname=Crown Chop ({{ja|脳天チョップ|Nōten Choppu}}) | ||
|fairdmg={{ShortHopDmgSSBU|8}} | |fairdmg={{ShortHopDmgSSBU|8}} | ||
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|bairname=Rear Drop Kick ({{ja|後方ドロップキック|Kōhō Droppu Kikku}}) | |bairname=Rear Drop Kick ({{ja|後方ドロップキック|Kōhō Droppu Kikku}}) | ||
|bairdmg={{ShortHopDmgSSBU|14}} (clean feet), {{ShortHopDmgSSBU|8}} (clean legs, late) | |bairdmg={{ShortHopDmgSSBU|14}} (clean feet), {{ShortHopDmgSSBU|8}} (clean legs, late) | ||
|bairdesc=A dropkick. It has decent range, to the point that it has the second longest range among Luigi's aerial attacks. The clean hit's sweetspot is located on Luigi's feet and deals high damage and knockback, making it one of Luigi's best KOing options. The clean hit's sourspot and the late hit deal much less damage and knockback; as a result, they are much less effective for KOing, yet more useful for partaking in combos. It comes out on frame 6, but its 33 frames of ending lag is the highest amount | |bairdesc=A dropkick. It has decent range, to the point that it has the second longest range among Luigi's aerial attacks. The clean hit's sweetspot is located on Luigi's feet and deals high damage and knockback, making it one of Luigi's best KOing options. The clean hit's sourspot and the late hit deal much less damage and knockback; as a result, they are much less effective for KOing, yet more useful for partaking in combos. It comes out on frame 6, but its 33 frames of ending lag is the highest amount out of Luigi's aerials. It can auto-cancel both with a short hop and with a short hop fast fall, although in the latter case, it requires strict timing to do so. | ||
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}}) | |uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}}) | ||
|uairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|7}} (late) | |uairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|7}} (late) | ||
|uairdesc=A bicycle kick. It is useful for combos like Mario's up aerial, due to its very low ending lag and landing lag. Its clean hitbox also inflicts above-average damage for a combo-oriented move. However, it launches at a lower angle than Mario's; this makes it less effective for juggling and especially vertical combos past low percentages, yet more effective for horizontal combos. It also comes out 1 frame later than Mario's, on frame 5 instead of 4, but has less ending lag. However, it possesses a substantially smaller hitbox | |uairdesc=A bicycle kick. It is useful for combos like Mario's up aerial, due to its very low ending lag and landing lag. Its clean hitbox also inflicts above-average damage for a combo-oriented move. However, it launches at a lower angle than Mario's; this makes it less effective for juggling and especially vertical combos past low percentages, yet more effective for horizontal combos. It also comes out 1 frame later than Mario's, on frame 5 instead of 4, but has less ending lag. However, it possesses a substantially smaller hitbox. Just like his forward aerial, Luigi can use his up aerial twice with a single short hop, as well as auto-cancel it due to its lenient auto-cancel window and low ending lag. | ||
|dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}}) | |dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}}) | ||
|dairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late) | |dairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late) | ||
|dairdesc=A corkscrew double foot stomp. It comes out on frame 10 and auto-cancels with a short hop fast fall. Its clean hit is a respectably strong [[meteor smash]] against airborne opponents, and it has the lowest ending lag (14 frames) of any meteor smash in the game alongside minimal landing lag. Altogether, these traits make it a fast, yet safe edge-guarding option and a versatile move overall. However, the clean hit only affects the hitbox on Luigi's feet and only lasts for 1 frame. Although the late hit is less rewarding due to launching opponents horizontally away from Luigi, it is still quite effective for edge-guarding. Prior to update 2.0.0, the clean hit could affect both grounded and aerial opponents, which allowed it to start combos at a wide variety of percentages, even possessing KO set-ups into Super Jump Punch. As of update 2.0.0, the meteor smash hitbox only affects aerial opponents, removing most of its potential as a combo starter. Despite this, it remains a valuable combo extender from down throw or late neutral aerial, since it can launch opponents down to the stage and thus provide more follow-ups. | |dairdesc=A corkscrew double foot stomp. It comes out on frame 10 and auto-cancels with a short hop fast fall. Its clean hit is a respectably strong [[meteor smash]] against airborne opponents, and it has the lowest ending lag (14 frames) of any meteor smash in the game alongside minimal landing lag. Altogether, these traits make it a fast, yet safe edge-guarding option and a versatile move overall. However, the clean hit only affects the hitbox on Luigi's feet and only lasts for 1 frame. Although the late hit is less rewarding due to launching opponents horizontally away from Luigi, it is still quite effective for edge-guarding. Prior to update 2.0.0, the clean hit could affect both grounded and aerial opponents, which allowed it to start combos at a wide variety of percentages, even possessing KO set-ups into Super Jump Punch. As of update 2.0.0, the meteor smash hitbox only affects aerial opponents, removing most of its potential as a combo starter. Despite this, it remains a valuable combo extender from down throw or late neutral aerial, since it can launch opponents down to the stage and thus provide more follow-ups. It resembles the {{iw|mariowiki|Drill Stomp}}. | ||
|zairname=Suction Shot ({{ja|空中オバキューム|Kūchū Obakyūmu}}, ''Aerial Poltergust'') | |zairname=Suction Shot ({{ja|空中オバキューム|Kūchū Obakyūmu}}, ''Aerial Poltergust'') | ||
|zairdmg=5% | |zairdmg=5% | ||
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|pummelname=Poltergust Shock ({{ja|オバキュームショック|Obakyūmu Shokku}}) | |pummelname=Poltergust Shock ({{ja|オバキュームショック|Obakyūmu Shokku}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=Vacuums the opponent with the Poltergust G-00. | |pummeldesc=Vacuums the opponent with the Poltergust G-00. It is much quicker, yet much less damaging than Luigi's previous pummel. | ||
|fthrowname=Slam ({{ja|オバキューム投げ|Obakyūmu Nage}}, ''Poltergust Throw'') | |fthrowname=Slam ({{ja|オバキューム投げ|Obakyūmu Nage}}, ''Poltergust Throw'') | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
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|ssname=Green Missile | |ssname=Green Missile | ||
|ssdmg=≈6.166% (uncharged), 21% (fully charged), 25% (misfired) | |ssdmg=≈6.166% (uncharged), 21% (fully charged), 25% (misfired) | ||
|ssdesc=Crouches and then propels himself forward to perform a flying [[Wikipedia:Professional wrestling attacks|battering ram]]. It takes 1.5 seconds to fully charge, but deals impressive damage upon doing so. Upon reaching full charge, it has KO potential and can be held for some time before being automatically canceled. It also has a 10% chance to misfire, which deals considerably more damage and knockback, KOing opponents at ≈60% from the center of {{SSBU|Final Destination}}; this is known as Overzealous Green Missile | |ssdesc=Crouches and then propels himself forward to perform a flying [[Wikipedia:Professional wrestling attacks|battering ram]]. It takes 1.5 seconds to fully charge, but deals impressive damage upon doing so. Upon reaching full charge, it has KO potential and can be held for some time before being automatically canceled. It also has a 10% chance to misfire, which deals considerably more damage and knockback, KOing opponents at ≈60% from the center of {{SSBU|Final Destination}}; this is known as Overzealous Green Missile. A misfired Green Missile, also grants intangibility on frames 18-22, and always travels the same distance regardless of the charge. However, its considerable ending lag makes it punishable whether it is used for offense or recovering, which makes [[read]]s very important in order to use it effectively. | ||
|usname=Super Jump Punch | |usname=Super Jump Punch | ||
|usdmg=25% (grounded sweetspot), 20% (aerial sweetspot), 1% (sourspot) | |usdmg=25% (grounded sweetspot), 20% (aerial sweetspot), 1% (sourspot) | ||
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|dsname=Luigi Cyclone | |dsname=Luigi Cyclone | ||
|dsdmg=2% (hits 1-4), 4% (hit 5) | |dsdmg=2% (hits 1-4), 4% (hit 5) | ||
|dsdesc=Spins around rapidly, to the point of generating a vortex around himself that traps an opponent and damages them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. It allows Luigi to move horizontally on the ground, as well as maintain his aerial position by mashing the special move button, although both abilities are considerably weaker than in previous games. It also grants Luigi [[invincibility]] during startup (frames 4-8 while grounded and 1-7 in midair), and has [[windbox]]es around Luigi that pull opponents into the attack. These traits make it a more effective, yet slightly less rewarding combo breaker compared to his neutral aerial. As of update 2.0.0, Luigi Cyclone's final hit has respectable power: the grounded version KOs middleweights at ≈160%, whereas the aerial version is a reliable KO confirm from down throw at high percentages, especially when used on a platform. Although Luigi Cyclone connects more reliably than in previous games, it should also be noted that it now requires consistent button mashing for all of its hits to connect | |dsdesc=Spins around rapidly, to the point of generating a vortex around himself that traps an opponent and damages them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. It allows Luigi to move horizontally on the ground, as well as maintain his aerial position by mashing the special move button, although both abilities are considerably weaker than in previous games. It also grants Luigi [[invincibility]] during startup (frames 4-8 while grounded and 1-7 in midair), and has [[windbox]]es around Luigi that pull opponents into the attack. These traits make it a more effective, yet slightly less rewarding combo breaker compared to his neutral aerial. As of update 2.0.0, Luigi Cyclone's final hit has respectable power: the grounded version KOs middleweights at ≈160%, whereas the aerial version is a reliable KO confirm from down throw at high percentages, especially when used on a platform. Although Luigi Cyclone connects more reliably than in previous games, it should also be noted that it now requires consistent button mashing for all of its hits to connect. | ||
|fsname=Poltergust G-00 | |fsname=Poltergust G-00 | ||
|fsdmg=30.1% (maximum captured), 10% (ejection) | |fsdmg=30.1% (maximum captured), 10% (ejection) | ||
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===[[Announcer]] calls=== | ===[[Announcer]] calls=== | ||
<gallery> | <gallery> | ||
Luigi English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | Luigi English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | ||
Luigi French Announcer SSBU.wav|French | |||
Luigi German Announcer SSBU.wav|German | Luigi German Announcer SSBU.wav|German | ||
Luigi Italian Announcer SSBU.wav|Italian | Luigi Italian Announcer SSBU.wav|Italian | ||
Luigi Russian Announcer SSBU.wav|Russian | Luigi Russian Announcer SSBU.wav|Russian | ||
Luigi Spanish Announcer SSBU.wav|Spanish | |||
</gallery> | </gallery> | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*A green {{iw|mariowiki|Warp Pipe}} appears, and Luigi leaps out of it while saying "Let's-a go!" nervously and sporting a frightened expression that heavily resembles [ | *A green {{iw|mariowiki|Warp Pipe}} appears, and Luigi leaps out of it while saying "Let's-a go!" nervously and sporting a frightened expression that heavily resembles [https://www.mariowiki.com/Luigi%27s_Mansion#/media/File:Luigi's_Mansion_Box.png his appearance on the cover artwork] of ''{{iw|mariowiki|Luigi's Mansion}}''. | ||
<gallery> | <gallery> | ||
LuigiOnScreenAppearanceSSBU.gif|Luigi's on-screen appearance. | LuigiOnScreenAppearanceSSBU.gif|Luigi's on-screen appearance. | ||
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:#Flashes the {{iw|wikipedia|V sign}}. This pose resembles the one he assumes upon collecting an item in ''Luigi's Mansion''. | :#Flashes the {{iw|wikipedia|V sign}}. This pose resembles the one he assumes upon collecting an item in ''Luigi's Mansion''. | ||
:#Points both his fingers in the direction he is facing, looking frightened. | :#Points both his fingers in the direction he is facing, looking frightened. | ||
:#Holds his finger under his nose and looks toward the screen. This pose heavily resembles the one he assumes in [ | :#Holds his finger under his nose and looks toward the screen. This pose heavily resembles the one he assumes in [https://www.mariowiki.com/Gallery:Mario_%26_Luigi:_Partners_in_Time#/media/File:Luigi_MLPiT.png his individual artwork] for ''{{iw|mariowiki|Mario & Luigi: Partners in Time}}''. | ||
:#Crouches down to the floor with his back turned to the player. This pose heavily resembles [ | :#Crouches down to the floor with his back turned to the player. This pose heavily resembles [https://www.mariowiki.com/Gallery:Mario_Golf_(Nintendo_64)#/media/File:LuigiBogey.PNG his Bogey animation] from the [[mariowiki:Mario Golf (Nintendo 64)|Nintendo 64 version of ''Mario Golf'']]. | ||
:#Assumes a scared expression and pose with his hands on his cheeks. This pose heavily resembles his appearance on the cover artwork of ''Luigi's Mansion''. | :#Assumes a scared expression and pose with his hands on his cheeks. This pose heavily resembles his appearance on the cover artwork of ''Luigi's Mansion''. | ||
*'''Side taunt''': [[Wikipedia:Planking (fad)|Planks]] while saying "Pow pow." Due to this taunt 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. | *'''Side taunt''': [[Wikipedia:Planking (fad)|Planks]] while saying "Pow pow." Due to this taunt 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. | ||
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''See also: [[:Category:Luigi players (SSBU)]]'' | ''See also: [[:Category:Luigi players (SSBU)]]'' | ||
*{{Sm|Elegant|USA}} - The | *{{Sm|Elegant|USA}} - The best Luigi player of all-time, notably placing 3rd at {{Trn|Mainstage 2021}} and 4th at {{Trn|Riptide}} and {{Trn|Low Tide City 2021}}. His highest ranking was 14th on the [[OrionRank Ultimate: Eclipse]], the highest-ranking Luigi player on a notable global ranking. However, he has since been banned in several regions due to his conduct while drunk. | ||
*{{Sm|Kiyarash|USA}} - Debuted during the online metagame and was the best Luigi in North America's online metagame, with notable placements such as 2nd at the {{Trn|SWT: NA Southwest Ultimate Online Qualifier}}. Offline, he | *{{Sm|Kiyarash|USA}} - Debuted during the online metagame and was the best Luigi in North America's online metagame, with notable placements such as 2nd at the {{Trn|SWT: NA Southwest Ultimate Online Qualifier}}. Offline, he is one of the best Luigi players in North America since 2023, placing 6th at the {{Trn|SWT: NA West Ultimate Regional Finals}}, 17th at the supermajor {{Trn|Crown the Third}}, and 25th at the supermajor {{Trn|Port Priority 8}}, upsetting {{Sm|Zomba}} in the latter event. | ||
*{{Sm|Luugi|UK}} - One of the best Luigi players in the | *{{Sm|Luugi|UK}} - One of the best Luigi players in the world since mid-2022 and the second Luigi player ranked top 50 on a notable global ranking, ranking 47th on the [[LumiRank Mid-Year 2023]]. His 2nd-place finish at {{Trn|King Of Fields 95 3}} is tied for the highest placement for a Luigi player at a major/supermajor. | ||
*{{Sm|Navy|Japan}} - One of Japan's | *{{Sm|Navy|Japan}} - One of the Japan's most accomplished Luigi players in 2019, Navy most notably placed 4th at {{Trn|Sumabato SP 6}} with wins over {{Sm|Etsuji}} and {{Sm|kept}}. Navy went on a hiatus from offline competition during the period of 2020 until early 2023. Navy has since returned to form, placing 9th at the major {{Trn|Maesuma TOP 15 "FINAL"}} and 13th at the major {{Trn|Maesuma TOP 14.5 "in Hyogo"}}. | ||
*{{Sm| | *{{Sm|Rarukun|Japan}} - One of the best Luigi players in the world since mid-2023, thanks to a string of strong major performances, most notably 2nd at {{Trn|KOWLOON 9 with Sumabato}}, tied for the highest placement for a Luigi player at a major/supermajor. | ||
*{{Sm|WaKa|Mexico}} - The best Luigi player in North America following Elegant's ban | *{{Sm|WaKa|Mexico}} - The best Luigi player in North America following Elegant's ban, and one of the best players in Mexico. Although his activity has been either online or in-region, he has won many regionals in his region and has also placed highly at all Mexican majors he attended, including 9th at {{Trn|Smash Factor 9}} and 17th at both {{Trn|Smash Factor X}} and {{Trn|Delfino Maza 2023}}. He is also ranked 66th on the [[UltRank 2022]]. | ||
*{{Sm|Yamanaction|Japan}} - The best Luigi player in Japan in 2021 and 2022. | *{{Sm|Yamanaction|Japan}} - The best Luigi player in Japan in 2021 and 2022. His upset over {{Sm|ProtoBanham}} at {{Trn|Umebura SP 7}} is the largest upset at an ''Ultimate'' major, with an upset factor of 14. He has also placed highly at several majors, including 9th at {{Trn|Kagaribi 7}}, and was ranked 90th on the [[OrionRank 2022]]. Since 2023 he has been playing more {{SSBU|Steve}}, although he keeps Luigi as a secondary or counterpick. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Luigi's new grab | Luigi's new grab, which had noticably more lag, and nerfs to [[Luigi Cyclone]] that removed its recovery and gimping potential initially soured opinions on Luigi's viability. However, many players soon realized Luigi's combo game porential, specifically his zero-to-death combos. In addition, several Luigi players placed highly at tournaments as the metagame progressed, most notably {{Sm|Elegant}}, who despite a rough start eventually became a top 50 player by the end of the first year. Although Luigi's poor disadvantage state still hindered him, his perception greatly improved, and many players considered him as a mid-tier at worst. | ||
Since then, Luigi's results only improved as | Since then, Luigi's results only improved as Luigi's combo game developed even further: in the post-online metagame, Elegant established himself as a top 20 player in the world following a string of top 8 results at supermajor events. Even after Elegant's ban, other Luigi players came and took his place; most notable among them were {{Sm|Luugi}} and {{Sm|Rarukun}}, both of which have seen placements that were on-par if not better than what Elegant had. As such, although Luigi was ranked 47th on the current tier list as an upper-mid tier, many players have argued that Luigi should be ranked in the high-tier due to his strong results and deadly combo game. | ||
=={{SSBU|Classic Mode}}: Luigi's Nightmares== | =={{SSBU|Classic Mode}}: Luigi's Nightmares== | ||
[[File:SSBU Congratulations Luigi.png|thumb|Luigi's congratulations screen.]] | [[File:SSBU Congratulations Luigi.png|thumb|Luigi's congratulations screen.]] | ||
Luigi's opponents are fighters who demonstrate a creepy or scary motif, either because of their appearance (such as [[Dark Link]]), the series they hail from (such as [[Bayonetta]]), or both (such as [[Ridley]]). This theme is further referenced by each Round being fought on a stage that is gloomy and/or set at nighttime. The [[boss]] of Luigi's route, [[Dracula]], also fits this theme due to being a vampire; | Luigi's opponents are fighters who demonstrate a creepy or scary motif, either because of their appearance (such as [[Dark Link]]), the series they hail from (such as [[Bayonetta]]), or both (such as [[Ridley]]). This theme is further referenced by each Round being fought on a stage that is gloomy and/or set at nighttime. The [[boss]] of Luigi's route, [[Dracula]], also fits this theme due to being a vampire; by extension, his role as the boss also references Luigi's exploration of [[Dracula's Castle|his castle]] during {{SSBU|Simon}} and {{SSBU|Richter}}'s reveal trailer. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
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|3||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|The Legend Of Aesir}}''|| | |3||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|The Legend Of Aesir}}''|| | ||
|- | |- | ||
|4||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (×3), {{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (×2), and {{CharHead|Mii Gunner|SSBU|hsize=20px}}||Luigi's Mansion ([[Battlefield form]])||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}''||Horde Battle | |4||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (×3), {{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (×2), and {{CharHead|Mii Gunner|SSBU|hsize=20px}}||Luigi's Mansion ([[Battlefield form]])||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}''||Horde Battle.<br>{{SSBU|Mii Fighter}} costume combinations: | ||
*Hockey Mask and SSB T-shirt (Brawler) | *Hockey Mask and SSB T-shirt (Brawler) | ||
*Magic Hat and [[Ashley]] Outfit (Swordfighter) | *Magic Hat and [[Ashley]] Outfit (Swordfighter) | ||
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Although Luigi does not appear in the World of Light opening cutscene, he was presumably vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light. | Although Luigi does not appear in the World of Light opening cutscene, he was presumably vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light. | ||
Luigi was one of the many fighters who fell under [[Dharkon]]'s control upon Galeem's first defeat, and he can be found in the [[Mysterious Dimension]], being guarded by the {{h2|List of spirits (The Legend of Zelda series)|Link (The Legend of Zelda)}} spirit after | Luigi was one of the many fighters who fell under [[Dharkon]]'s control upon Galeem's first defeat, and he can be found in the [[Mysterious Dimension]], being guarded by the {{h2|List of spirits (The Legend of Zelda series)|Link (The Legend of Zelda)}} spirit after awakening {{SSBU|Meta Knight}}. | ||
{{clrl}} | {{clrl}} | ||
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|•The enemy has increased attack power after a little while<br>•The enemy deals damage when falling<br>•The enemy is giant | |•The enemy has increased attack power after a little while<br>•The enemy deals damage when falling<br>•The enemy is giant | ||
|{{SSBUMusicLink|Super Mario Bros.|Battle! - Paper Mario: Color Splash}} | |{{SSBUMusicLink|Super Mario Bros.|Battle! - Paper Mario: Color Splash}} | ||
|{{s|mariowiki| | |{{s|mariowiki|Mr. L}} | ||
|- | |- | ||
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*''{{iw|mariowiki|Luigi's Mansion 3}}'' was teased before it was officially announced through Simon's trailer, as Luigi can be seen using the new Poltergust G-00 from the aforementioned game. | *''{{iw|mariowiki|Luigi's Mansion 3}}'' was teased before it was officially announced through Simon's trailer, as Luigi can be seen using the new Poltergust G-00 from the aforementioned game. | ||
*Luigi can be seen performing Green Missile in [[Media:SSBU Panoramic.png|the panoramic artwork]] for ''Ultimate''. He also does this in a piece of [[Media:SSBMCast.jpg|group artwork]] for ''[[Super Smash Bros. Melee]]''. | *Luigi can be seen performing Green Missile in [[Media:SSBU Panoramic.png|the panoramic artwork]] for ''Ultimate''. He also does this in a piece of [[Media:SSBMCast.jpg|group artwork]] for ''[[Super Smash Bros. Melee]]''. | ||
*Luigi is the first and only [[veteran]] in the series to have | *Luigi is the first and only [[veteran]] in the series to have his standard grab be changed into a [[tether grab]] between installments. | ||
*In a promo screenshot for the game depicting Luigi in his [[Waluigi]]-inspired alternate costume, the "L" on his cap was green, but in the final game, it is purple, like in ''[[Super Smash Bros. 4]]''. | *In a promo screenshot for the game depicting Luigi in his [[Waluigi]]-inspired alternate costume, the "L" on his cap was green, but in the final game, it is purple, like in ''[[Super Smash Bros. 4]]''. | ||
*Luigi is one of two characters to represent an upcoming game at the time of the game's release through | *Luigi is one of two characters to represent an upcoming game at the time of the game's release through his moveset. The other character with this distinction is {{SSBU|Yoshi}} through his ''{{iw|mariowiki|Yoshi's Crafted World}}'' alternate costume. | ||
*Luigi's yellow alternate costume has a light blue L on his cap in-game, as opposed to it being yellow and matching the rest of the cap in his render.<ref>{{cite web|url=https://twitter.com/Aaronitmar/status/1074137046040616960|title=Comparison of Luigi's render and in-game model}}</ref> The head icon, however, properly colors the L. | *Luigi's yellow alternate costume has a light blue L on his cap in-game, as opposed to it being yellow and matching the rest of the cap in his render.<ref>{{cite web|url=https://twitter.com/Aaronitmar/status/1074137046040616960|title=Comparison of Luigi's render and in-game model}}</ref> The head icon, however, properly colors the L. | ||
*Prior to update 3.1.0., the {{iw|mariowiki|Warp Pipe}} used during Luigi's on-screen appearance would not appear to have any lighting effects, unlike Mario's. | *Prior to update 3.1.0., the {{iw|mariowiki|Warp Pipe}} used during Luigi's on-screen appearance would not appear to have any lighting effects, unlike Mario's. | ||
*Luigi is the only member of the [[Original 12]] to be unlocked in [[The Dark Realm]] in Adventure Mode, and the only one to be unlocked in a sub- | *Luigi is the only member of the [[Original 12]] to be unlocked in [[The Dark Realm]] in Adventure Mode, and the only one to be unlocked in a sub-area. | ||
*In the ''Super Smash Bros. Ultimate'' Direct of November 1, 2018, Sakurai noted during the part where he described {{SSBU|Ken}} that Luigi is the original Echo Fighter, as he was initially introduced as a simple palette swap of Mario in 1983's ''{{iw|mariowiki|Mario Bros.|game}}'' with identical abilities. Likewise, Luigi was originally a full clone of Mario in the original ''[[Super Smash Bros.]]'', though he has since been heavily de-cloned to the point of being a pseudo-clone as of ''Ultimate''. | *In the ''Super Smash Bros. Ultimate'' Direct of November 1, 2018, Sakurai noted during the part where he described {{SSBU|Ken}} that Luigi is the original Echo Fighter, as he was initially introduced as a simple palette swap of Mario in 1983's ''{{iw|mariowiki|Mario Bros.|game}}'' with identical abilities. Likewise, Luigi was originally a full clone of Mario in the original ''[[Super Smash Bros.]]'', though he has since been heavily de-cloned to the point of being a pseudo-clone as of ''Ultimate''. | ||
*Alongside {{SSBU|Greninja}} and {{SSBU|Kazuya}}, Luigi is one of three characters in ''Ultimate'' with a taunt that cannot be canceled, due to the fact that their non-cancelable taunts have hitboxes. | *Alongside {{SSBU|Greninja}} and {{SSBU|Kazuya}}, Luigi is one of three characters in ''Ultimate'' with a taunt that cannot be canceled, due to the fact that their non-cancelable taunts have hitboxes. |