Template:SSB4 to SSBU changelist/Luigi: Difference between revisions

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*{{buff|Luigi [[run]]s faster (1.5 → 1.65).}}
*{{buff|Luigi [[run]]s faster (1.5 → 1.65).}}
**{{buff|Luigi's initial [[dash]] is significantly faster (1.28 → 1.815).}}
**{{buff|Luigi's initial [[dash]] is significantly faster (1.28 → 1.815).}}
*{{buff|Luigi's [[air speed]] is slightly higher (0.7341766 → 0.77).}}
*{{buff|Luigi's [[air speed]] is slightly higher (0.7341766 → 0.77), although it is still the second slowest of the cast.}}
*{{change|Luigi [[falling speed|falls]] faster (1.25 → 1.32). This improves his vertical endurance and makes him less susceptible to [[juggling]], but makes him more susceptible to combos.}}
*{{change|Luigi [[falling speed|falls]] faster (1.25 → 1.32). This improves his vertical endurance and makes him less susceptible to [[juggling]], but makes him more susceptible to combos.}}
*{{buff|Luigi's [[fast fall]]ing speed is faster (2 → 2.112). This improves his air mobility and makes him less susceptible to juggles.}}
*{{buff|Luigi's [[fast fall]]ing speed is faster (2 → 2.112). This improves his air mobility and makes him less susceptible to juggles.}}
*{{buff|Luigi's [[gravity]] is higher (0.075 → 0.083). This makes his jumps faster and makes him less vulnerable to juggles, while his faster falling speed compensates for its faster vertical knockback.}}
*{{buff|Luigi's [[gravity]] is higher (0.075 → 0.083). This makes his jumps faster and makes him less vulnerable to juggles, while his faster falling speed compensates for its faster vertical knockback.}}
*{{buff|Luigi has significantly higher [[traction]] (0.024 → 0.096), no longer being the lowest in the game. This allows him to punish out of shield much more easily.}}
*{{buff|Luigi has significantly higher [[traction]] (0.024 → 0.096), no longer being the lowest in the game. This allows him to punish out of shield much more easily and improves his approach.}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 31 → 30).}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 31 → 30).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-17 → 4-15).}}
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**{{change|Luigi has a new up tilt: a jumping uppercut, similar to the one he possessed in the original ''[[Super Smash Bros.]]''}}
**{{change|Luigi has a new up tilt: a jumping uppercut, similar to the one he possessed in the original ''[[Super Smash Bros.]]''}}
**{{buff|Due to the new animation, it has more range above and in front of Luigi, allowing it to reach opponents on the lower platforms of {{SSBU|Battlefield}}, and opponents further in front of him.}}
**{{buff|Due to the new animation, it has more range above and in front of Luigi, allowing it to reach opponents on the lower platforms of {{SSBU|Battlefield}}, and opponents further in front of him.}}
**{{buff|It has less ending lag (FAF 31 → 28), which combined with the previous change, this improves its combo potential.}}
**{{buff|It has less ending lag (FAF 31 → 28), which combined with the previous change, improves its combo potential.}}
**{{nerf|It can no longer hit opponents behind Luigi.}}
**{{nerf|It can no longer hit opponents behind Luigi.}}
*[[Down tilt]]:
*[[Down tilt]]:
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*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash's sweetspots on both hits take priority over the sourspots, making them easier to land.}}
**{{buff|Down smash's sweetspots on both hits take priority over the sourspots, making them easier to land.}}
**{{nerf|Both hits launch at lower angles (120° (hit 1)/60° (hit 2) → 52°/48°), with the first one no longer launching opponents towards Luigi. This hinders their setup and KO potential, without meaningfully improving their ability to get opponents offstage.}}
**{{buff|Both hits launch at lower angles (120° (hit 1)/60° (hit 2) → 52°/48°), with the first one no longer launching opponents behind Luigi. This improves their KO potential and ability to set up edgeguards.}}
**{{nerf|The sweetspot on the first hit has been moved inwards (Z offset: 6.8u → 6.5u), slightly reducing its range.}}
**{{nerf|The sweetspot on the first hit has been moved inwards (Z offset: 6.8u → 6.5u), slightly reducing its range.}}


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*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's clean hit has increased base knockback (20 → 30) and a bigger hitbox (2.5u → 3u), improving the meteor smash's KO potential without worsening its combo potential due to the decreased jumpsquat and landing lag.}}
**{{buff|Down aerial's clean hit has increased base knockback (20 → 30) and a bigger hitbox (2.5u → 3u), improving the meteor smash's KO potential without worsening its combo potential due to the decreased jumpsquat and landing lag.}}
**{{change|The clean hit has a lower hitlag multiplier (2× → 1.4×).}}
**{{buff|The clean hit has a lower hitlag multiplier (2× → 1.4×). This makes it harder to DI.}}
*{{buff|Luigi gained a [[grab aerial]], the Suction Shot, effectively gaining an extra attack. Unlike other grab aerials, it has considerable landing lag and cannot be used as a [[tether recovery]], but produces a [[projectile]] in the form of a plunger that drops a set distance downward. It can be shot even during landing lag depending on timing, allowing it to be used as a new edgeguarding option and combo starter. Lastly, it can hit opponents at the ledge if the plunger is falling. It is incapable of connecting when Luigi is grounded, but will connect if the opponent is hanging on the ledge.}}
*[[Grab aerial]]:
**{{buff|Luigi has gained a [[grab aerial]], the Suction Shot, effectively receiving an extra attack. Unlike other grab aerials, it has considerable landing lag and cannot be used as a [[tether recovery]], but produces a [[projectile]] in the form of a plunger that drops a set distance downward. It can be shot even during landing lag depending on timing, allowing it to be used as a new edgeguarding option and combo starter. Lastly, it can hit opponents at the ledge if the plunger is falling. It is incapable of connecting when Luigi is grounded, but will connect if the opponent is hanging on the ledge.}}


===Throws and other attacks===
===Throws and other attacks===
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*{{change|Forward and back throws trigger a hitlag effect on both Luigi and the opponent prior to release, while down throw no longer inflicts hitlag on the opponent when released.}}
*{{change|Forward and back throws trigger a hitlag effect on both Luigi and the opponent prior to release, while down throw no longer inflicts hitlag on the opponent when released.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{change|Luigi has a new forward throw: the Slam used in Luigi's Mansion 3.}}
**{{change|Luigi has a new forward throw: the Slam used in ''Luigi's Mansion 3''.}}
**{{nerf|It releases opponents slower (frame 13 → 15) with 4 frames of hitlag to the opponent, but has more ending lag (FAF 28 → 38).}}
**{{nerf|It releases opponents slower (frame 13 → 15) with 4 frames of hitlag to the opponent, but has more ending lag (FAF 28 → 38).}}
*[[Back throw]]:
*[[Back throw]]:
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**{{change|Down throw's animation has been slightly changed, with the Poltergust being visible throughout it.}}
**{{change|Down throw's animation has been slightly changed, with the Poltergust being visible throughout it.}}
**{{buff|It has gained a hitbox before the throw that lasts on frames 18-28, with its damage redistributed (6% → 3% (hit 1 and throw)) and knockback compensated on the throw (55 base/83 scaling → 45/135). This allows it to hit bystanders.}}
**{{buff|It has gained a hitbox before the throw that lasts on frames 18-28, with its damage redistributed (6% → 3% (hit 1 and throw)) and knockback compensated on the throw (55 base/83 scaling → 45/135). This allows it to hit bystanders.}}
**{{buff|It releases the opponent slower (frame 18 → 29), but it no longer deals 6 frames of hitlag to the opponent. Overall, since its total duration is unchanged, this reduces its effective ending lag by five frames. Combined with Luigi's faster jumpsquat and jump speed, this significantly improves its combo potential, granting it multiple KO setups at high percents.}}
**{{buff|It releases the opponent slower (frame 18 → 29), but it no longer deals 6 frames of hitlag to the opponent. Overall, since its total duration is unchanged, this reduces its effective ending lag by five frames. Combined with Luigi's faster jumpsquat and jump speed, this significantly improves its combo potential, allowing it to lead into potential [[zero-to-death]] combos and granting it multiple KO setups at high percents, most notably with Luigi Cyclone, which had previously been removed in the patch [[1.1.1]] of ''Smash 4''.}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}
**{{buff|Edge attack deals more damage (7% → 9%).}}
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*[[Green Missile]]:
*[[Green Missile]]:
**{{buff|Green Missile has less ending lag in the air (FAF 86 → 81) and on hit (FAF 42 → 33).}}
**{{buff|Green Missile has less ending lag in the air (FAF 86 → 81) and on hit (FAF 42 → 33).}}
**{{buff|It travels farther when fully charged.}}
**{{buff|It travels farther when fully charged (2.5 → 2.65).}}
**{{buff|The regular version has intangibility after releasing the charge (frames 1-5).}}
**{{buff|The regular version has intangibility after releasing the charge (frames 1-5).}}
**{{buff|The regular version has increased base knockback (20 → 30), improving its KO potential when charged.}}
**{{buff|The regular version has increased base knockback (20 → 30), improving its KO potential when charged.}}
**{{buff|The regular version has larger hitboxes (4.2u → 4.8u).}}
**{{buff|The regular version has larger hitboxes (4.2u → 4.8u).}}
**{{buff|Misfire covers more horizontal distance, but less vertical distance. Therefore, it's easier to land a misfire while grounded.}}
**{{buff|Misfire covers more horizontal distance (2.5 → 3.0), but less vertical distance (0.8 → 0.34). Therefore, it's easier to land a misfire while grounded.}}
***{{nerf|The lower vertical distance makes it more likely for Luigi to get stuck below the stage after misfiring while recovering.}}
**{{nerf|Green Missile slows down more at the end (Brake: 0.05 → 0.07).}}
**{{change|Green Missile's physics in the air are floatier (initial gravity: 0.01 → 0.008).}}
**{{change|Luigi's misfire animation has been changed, having him spin.}}
**{{change|Luigi's misfire animation has been changed, having him spin.}}
**{{change|Luigi's charging animation has been changed, appearing angrier and has an altered pose with his arms in behind him in a shoulder tackle position.}}
**{{change|Luigi's charging animation has been changed, appearing angrier and has an altered pose with his arms in behind him in a shoulder tackle position.}}
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**{{buff|The sweetspot has increased knockback scaling (77 (grounded)/66 (aerial) → 88/80), greatly improving its KO potential.}}
**{{buff|The sweetspot has increased knockback scaling (77 (grounded)/66 (aerial) → 88/80), greatly improving its KO potential.}}
**{{buff|The sweetspot reaches further into the Z axis, making it more consistent at hitting some fighters.}}
**{{buff|The sweetspot reaches further into the Z axis, making it more consistent at hitting some fighters.}}
**{{buff|It can now be b-reversed before the hitbox comes out, allowing Luigi to use the move to hit behind himself.}}
**{{nerf|It has less aerial drift when Luigi starts facing downwards, making it riskier to use farther away from the ledge.}}
**{{nerf|It has less aerial drift when Luigi starts facing downwards, making it riskier to use farther away from the ledge.}}
**{{nerf|The sourspot has smaller hitboxes (7.68u/6.24u → 5.8u/4.7u).}}
**{{nerf|The sourspot has smaller hitboxes (7.68u/6.24u → 5.8u/4.7u).}}
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**{{buff|It deals more damage (1.5% → 2% (hits 1-4), 3% → 4% (hit 5); 9% → 12% (total)), and has increased knockback on the last hit (80 (base)/130/120 (scaling) → 85/140/130), significantly improving its KO potential.}}
**{{buff|It deals more damage (1.5% → 2% (hits 1-4), 3% → 4% (hit 5); 9% → 12% (total)), and has increased knockback on the last hit (80 (base)/130/120 (scaling) → 85/140/130), significantly improving its KO potential.}}
**{{buff|It has gained a windbox that pulls opponents into the move. The looping hits also have a lower hitlag multiplier (1× (grounded)/1.3× (aerial) → 0.8×) and SDI multiplier (1× → 0.8×), and their aerial version deals less knockback (60 base/120 scaling → 80/30), allowing them to connect more reliably.}}
**{{buff|It has gained a windbox that pulls opponents into the move. The looping hits also have a lower hitlag multiplier (1× (grounded)/1.3× (aerial) → 0.8×) and SDI multiplier (1× → 0.8×), and their aerial version deals less knockback (60 base/120 scaling → 80/30), allowing them to connect more reliably.}}
***{{nerf|However, the addition of the windbox to the move and the aerial loop hits' lower knockback completely remove its ability to [[gimp]] opponents offstage at almost any percent, significantly hindering its edgeguarding potential.}}
***{{nerf|The windbox for the aerial version pushes opponents away from Luigi if they are behind him, making it less consistent even when they're already trapped in the vortex.}}
**{{buff|It has larger hitboxes (4.5u/5u/5u → 5.5u/5.5u/6u (multi-hits), 6u/6u/6u → 7.5u/7.5u/6.5u (last hit)) and the grounded version's stomach hitbox was moved down, greatly increasing its range and coverage around Luigi, while also allowing it to hit some characters hanging on the ledge.}}
**{{buff|It has larger hitboxes (4.5u/5u/5u → 5.5u/5.5u/6u (multi-hits), 6u/6u/6u → 7.5u/7.5u/6.5u (last hit)) and the grounded version's stomach hitbox was moved down, greatly increasing its range and coverage around Luigi, while also allowing it to hit some characters hanging on the ledge.}}
**{{nerf|Luigi Cyclone has much less horizontal maneuverability on the ground.}}
**{{nerf|Luigi Cyclone has much less horizontal maneuverability on the ground.}}
**{{nerf|It gains significantly less height from [[button mashing]], essentially removing its usefulness in recovery, and considerably weakening Luigi's recovery overall.}}
**{{nerf|It gains significantly less height from [[button mashing]], with the move's ending lag now completely negating any additional height it might garner. Aside from delaying Luigi's descent, this essentially removes its usefulness in recovery and considerably weakens Luigi's recovery overall.}}
**{{nerf|The addition of the windbox to the move and the aerial loop hits' lower knockback completely remove its ability to [[gimp]] opponents offstage.}}
**{{change|Luigi Cyclone has a more opaque vortex form around Luigi when used.}}
**{{change|Luigi Cyclone has a more opaque vortex form around Luigi when used.}}
**{{change|The aerial version uses the same ending animation as the grounded version.}}
**{{change|The aerial version uses the same ending animation as the grounded version.}}

Revision as of 07:10, March 7, 2024

Aesthetics

  • Change Due to the aesthetic used in Ultimate, Luigi's model features a subdued color scheme; the green of his shirt and hat are brighter while the blue of his overalls is noticeably darker, better matching his appearances in the Mario series. His clothing also features greater detailing, with the seams on his overalls being more accentuated, and his buttons having a more polished finish. He also has a slightly darker skin tone.
  • Change Luigi's idle animation has been slightly altered, with his head turned toward the screen and his arms moving in a more circular motion. However, he reverts to his previous idle animation while holding a small item.
  • Change Like most of the returning roster, Luigi has become much more expressive than in the previous games. He shows an angry expression when charging Green Missile and during his forward aerial, has a winced face when throwing an opponent with his Poltergust, appearing scared when dodging, and surprised during Super Jump Punch.
  • Change Luigi has a new dashing animation akin to how he runs in Luigi's Mansion and other games such as the Mario & Luigi series. Luigi has a more upright posture in this new animation, making his hurtbox taller but narrower. This makes him easier to hit vertically, but harder horizontally.
  • Change Air dodge and backwards jump animations have changed. Additionally, Luigi now faces the screen instead of away while sleeping, like his brother.
  • Change As with Mario, Luigi's on-screen appearance emits the Warp Pipe sound effect rather than the jump sound, similar to Smash 64.
  • Change Luigi's right-inputted victory pose was slightly altered, with a different animation for gasping at the end.

Attributes

  • Buff Like all characters, Luigi's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Luigi walks faster (1.08 → 1.134).
  • Buff Luigi runs faster (1.5 → 1.65).
    • Buff Luigi's initial dash is significantly faster (1.28 → 1.815).
  • Buff Luigi's air speed is slightly higher (0.7341766 → 0.77), although it is still the second slowest of the cast.
  • Change Luigi falls faster (1.25 → 1.32). This improves his vertical endurance and makes him less susceptible to juggling, but makes him more susceptible to combos.
  • Buff Luigi's fast falling speed is faster (2 → 2.112). This improves his air mobility and makes him less susceptible to juggles.
  • Buff Luigi's gravity is higher (0.075 → 0.083). This makes his jumps faster and makes him less vulnerable to juggles, while his faster falling speed compensates for its faster vertical knockback.
  • Buff Luigi has significantly higher traction (0.024 → 0.096), no longer being the lowest in the game. This allows him to punish out of shield much more easily and improves his approach.
  • Buff Forward roll has less ending lag (FAF 31 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 58).

Ground attacks

  • Neutral attack:
    • Buff The first hit can be held for a consecutive jab, akin to Mario's.
    • Buff The third hit has static hitboxes with different sizes (4.5u/4.5u → 5u/3.5u), making its outermost hitbox bigger and the innermost one smaller, increasing its range overall.
    • Nerf The first and third hits deal less damage (3% → 2% (hit 1), 5% → 4% (hit 3)), with the third hit also having less base knockback (65 → 60).
    • Nerf The first hit has an altered animation where Luigi doesn't lunge forward as much. In addition, its hitboxes were shrunk to match his arm and fist, reducing the attack's range (4.5u/3.0u/3.5u → 1.4u/1.7u/2.0u).
    • Change The first and second hits have altered angles and knockback to keep opponents close to Luigi, akin to other neutral attacks. This allows them to connect better and jab lock, but removes their guaranteed jab cancel setups.
  • Forward tilt:
    • Buff Forward tilt deals more damage (8% → 9%) and has much more base knockback (2 → 50), without full compensation on its knockback scaling (100 → 75). This improves its safety on hit at low percents due to sending the opponent into tumble earlier (75% →17%), while also greatly increasing its KO potential overall, allowing it to KO below 200%.
    • Nerf However, due to its increased knockback, it can no longer lock opponents.
    • Buff The outermost hitbox has been moved further outwards (X offset: 3.6u → 4u), slightly improving the move's range.
    • Nerf It has lost the smallest hitbox located at Luigi's torso, and its knee hitbox has been slightly reduced (4.8/4u/3.4u → 4.8u/3.8u), worsening its coverage at point blank range.
    • Change It has an altered animation, being a side kick instead of a spinning hook kick. Luigi also faces the camera during the kick.
  • Up tilt:
    • Change Luigi has a new up tilt: a jumping uppercut, similar to the one he possessed in the original Super Smash Bros.
    • Buff Due to the new animation, it has more range above and in front of Luigi, allowing it to reach opponents on the lower platforms of Battlefield, and opponents further in front of him.
    • Buff It has less ending lag (FAF 31 → 28), which combined with the previous change, improves its combo potential.
    • Nerf It can no longer hit opponents behind Luigi.
  • Down tilt:
    • Buff Down tilt has significantly less ending lag (FAF 27 → 14), dramatically improving its safety and granting it combo ability.
    • Nerf It no longer has a bonus trip chance.
    • Change It deals less damage (8% → 5%). However, its knockback was not fully compensated (20 base/65 scaling → 32/72), further improving its combo potential.
  • Dash attack:
    • Buff Dash attack has drastically less ending lag (FAF 76 → 48).
    • Buff It consists of five hits instead of seven, which deal much more damage (1% (hits 1-6), 2% (hit 7) → 2% (hits 1-4), 4% (hit 5)) with knockback not compensated on the last hit, improving its KO potential.
    • Nerf The first four hits have a higher hitlag multiplier (0.3× → 0.5×). Combined with the universally increased hitlag, this allows opponents to SDI them, which was previously impossible due to their lack of hitlag.
    • Buff The first four hits have a different angle (10°/65° → 0°(hits 1-3)/15°/10° (hit 4)) and altered base knockback (26/60 → 38/60 (hits 1-3)/24/48 (hit 4)). Combined with the increased traction across the cast, this generally helps them connect more reliably.
    • Change The final hit has lost its closest hitbox (5u/4u/3u → 5u/4u), but its second innermost hitbox has been moved more inwards to compensate (Z offset: 6u → 5u).
  • Forward smash:
    • Buff Forward smash launches at a lower angle (65° (up)/53° (non-angled)/45° (down) → 52°/42°/37°), with the upward and non-angled variants also having higher knockback scaling (121 (up)/116 (non-angled) → 131/121), greatly improving their KO potential despite the downward variant's slightly lower knockback scaling (117 → 116).
  • Up smash:
    • Buff Up smash has increased knockback scaling (98 → 102), improving its KO potential.
    • Buff Luigi's nose is intangible along with his head while the hitboxes are active, instead of only his head being intangible.
    • Change The move's animation has been reversed, with Luigi facing towards the screen rather than away from it.
  • Down smash:
    • Buff Down smash's sweetspots on both hits take priority over the sourspots, making them easier to land.
    • Buff Both hits launch at lower angles (120° (hit 1)/60° (hit 2) → 52°/48°), with the first one no longer launching opponents behind Luigi. This improves their KO potential and ability to set up edgeguards.
    • Nerf The sweetspot on the first hit has been moved inwards (Z offset: 6.8u → 6.5u), slightly reducing its range.

Aerial attacks

  • Buff All aerials have less landing lag (14 frames → 8 (neutral), 22 → 13 (forward), 16 → 10 (back), 12 → 7 (up), 20 → 12 (down)).
  • Neutral aerial:
    • Buff Neutral aerial is interruptible, giving it one frame less ending lag (FAF 46 → 45).
    • Change Luigi's head is slightly repositioned when using it.
  • Forward aerial:
    • Buff Forward aerial's animation has been altered, with Luigi's arm swinging in a fuller arc ending slightly further down while the hitbox is active, increasing its range below him.
    • Change Luigi sports an angry expression when using the move.
  • Back aerial:
    • Buff Back aerial always launches opponents towards Luigi's back, akin to most other back aerials, improving its reliability for edgeguarding.
    • Buff It has one frame less ending lag (FAF 46 → 45), allowing Luigi to act just before the animation ends.
    • Change Luigi has a neutral expression when using the move instead of a scared expression.
  • Up aerial:
    • Change It has an altered animation, with Luigi's torso rotating later than the leg.
    • Buff Up aerial has less ending lag (FAF 30 → 27), improving its combo potential. This also allows Luigi to perform two up aerials in a short hop and auto-cancel the second one, like in Brawl and Smash 64.
  • Down aerial:
    • Buff Down aerial's clean hit has increased base knockback (20 → 30) and a bigger hitbox (2.5u → 3u), improving the meteor smash's KO potential without worsening its combo potential due to the decreased jumpsquat and landing lag.
    • Buff The clean hit has a lower hitlag multiplier (2× → 1.4×). This makes it harder to DI.
  • Grab aerial:
    • Buff Luigi has gained a grab aerial, the Suction Shot, effectively receiving an extra attack. Unlike other grab aerials, it has considerable landing lag and cannot be used as a tether recovery, but produces a projectile in the form of a plunger that drops a set distance downward. It can be shot even during landing lag depending on timing, allowing it to be used as a new edgeguarding option and combo starter. Lastly, it can hit opponents at the ledge if the plunger is falling. It is incapable of connecting when Luigi is grounded, but will connect if the opponent is hanging on the ledge.

Throws and other attacks

  • Change Luigi has a tether grab, using his Poltergust G-00 from Luigi's Mansion 3 to shoot a plunger attached to a rope, the Suction Shot. His pummel and all his throws except down throw have received new animations reflecting this change.
    • Buff Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).
    • Nerf However, all grabs have noticeably increased startup (frame 6/8/9 (standing/dash/pivot) → 14/16/17) and ending lag (FAF 29/36/34 → 48/52/50), making them riskier to use at close range, and easier to punish if they miss.
    • Change Due to the Poltergust G-00 having a right-handed design, Luigi turns his back toward the screen when using the grab facing left.
  • Pummel:
    • Change Pummel has Luigi squeeze the opponent with the Poltergust.
    • Buff It deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
    • Nerf It deals much less damage (3.2% → 1.3%).
  • Change The speed of Luigi's throws is no longer weight-dependent. This improves his up and down throws' combo potential on heavyweights, but reduces it on lightweights.
  • Change Forward and back throws trigger a hitlag effect on both Luigi and the opponent prior to release, while down throw no longer inflicts hitlag on the opponent when released.
  • Forward throw:
    • Change Luigi has a new forward throw: the Slam used in Luigi's Mansion 3.
    • Nerf It releases opponents slower (frame 13 → 15) with 4 frames of hitlag to the opponent, but has more ending lag (FAF 28 → 38).
  • Back throw:
    • Change Luigi has a new back throw: a backward Slam with the Poltergust.
    • Buff It releases opponents drastically faster (frame 44 → 15) and inflicts 4 frames of hitlag to the opponent, with its total duration reduced as well (FAF 67 → 38), making it harder to DI and much more consistent for KOs.
    • Buff Luigi releases the opponent farther away from him, slightly improving its KO potential.
    • Nerf Its collateral hitbox has been removed. As a result, it can no longer hit bystanders.
  • Up throw:
    • Change Luigi has a new up throw: he swings his opponent upward with the Poltergust.
    • Buff It has increased combo ability due to Luigi's faster jumpsquat and jump speed.
    • Buff It has gained a collateral hitbox in front of Luigi that deals 6% damage and has similar knockback to the throw, allowing it to hit and even start combos against bystanders.
  • Down throw:
    • Change Down throw's animation has been slightly changed, with the Poltergust being visible throughout it.
    • Buff It has gained a hitbox before the throw that lasts on frames 18-28, with its damage redistributed (6% → 3% (hit 1 and throw)) and knockback compensated on the throw (55 base/83 scaling → 45/135). This allows it to hit bystanders.
    • Buff It releases the opponent slower (frame 18 → 29), but it no longer deals 6 frames of hitlag to the opponent. Overall, since its total duration is unchanged, this reduces its effective ending lag by five frames. Combined with Luigi's faster jumpsquat and jump speed, this significantly improves its combo potential, allowing it to lead into potential zero-to-death combos and granting it multiple KO setups at high percents, most notably with Luigi Cyclone, which had previously been removed in the patch 1.1.1 of Smash 4.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).
  • Down taunt:
    • Buff Due to Luigi's down taunt using set knockback, it is unaffected by Ultimate's knockback speed up mechanic and thus does not have reduced hitstun like other moves that cause tumbling, greatly improving its combo potential onstage in conjunction with Luigi's faster jumpsquat and jump speed. This is further compounded by grounded meteor smashes no longer being techable, allowing it to guarantee combos and KO setups at high percents if it hits.
    • Nerf Due to the inability to taunt in Quickplay matches (except to discard Copy Abilities as Kirby), Luigi cannot take advantage of his down taunt's offensive capabilities in said online mode.

Special moves

  • Fireball:
    • Nerf It has received negative shield damage (0 → -3 (clean)/-2.5 (late)), effectively dealing half its usual damage to shields.
  • Green Missile:
    • Buff Green Missile has less ending lag in the air (FAF 86 → 81) and on hit (FAF 42 → 33).
    • Buff It travels farther when fully charged (2.5 → 2.65).
    • Buff The regular version has intangibility after releasing the charge (frames 1-5).
    • Buff The regular version has increased base knockback (20 → 30), improving its KO potential when charged.
    • Buff The regular version has larger hitboxes (4.2u → 4.8u).
    • Buff Misfire covers more horizontal distance (2.5 → 3.0), but less vertical distance (0.8 → 0.34). Therefore, it's easier to land a misfire while grounded.
      • Nerf The lower vertical distance makes it more likely for Luigi to get stuck below the stage after misfiring while recovering.
    • Nerf Green Missile slows down more at the end (Brake: 0.05 → 0.07).
    • Change Green Missile's physics in the air are floatier (initial gravity: 0.01 → 0.008).
    • Change Luigi's misfire animation has been changed, having him spin.
    • Change Luigi's charging animation has been changed, appearing angrier and has an altered pose with his arms in behind him in a shoulder tackle position.
  • Super Jump Punch:
    • Buff Super Jump Punch has significantly decreased landing lag (68 frames → 45).
    • Buff It grants more vertical distance.
    • Buff The sweetspot has increased knockback scaling (77 (grounded)/66 (aerial) → 88/80), greatly improving its KO potential.
    • Buff The sweetspot reaches further into the Z axis, making it more consistent at hitting some fighters.
    • Buff It can now be b-reversed before the hitbox comes out, allowing Luigi to use the move to hit behind himself.
    • Nerf It has less aerial drift when Luigi starts facing downwards, making it riskier to use farther away from the ledge.
    • Nerf The sourspot has smaller hitboxes (7.68u/6.24u → 5.8u/4.7u).
    • Nerf The move has issues connecting against certain characters due to the changes to jostle mechanics.
    • Change Like several other powerful attacks in the game, the grounded version's sweetspot triggers the Special Zoom when it successfully hits an opponent.
  • Luigi Cyclone:
    • Buff Luigi Cyclone grants Luigi full invincibility on frames 4-8 for the grounded version and frames 1-7 for the aerial version. This allows it to tank through opposing attacks and break combos very effectively.
    • Buff The last hit comes out faster (frame 44 → 40), allowing it to connect more reliably, and giving the move faster interruptibility as a result (FAF 90 → 86).
    • Buff It deals more damage (1.5% → 2% (hits 1-4), 3% → 4% (hit 5); 9% → 12% (total)), and has increased knockback on the last hit (80 (base)/130/120 (scaling) → 85/140/130), significantly improving its KO potential.
    • Buff It has gained a windbox that pulls opponents into the move. The looping hits also have a lower hitlag multiplier (1× (grounded)/1.3× (aerial) → 0.8×) and SDI multiplier (1× → 0.8×), and their aerial version deals less knockback (60 base/120 scaling → 80/30), allowing them to connect more reliably.
      • Nerf However, the addition of the windbox to the move and the aerial loop hits' lower knockback completely remove its ability to gimp opponents offstage at almost any percent, significantly hindering its edgeguarding potential.
      • Nerf The windbox for the aerial version pushes opponents away from Luigi if they are behind him, making it less consistent even when they're already trapped in the vortex.
    • Buff It has larger hitboxes (4.5u/5u/5u → 5.5u/5.5u/6u (multi-hits), 6u/6u/6u → 7.5u/7.5u/6.5u (last hit)) and the grounded version's stomach hitbox was moved down, greatly increasing its range and coverage around Luigi, while also allowing it to hit some characters hanging on the ledge.
    • Nerf Luigi Cyclone has much less horizontal maneuverability on the ground.
    • Nerf It gains significantly less height from button mashing, with the move's ending lag now completely negating any additional height it might garner. Aside from delaying Luigi's descent, this essentially removes its usefulness in recovery and considerably weakens Luigi's recovery overall.
    • Change Luigi Cyclone has a more opaque vortex form around Luigi when used.
    • Change The aerial version uses the same ending animation as the grounded version.
  • Final Smash:
    • Change While Luigi's Final Smash is the same as in Smash 4, he uses his new Poltergust from Luigi's Mansion 3, the Poltergust G-00.[1] Much like his grabs and throws, the animation is slightly different; he turns his back to the screen when used while facing left.
    • Nerf The release deals less knockback (80 base/160 scaling → 70/142), noticeably weakening its KO potential.
    • Change It releases multiple victims slower.