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{{image|GIF of the misfire in ''Ultimate''.}}
{{ArticleIcons|ssbm=y|ssbb=y|ssb4=y|ssbu=y}}
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{{Infobox Special Move
{{Infobox Special Move
|name=Green Missile
|name=Green Missile
|image=[[File:Luigi Side B SSBU.gif|300px]]
|image=[[File:Luigi Side B SSBU.gif|300px]]
|caption=Luigi charging Green Missile in ''[[Ultimate|Super Smash Bros. Ultimate]]''
|caption=Luigi charging Green Missile in ''[[Ultimate|Super Smash Bros. Ultimate]]''.
|universe={{uv|Mario}}
|universe={{uv|Mario}}
|user=[[Luigi]]
|user=[[Luigi]]
}}
}}
{{image|GIF of the misfire in ''Ultimate''.}}
The '''Green Missile''' ({{ja|ルイージロケット|Ruīji Roketto}}, ''Luigi Rocket'') is [[Luigi]]'s [[side special move]].
The '''Green Missile''' ({{ja|ルイージロケット|Ruīji Roketto}}, ''Luigi Rocket'') is [[Luigi]]'s [[side special move]] since ''[[Super Smash Bros. Melee]]''.


==Overview==
==Overview==
[[File:Luigi greenmissle.jpg|thumb|left|Green Missile in ''Melee'' (misfire).]]
[[File:Luigi greenmissle.jpg|thumb|left|Green Missile in ''Melee'' (misfire).]]
The move can be charged for about three seconds, and once let go, Luigi launches himself sideways like a rocket, with the distance and [[damage]] being based on how long the move is charged. At full charge, the move can reliably KO under 150%; however, it is not often used to KO due to being extremely predictable and taking too long to charge. Despite this, it still remains a very powerful KO move, potentially rivaling the [[Super Jump Punch]] as Luigi's best KO move.
The move can be charged for about three seconds, and once let go, Luigi launches himself sideways like a rocket, with the distance and [[damage]] being based on how long the move is charged. At full charge, the move can reliably KO under 150%; however, it is not often used to KO due to being extremely predictable and taking too long to charge. Despite this, it still remains a very powerful KO move.


The move is essential to Luigi's recovery. Because of Luigi's atrocious air mobility (having the worst [[air speed]] in the first two games and the 2nd worst in the latter three), he cannot return to the stage reliably if he is sent far offstage. Green Missile allows him to cover much more horizontal distance and does not leave him [[helpless]], allowing him to use his double jump and up special to return to the stage. However, the move has a noticeable amount of ending lag and leaves Luigi vulnerable when using it, making him very susceptible to edgeguarding, especially if the opponent is willing to endure the hit to reduce the distance Luigi travels. Thus, it is crucial to mix things up to avoid becoming predictable.  
The move is essential to Luigi's recovery. Because of Luigi's atrocious air mobility (having the worst [[air speed]] in the first two games and the 2nd worst in the latter three, in addition to [[Super Jump Punch|an up special]] that provides no horizontal movement), he cannot return to the stage reliably if he is sent far offstage. Green Missile allows him to cover significant horizontal distance and does not render him [[helpless]], allowing him to use his double jump and up special to return to the stage. Additionally, the move has a small amount of [[intangibility]] upon release that can potentially protect Luigi from opponents' edgeguard attempts (a trait which only applies to regular Missiles in ''Melee'' and ''Brawl'' and misfires in ''SSB4'' onwards). However, the move has a noticeable amount of ending lag and leaves Luigi vulnerable when using it, making it very susceptible to edgeguarding, especially if the opponent is willing to endure the hit to reduce the distance Luigi travels. Thus, it is crucial to mix things up to avoid becoming predictable.  


The move also has a small chance to "misfire", an effect officially known as '''Overzealous Green Missile'''. A misfire's distance and damage will not be affected by how much it is charged, with both being greater than even a fully charged regular Green Missile. The probability of misfiring is {{fractions|1|8}} for  ''[[Melee]]'' and ''[[Brawl]]'' and {{fractions|1|10}} for ''[[SSB4]]'' and ''[[Ultimate]]''. When one occurs, the move's animation will have a noticeable fire/rocket effect. In ''Melee'', Luigi's eyes will close as if he was struck, as opposed to being halfway open during a normal Green Missile; ''SSB4'' introduced a unique sound effect, and Luigi spins as if [[reeling]] in ''Ultimate''. In ''Smash 4'' onwards, Luigi can never misfire in [[Home-Run Contest]].
The move also has a small chance to "misfire", an effect officially known as '''Overzealous Green Missile'''. A misfire's distance and damage will not be affected by how much it is charged, with both being greater than even a fully charged regular Green Missile. The probability of misfiring is {{fractions|1|8}} for  ''[[Melee]]'' and ''[[Brawl]]'' and {{fractions|1|10}} for ''[[SSB4]]'' and ''[[Ultimate]]''. When one occurs, the move's animation will have a noticeable fire/rocket effect. In ''Melee'', Luigi's eyes will close as if he was struck, as opposed to being halfway open during a normal Green Missile; ''SSB4'' introduced a unique sound effect, and Luigi spins as if [[reeling]] in ''Ultimate''. In ''Smash 4'' onwards, Luigi can never misfire in [[Home-Run Contest]].


A misfire can allow Luigi to cover horizontal distances significantly farther than normal; however, as implied by the name, a misfire is not always beneficial. For example, if the move is aimed at an opponent who dodges and the move misfires, Luigi will likely travel horizontally a long distance off the stage even if the move was uncharged, making it very hard for him to get back on (as well as leaving him exposed to [[edgeguarding]]). In ''Melee'', the spontaneous misfire fires Luigi extremely far, nearly three times the distance of an uncharged Green Missile and longer than {{SSBM|Final Destination}}, potentially causing an [[SD]]. This has been toned down from ''Brawl'' onwards to about twice the regular distance, lowering the chance of an SD occurring.
A misfire can allow Luigi to cover significantly greater horizontal distances than normal; however, as implied by the name, a misfire is not always beneficial. For example, if the move is aimed at an opponent who dodges and the move misfires, Luigi will likely travel horizontally a long distance off the stage regardless of the move's charge, making it very hard for him to get back on (as well as leaving him vulnerable to [[edgeguarding]]). In ''Melee'', the spontaneous misfire fires Luigi extremely far, nearly three times the distance of an uncharged Green Missile and farther than the length of {{SSBM|Final Destination}}, potentially causing an [[SD]]. This has been toned down from ''Brawl'' onwards to about twice the regular distance, meaning a SD will generally not occur while Luigi is onstage.


As Luigi's regular [[up special]] recovery move, [[Super Jump Punch]], gains no horizontal distance whatsoever, [[CPU]] Luigis in ''Melee'' are coded to use the Green Missile instead to [[recover]]. However, even at CPU level 9, they will never switch to the Super Jump Punch once they drop below the level of the stage, which will always cause them to uselessly repeat the Green Missile over and over below the edge and result in an avoidable SD. This is most visible when fighting a CPU Luigi on [[Mushroom Kingdom II]]. Additionally, the CPU will never charge the move, making it even more likely to come up short. High-level CPUs in ''Brawl'' are capable of properly combining the two recovery moves (though lower-level ones will only use the Super Jump Punch).
As Luigi's regular [[up special]] recovery move, [[Super Jump Punch]], gains no horizontal distance whatsoever, [[CPU]] Luigis in ''Melee'' are coded to use the Green Missile instead to [[recover]]. However, even at CPU level 9, they will never switch to the Super Jump Punch once they drop below the level of the stage, which will always cause them to uselessly repeat the Green Missile over and over below the edge and result in an unavoidable SD. This is most visible when fighting a CPU Luigi on [[Mushroom Kingdom II]]. Additionally, the CPU will never charge the move, making it even more likely to come up short. High-level CPUs in ''Brawl'' are capable of properly combining the two recovery moves (though lower-level ones will only use the Super Jump Punch).


''Super Smash Bros. Brawl'' allows Luigi to hold this move at full charge indefinitely. If a partially charged one hits a wall, occasionally Luigi will get stuck for a brief moment and have to pull himself free, accompanied by a spring noise as his body bobs up and down for comedic effect. Also added in ''Brawl'' is the lesser-known fact that the move gives Luigi a slight vertical boost if used right after a jump. This may be related to Luigi's normally slow [[falling speed]]. If the trick is used when Luigi is [[Metal Box|metal]] or is wearing a [[Bunny Hood]] (both of which increase a character's falling speed), the boost will be much higher. Aesthetically, Luigi shouts upon firing.
''Super Smash Bros. Brawl'' allows Luigi to hold this move at full charge indefinitely. If a partially charged one hits a wall, there is a 40% chance (50% in later games) that Luigi will get stuck for a brief moment and have to pull himself free, accompanied by a spring noise as his body bobs up and down for comedic effect. Also added in ''Brawl'' is the lesser-known fact that the move gives Luigi a slight vertical boost if used right after a jump. This may be related to Luigi's normally slow [[falling speed]]. If the trick is used when Luigi is [[Metal Box|metal]] or is wearing a [[Bunny Hood]] (both of which increase a character's falling speed), the boost will be much higher. Additionally, the move is now capable of sweetspotting the ledge, significantly improving its safety and reliability provided Luigi is parallel to the stage. Aesthetically, Luigi now shouts upon firing.


''Super Smash Bros. 4'' still allows the move to be held at full charge, but if Luigi's on the ground, he will cancel the move automatically via a panting motion after a certain amount of time, leaving him vulnerable for a short time. The vertical boost gained from using the move right after a jump is retained from ''Brawl''. Additionally, the move has a new aesthetic sound while charging, which resembles the whistle of a kettle boiling. Aesthetically, unlike in past games where Luigi orients himself to his left whenever he uses the move, he now always faces towards the screen during its whole animation.
''Super Smash Bros. 4'' still allows the move to be held at full charge, but if Luigi's on the ground, he will cancel the move automatically via a panting motion after a certain amount of time, leaving him vulnerable for a short time. The move also lost its ability to sweetspot the ledge, making it a less safe recovery overall and meaning Luigi will generally have to combine it with [[Super Jump Punch]] as in ''Melee'' to reliably snap to ledge. The vertical boost gained from using the move right after a jump is retained from ''Brawl''. Additionally, the move has a new aesthetic sound while charging, which resembles the whistle of a kettle boiling. Aesthetically, unlike in past games where Luigi orients himself to his left whenever he uses the move, he now always faces towards the screen during its whole animation.


In ''[[Super Smash Bros. Ultimate]]'', the move is almost the same as the previous games in which it appeared, but his energy effect now moves toward him than away from him, and his stance is changed. He also spins if he misfires. Misfiring, however, no longer gives any height. This makes the move put Luigi under the stage if used too close to it and/or too low. The move was given a very small endlag buff in a patch, making it slightly safer to use.
In ''[[Super Smash Bros. Ultimate]]'', the move is almost the same as the previous games in which it appeared, but his energy effect now moves toward him than away from him, and his stance is changed. He also spins if he misfires. The move travels farther compared to previous games; misfiring, however, no longer gives any height. This makes the move likely to send Luigi under the stage if used while Luigi is already close to or considerably under the ledge. The move was given slightly reduced endlag in a patch, making it slightly safer to use.


In ''Melee'', an uncharged Missile will travel farther if the control stick is [[tap]]ped, rather than just held, during the input. In ''SSB4'', Green Missile will also charge faster and deal more damage. In the same game, the indicator of Luigi's charge is shortened from 6 to 5 flashes, and the damage is increased from 6% to 9%.
In ''Melee'', an uncharged Missile will travel farther if the control stick is [[tap]]ped, rather than just held, during the input. In ''SSB4'', Green Missile will also charge faster and deal more damage in the same manner as [[Skull Bash]]. In the same game, the indicator of Luigi's charge is shortened from 6 to 5 flashes, and the damage is increased from 6% to 9%.


The move is similar to [[Skull Bash]], though Skull Bash cannot misfire.
The move is similar to [[Skull Bash]], though Skull Bash cannot misfire.
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==Customization==
==Customization==
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
{{CustomSet|Luigi|Side|name1=Green Missile|desc1-ntsc=A sideways dive that can be charged. It's Luigi, so this move can backfire.|desc1-pal=A sideways dive. Can be charged. Can also get stuck in walls and even explode sometimes!|name2=Floating Missile|desc2-ntsc=Float sideways in a straight line. Charges quickly, but doesn't do a lot of damage.|desc2-pal=Flies sideways in a straight line. Charges up quickly, but doesn't do as much damage.|name3=Quick Missile|desc3-ntsc=Fly faster and farther than normal, sliding across the ground if you miss.|desc3-pal=Flies sideways at high speed and further than normal, sliding across the ground if you miss.}}
{{CustomSet|Luigi|Side|name1=Green Missile|desc1-ntsc=A sideways dive that can be charged. It's Luigi, so this move can backfire.|desc1-pal=A sideways dive. Can be charged. Can also get stuck in walls and even explode sometimes!|name2=Floating Missile|desc2-ntsc=Flies sideways in a straight line. Charges up quickly but doesn't do a lot of damage.|desc2-pal=Flies sideways in a straight line. Charges up quickly, but doesn't do as much damage.|name3=Quick Missile|desc3-ntsc=Fly faster and farther than normal, sliding across the ground if you miss.|desc3-pal=Flies sideways at high speed and further than normal, sliding across the ground if you miss.}}
# '''Green Missile''': Default.
# '''Green Missile''': Default.
# '''Floating Missile''': The move charges up much more quickly, and flies forward in a straight line, for a longer period of time (although it goes the same distance). However, the move has noticeably lower damage (6-21 -> 4-18) (25 -> 23 misfired), subsequently killing much later despite the lower launch angle ([[Sakurai angle|361]] -> 30).
# '''Floating Missile''': The move charges up at a much quicker rate, and flies forward in a straight line, for a longer period of time (although it goes the same distance). Compared to the regular Green Missile, opponents take knockback at a steeper angle if they are hit ([[Sakurai angle|361]] -> [[Semi-spike|30]]). However, the move has noticeably lower damage (6-21 -> 4-18) (25 -> 23 misfired), subsequently killing much later even in spite of the said steeper knockback angle. {{Main|Luigi (SSB4)/Side special/Custom 1}}
# '''Quick Missile''': Luigi flies faster and travels noticeably further than normal, significantly aiding his recovery. However the move has marginally longer charging time, somewhat increased landing lag and reduced damage (6-21% -> 5-20%) especially when misfired (25% -> 20%) and as such it kills later. In addition, the variant has a 7% misfire rate (down from the default 10%) and a 75% rate of sticking in walls if moving fast enough (up from the default 50%).
# '''Quick Missile''': Luigi flies faster and travels noticeably further than normal, significantly aiding his recovery. However the move has marginally longer charging time, somewhat increased landing lag and reduced damage (6-21% -> 5-20%) especially when misfired (25% -> 20%) and as such it kills later. In addition, the variant has a 7% misfire rate (down from the default 10%) and a 75% rate of sticking in walls if moving fast enough (up from the default 50%). {{Main|Luigi (SSB4)/Side special/Custom 2}}
<gallery>
<gallery>
FloatingMissileWiiU.jpg|Floating Missile in {{forwiiu}}.
FloatingMissileWiiU.jpg|Floating Missile in {{forwiiu}}.
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==Origin==
==Origin==
[[File:Green Missile.png|thumb|A standard Green Missile.]]
[[File:Green Missile.png|thumb|A standard Green Missile.]]
The Green Missile is an original move, and nothing like it has appeared in any [[Mario (universe)|''Mario'' game]] released before ''Super Smash Bros. Melee''. Luigi has been known to have a comical style though, as mentioned on [http://www.smashbros.com/wii/en_us/characters/hidden03.html the official ''Smash Bros.'' website], which could explain the Green Missile's rather silly execution. It also could have come directly from [[Pikachu]]'s Skull Bash.
The move is unique to ''[[Super Smash Bros. (series)|Smash Bros.]]'', as Luigi has never used a move like this in any {{uv|Mario}} game. Luigi has been known to have a comical style though, as mentioned on [http://www.smashbros.com/wii/en_us/characters/hidden03.html the official ''Smash Bros.'' website], which could explain the Green Missile's rather silly execution.


Like the [[Egg Roll]], the Green Missile has appeared in games released after the move's introduction in ''Melee''. Luigi would later use this move as one of his attacks in ''{{s|mariowiki|Mario Sports Mix}}'' and as his Special Move in ''{{s|mariowiki|Mario & Sonic at the Olympic Winter Games}}''. Unlike the Egg Roll, however, the resemblance may just be a coincidence, as it is not used as a named special move. Luigi did a similar move in ''{{s|mariowiki|The Super Mario Bros. Super Show!}}'' episode ''{{s|mariowiki|The Adventures of Sherlock Mario}}''.
Like the [[Egg Roll]] and [[Whirling Fortress]], the Green Missile has appeared in games released after its introduction in ''Melee''. Luigi would later use this move as one of his attacks in ''{{s|mariowiki|Mario Sports Mix}}'', and he also uses a similar move in ''{{s|mariowiki|Mario & Sonic at the Olympic Winter Games}}''. Luigi (and [[Princess Peach]]) did a similar move in ''{{s|mariowiki|The Super Mario Bros. Super Show!}}'' episode ''{{s|mariowiki|The Adventures of Sherlock Mario}}''.
{{clear}}
{{clr}}


==Gallery==
==Gallery==
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==Trivia==
==Trivia==
*As noted above, Green Missile's charging stage gains notable vertical distance when used immediately after a jump in ''Brawl'' onwards. [[Luigi Cyclone]] shared this property until ''Ultimate''. When these two moves are combined with his usual recovery move (optimally in the order jumped Green Missile→jumped Cyclone→Green Missile at apex of height→[[Super Jump Punch]]), it becomes possible for Luigi to travel absurd distances aerially, being able to easily perform many [[stage jump]]s, including clearing the entire [[Online Practice Stage]] and traversing [[Temple]] aboveground.
*As noted above, Green Missile's charging stage gains notable vertical distance when used immediately after a jump in ''Brawl'' onwards. [[Luigi Cyclone]] shared this property until ''Ultimate''. When these two moves are combined with his usual recovery move (optimally in the order jumped Green Missile→jumped Cyclone→Green Missile at apex of height→[[Super Jump Punch]]), it becomes possible for Luigi to travel absurd distances aerially, being able to easily perform many [[stage jump]]s, including clearing the entire [[Online Practice Stage]] and traversing [[Temple]] aboveground.
 
==Technical details==
*[[Luigi (SSBM)/Side special]]
*[[Luigi (SSBB)/Side special]]
*[[Luigi (SSB4)/Side special]]
*[[Luigi (SSBU)/Side special]]
==See also==
==See also==
*{{Sm|PimpUigi}}'s [http://www.youtube.com/watch?v=RfORUZJzHVA Under the Sea] video
*{{Sm|PimpUigi}}'s [http://www.youtube.com/watch?v=RfORUZJzHVA Under the Sea] video
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[[Category:Luigi (SSB4)]]
[[Category:Luigi (SSB4)]]
[[Category:Luigi (SSBU)]]
[[Category:Luigi (SSBU)]]
[[es:Misil verde]]

Latest revision as of 17:13, March 13, 2024

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The editor who added this tag suggests: GIF of the misfire in Ultimate.
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Green Missile
Luigi Side B SSBU.gif
Luigi charging Green Missile in Super Smash Bros. Ultimate.
User Luigi
Universe Mario

The Green Missile (ルイージロケット, Luigi Rocket) is Luigi's side special move.

Overview[edit]

Green Missile in Melee (misfire).

The move can be charged for about three seconds, and once let go, Luigi launches himself sideways like a rocket, with the distance and damage being based on how long the move is charged. At full charge, the move can reliably KO under 150%; however, it is not often used to KO due to being extremely predictable and taking too long to charge. Despite this, it still remains a very powerful KO move.

The move is essential to Luigi's recovery. Because of Luigi's atrocious air mobility (having the worst air speed in the first two games and the 2nd worst in the latter three, in addition to an up special that provides no horizontal movement), he cannot return to the stage reliably if he is sent far offstage. Green Missile allows him to cover significant horizontal distance and does not render him helpless, allowing him to use his double jump and up special to return to the stage. Additionally, the move has a small amount of intangibility upon release that can potentially protect Luigi from opponents' edgeguard attempts (a trait which only applies to regular Missiles in Melee and Brawl and misfires in SSB4 onwards). However, the move has a noticeable amount of ending lag and leaves Luigi vulnerable when using it, making it very susceptible to edgeguarding, especially if the opponent is willing to endure the hit to reduce the distance Luigi travels. Thus, it is crucial to mix things up to avoid becoming predictable.

The move also has a small chance to "misfire", an effect officially known as Overzealous Green Missile. A misfire's distance and damage will not be affected by how much it is charged, with both being greater than even a fully charged regular Green Missile. The probability of misfiring is 1/8 for Melee and Brawl and 1/10 for SSB4 and Ultimate. When one occurs, the move's animation will have a noticeable fire/rocket effect. In Melee, Luigi's eyes will close as if he was struck, as opposed to being halfway open during a normal Green Missile; SSB4 introduced a unique sound effect, and Luigi spins as if reeling in Ultimate. In Smash 4 onwards, Luigi can never misfire in Home-Run Contest.

A misfire can allow Luigi to cover significantly greater horizontal distances than normal; however, as implied by the name, a misfire is not always beneficial. For example, if the move is aimed at an opponent who dodges and the move misfires, Luigi will likely travel horizontally a long distance off the stage regardless of the move's charge, making it very hard for him to get back on (as well as leaving him vulnerable to edgeguarding). In Melee, the spontaneous misfire fires Luigi extremely far, nearly three times the distance of an uncharged Green Missile and farther than the length of Final Destination, potentially causing an SD. This has been toned down from Brawl onwards to about twice the regular distance, meaning a SD will generally not occur while Luigi is onstage.

As Luigi's regular up special recovery move, Super Jump Punch, gains no horizontal distance whatsoever, CPU Luigis in Melee are coded to use the Green Missile instead to recover. However, even at CPU level 9, they will never switch to the Super Jump Punch once they drop below the level of the stage, which will always cause them to uselessly repeat the Green Missile over and over below the edge and result in an unavoidable SD. This is most visible when fighting a CPU Luigi on Mushroom Kingdom II. Additionally, the CPU will never charge the move, making it even more likely to come up short. High-level CPUs in Brawl are capable of properly combining the two recovery moves (though lower-level ones will only use the Super Jump Punch).

Super Smash Bros. Brawl allows Luigi to hold this move at full charge indefinitely. If a partially charged one hits a wall, there is a 40% chance (50% in later games) that Luigi will get stuck for a brief moment and have to pull himself free, accompanied by a spring noise as his body bobs up and down for comedic effect. Also added in Brawl is the lesser-known fact that the move gives Luigi a slight vertical boost if used right after a jump. This may be related to Luigi's normally slow falling speed. If the trick is used when Luigi is metal or is wearing a Bunny Hood (both of which increase a character's falling speed), the boost will be much higher. Additionally, the move is now capable of sweetspotting the ledge, significantly improving its safety and reliability provided Luigi is parallel to the stage. Aesthetically, Luigi now shouts upon firing.

Super Smash Bros. 4 still allows the move to be held at full charge, but if Luigi's on the ground, he will cancel the move automatically via a panting motion after a certain amount of time, leaving him vulnerable for a short time. The move also lost its ability to sweetspot the ledge, making it a less safe recovery overall and meaning Luigi will generally have to combine it with Super Jump Punch as in Melee to reliably snap to ledge. The vertical boost gained from using the move right after a jump is retained from Brawl. Additionally, the move has a new aesthetic sound while charging, which resembles the whistle of a kettle boiling. Aesthetically, unlike in past games where Luigi orients himself to his left whenever he uses the move, he now always faces towards the screen during its whole animation.

In Super Smash Bros. Ultimate, the move is almost the same as the previous games in which it appeared, but his energy effect now moves toward him than away from him, and his stance is changed. He also spins if he misfires. The move travels farther compared to previous games; misfiring, however, no longer gives any height. This makes the move likely to send Luigi under the stage if used while Luigi is already close to or considerably under the ledge. The move was given slightly reduced endlag in a patch, making it slightly safer to use.

In Melee, an uncharged Missile will travel farther if the control stick is tapped, rather than just held, during the input. In SSB4, Green Missile will also charge faster and deal more damage in the same manner as Skull Bash. In the same game, the indicator of Luigi's charge is shortened from 6 to 5 flashes, and the damage is increased from 6% to 9%.

The move is similar to Skull Bash, though Skull Bash cannot misfire.

Customization[edit]

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Green Missile 2. Floating Missile 3. Quick Missile
Green Missile
Floating Missile
Quick Missile
NTSC "A sideways dive that can be charged. It's Luigi, so this move can backfire."

PAL "A sideways dive. Can be charged. Can also get stuck in walls and even explode sometimes!"

NTSC "Flies sideways in a straight line. Charges up quickly but doesn't do a lot of damage."

PAL "Flies sideways in a straight line. Charges up quickly, but doesn't do as much damage."

NTSC "Fly faster and farther than normal, sliding across the ground if you miss."

PAL "Flies sideways at high speed and further than normal, sliding across the ground if you miss."

  1. Green Missile: Default.
  2. Floating Missile: The move charges up at a much quicker rate, and flies forward in a straight line, for a longer period of time (although it goes the same distance). Compared to the regular Green Missile, opponents take knockback at a steeper angle if they are hit (361 -> 30). However, the move has noticeably lower damage (6-21 -> 4-18) (25 -> 23 misfired), subsequently killing much later even in spite of the said steeper knockback angle.
  3. Quick Missile: Luigi flies faster and travels noticeably further than normal, significantly aiding his recovery. However the move has marginally longer charging time, somewhat increased landing lag and reduced damage (6-21% -> 5-20%) especially when misfired (25% -> 20%) and as such it kills later. In addition, the variant has a 7% misfire rate (down from the default 10%) and a 75% rate of sticking in walls if moving fast enough (up from the default 50%).

Instructional quotes[edit]

Super Smash Bros. Melee trophy description Luigi (SSBM) The Green Missile is similar to Pikachu's Skull Bash, but there's a 12.5% chance of a spontaneous misfire.
Super Smash Bros. for Nintendo 3DS case foldout Luigi (SSB4) Charge it to dive across the stage. Sometimes backfires.
Super Smash Bros. Ultimate Move List Luigi (SSBU) Charges up a diving attack that can explode with unexpected power.

Origin[edit]

A standard Green Missile.

The move is unique to Smash Bros., as Luigi has never used a move like this in any Mario game. Luigi has been known to have a comical style though, as mentioned on the official Smash Bros. website, which could explain the Green Missile's rather silly execution.

Like the Egg Roll and Whirling Fortress, the Green Missile has appeared in games released after its introduction in Melee. Luigi would later use this move as one of his attacks in Mario Sports Mix, and he also uses a similar move in Mario & Sonic at the Olympic Winter Games. Luigi (and Princess Peach) did a similar move in The Super Mario Bros. Super Show! episode The Adventures of Sherlock Mario.

Gallery[edit]

Names in other languages[edit]

Language Name
Japan Japanese ルイージロケット, Luigi Rocket
UK English Green Missile
France French Missile vert
Germany German Grüne Granate
Spain Spanish Misil verde
Italy Italian Missile verde
China Chinese 路易吉火箭
South Korea Korean 루이지 미사일, Luigi Missile
Netherlands Dutch Groene Raket
Russia Russian Зеленая ракета

Trivia[edit]

  • As noted above, Green Missile's charging stage gains notable vertical distance when used immediately after a jump in Brawl onwards. Luigi Cyclone shared this property until Ultimate. When these two moves are combined with his usual recovery move (optimally in the order jumped Green Missile→jumped Cyclone→Green Missile at apex of height→Super Jump Punch), it becomes possible for Luigi to travel absurd distances aerially, being able to easily perform many stage jumps, including clearing the entire Online Practice Stage and traversing Temple aboveground.

Technical details[edit]

See also[edit]