Super Smash Bros. Melee

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{{ArticleIcons|ssbm=y}}{{disambig2|Luigi's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Luigi}}
{{ArticleIcons|melee=y}}
{{cquote|Luigi has worse traction than his brother, but he's a more powerful jumper.|cite=Trophy description of Luigi.}}
{{disambig2|Luigi's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Luigi}}
{{Infobox Character
{{Infobox Character
|name         = Luigi
|name = Luigi
|image       = [[File:Luigi SSBM.jpg|Luigi]]
|image = [[File:Luigi SSBM.jpg]]
|symbol       = preBrawl
|symbol = preBrawl
|game         = Melee
|game = SSBM
|ssbgame1     = SSB
|ssbgame1 = SSB
|ssbgame2     = SSBB
|ssbgame2 = SSBB
|ssbgame3     = SSB4
|ssbgame3 = SSB4
|ssbgame4 = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier         = A
|tier = B-
|ranking     = 13  
|tierPAL = E
|ranking = 12
|rankingPAL = 13
}}
}}
'''Luigi''' ({{ja|ルイージ|Ruīji}}, ''Luigi'') is an [[unlockable character]] in ''[[Super Smash Bros. Melee]]''. Luigi is markedly similar to {{SSBM|Mario}}, though his moveset and attributes (such as traction and aerial mobility) are different in many ways, making him a [[clone|semi-clone]].
'''Luigi''' ({{ja|ルイージ|Ruīji}}, ''Luigi'') is an [[unlockable character]] in ''[[Super Smash Bros. Melee]]''. Luigi is markedly similar to {{SSBM|Mario}}, though his moveset and attributes (such as traction and aerial mobility) are different in many ways, making him a [[clone|semi-clone]].  


Luigi currently ranks 13th on the tier list, in the A tier, placing him in the dead centre immediately above his older brother {{SSBM|Mario}}. Luigi is notable for having some of the best aerials in all of ''Melee''; they are very fast, very powerful and have very low [[ending lag|ending]] and [[landing lag]]. Luigi's wavedash is the longest in the game, taking him nearly half the distance of [[Final Destination]] at a high speed (only slightly slower than Captain Falcon's dash). Luigi also has a wide array of efficient combo and KO moves both in the air and on the ground. Luigi's traction is the lowest in the game; while it gives him an excellent wavedash, it also limits some of his approaches on the ground if he's not wavedashing, as well as his out of shield options (as he often gets pushed too far away for fast follow-ups when his shield is hit). His approach options are generally poor; he struggles to approach on the ground despite his excellent movement due to his short range and lack of disjointed hitboxes, while his aerial approaches are hampered by his high short hop and slow falling speed (giving him one of the worst [[SHFFL]]s in the game) and his extremely poor aerial mobility. This problem is compounded with his difficulty in forcing opponents to approach (mainly as a result of his very poor projectile). Additionally, his recovery is easy to edgeguard, being very linear and slow despite covering a large distance.
As in ''Super Smash Bros.'', {{iw|mariowiki|Charles Martinet}} portrayal of Mario from ''Super Mario 64'' were re-purposed for Luigi's appearance in ''Melee'', and are once again altered in pitch (like his [[Luigi Cyclone]] clip). ''Melee'' would be the final game to take this approach with Luigi's voice after having done so in ''Smash 64''.


==Unlocking Luigi==
Luigi currently ranks 12th on the tier list, in the B- tier, placing him three places above his older brother Mario. This is a drastic improvement from his last place ranking in ''Super Smash Bros.'' Luigi is notable for his excellent air game, with the second highest [[jump]] in ''Melee'', only behind [[Falco (SSBM)|Falco]], and some of the best aerials in all of ''Melee''; they are very fast, very powerful and have very low [[ending lag|ending]] and [[landing lag]]. Luigi's wavedash is the longest in the game, taking him nearly half the distance of [[Final Destination]] at a high speed (only slightly slower than Captain Falcon's dash). Luigi also has a wide array of efficient combo and KO moves both in the air and on the ground, and much like his brother, he has fast frame data. Luigi's traction, which is the lowest in the game, works as a double edged sword; while it gives him an excellent wavedash, it also limits some of his approaches on the ground if he's not wavedashing, as well as his out of shield options (as he often gets pushed too far away for fast follow-ups when his shield is hit). His approach options are generally poor; he struggles to approach on the ground despite his excellent movement due to having one of the slowest dashing speeds, short range and lacking  disjointed hitboxes, while his aerial approaches are hampered by his high short hop and slow falling speed (giving him one of the worst [[SHFFL]]s in the game) and his extremely poor aerial mobility (the worst in the game), while his floaty physics makes him vulnerable to juggles and vertical finishers. This problem is compounded with his difficulty in forcing opponents to approach (mainly as a result of his very poor projectile, as Fireball is too slow to stop approaches effectively). Additionally, his recovery is easy to edgeguard, being very linear and slow despite covering a large distance.
To unlock Luigi, the player must clear the first level of [[Adventure Mode]] with a '''2''' as the second digit of the seconds portion of the clock. (XX:X2<sup>XX</sup>). After this requirement is met, a cinematic plays when the player finishes the level, showing Luigi replacing Mario in the level to battle alongside {{SSBM|Peach}}. The player must then defeat Luigi within one minute. After Adventure Mode is completed, the player will face off against Luigi.


Alternately, playing 800 versus matches will also give the opportunity to unlock Luigi.
Nevertheless, Luigi’s good combo game and terrific wavedash allow him to be considered a decent character in competitive play, with solid matchups all-around with above average results.


==How to unlock==
Luigi must be defeated in battle before he can be unlocked. There are two ways the player can encounter Luigi:
*One way is to clear the first level of [[Adventure Mode]] with a two as the second digit of the seconds portion of the clock. (XX:X2<sup>XX</sup>). After this is done, a cinematic plays when the player finishes the level, showing Luigi replacing Mario in the level to battle alongside {{SSBM|Peach}}. The player must then defeat the two within one minute. After Adventure Mode is completed, the player will face off against Luigi. If the player fails to defeat Luigi, they can re-fight him by doing this same method again. If this method is used and {{SSBM|Young Link}}'s unique encounter requirement is met, then he must be unlocked before Luigi can be fought.
*Another way is to play 800 VS. matches to completion. If the player fails to defeat Luigi, they can re-fight him by playing another VS. match to completion. If this method is used, fighters with lower VS. match quotas must be unlocked before Luigi can be fought.
When fought against, Luigi appears in [[Mushroom Kingdom II]].
When fought against, Luigi appears in [[Mushroom Kingdom II]].


==Attributes==
==Attributes==
While Luigi may initially appear to be a clone of his older brother Mario, similar to {{SSBM|Dr. Mario}}, Luigi is a [[clone|semi-clone]] of Mario. Many significant differences are present between their ground, aerial, and special attacks, and Luigi possesses several unique moves. Luigi's attributes can also wildly vary from Mario's; Luigi's air speed, dashing speed, and traction are amongst the lowest in the game, whereas Mario's are about average. Luigi's jumps are also much higher than Mario's. Luigi has the longest and fastest wavedash in the game as a result of his low traction.
While Luigi may initially appear to be a clone of his older brother Mario, similar to {{SSBM|Dr. Mario}}, Luigi is a [[clone|semi-clone]] of Mario who exchanges mobility for extra power, despite the inverse being true in the ''Mario'' games. Many significant differences are present between their ground, aerial, and special attacks, and Luigi possesses several unique moves. Luigi's attributes can also wildly vary from Mario's; Luigi's air speed, dashing speed, and traction are among the lowest in the game, whereas Mario's are about average. Luigi's jumps are also much higher than Mario's. Luigi has the longest wavedash in the game as a result of his low traction.


=== Strengths===
Luigi's primary advantage in this regard is his impressive KO potential in his grounded moveset. Luigi's wavedash functions as his primary method of approaching and movement on the ground, allowing him to traverse large distances very quickly and with a great deal of maneuverability. Luigi can combine his excellent wavedash with a variety of powerful smash attacks to produce some of the best [[Wavedash#Wavesmashing|wavesmashes]] in the game. His down smash is highly versatile, acting as combo starter due to its completely vertical knockback, as a juggling move, or as a KO move at high percentages. His forward smash has extremely high knockback scaling (135; the highest in the game), making it a powerful KO move (if a risky one due to its high ending lag). His up smash has intangibility on his head and is effective at KOing on the upper blast line and on floaty opponents, in addition to outprioritizing attacks from above Luigi. Luigi's up special can act as a powerful vertical finisher if sweetspotted, though it leaves Luigi in a helpless state and is very laggy; it is very punishable if the sweetspot is missed or the opponent avoids the attack (such as by shielding it). As a result, its use is often restricted to punishing very laggy moves (such as {{SSBM|Sheik}}'s [[Vanish]]) unless it can be [[Ledge-canceling|edge cancelled]].
Luigi's primary advantage in this regard is his impressive ground movement. Luigi's wavedash functions as his primary method of movement on the ground, allowing him to traverse large distances very quickly and with a great deal of maneuverability. Luigi can combine his excellent wavedash with a variety of powerful smash attacks to produce some of the best [[Wavedash#Wavesmashing|wavesmashes]] in the game. His down smash is highly versatile, acting as combo starter due to its completely vertical knockback, as a juggling move, or as a KO move at high percentages. His forward smash has extremely high knockback scaling (135; the highest in the game), making it a powerful KO move (if a risky one due to its high ending lag). His up smash has invincibility on his head and is effective at KOing on the upper blast line and on floaty opponents, in addition to outprioritising attacks from above Luigi.


==== Attacks ====
Despite having the lowest air speed in the game, all of Luigi's aerial attacks are extremely solid. His forward aerial has quick startup and high knockback (at the [[Sakurai angle]]; 45° against aerial opponents), making it a useful attack for both KOing and edgeguarding. Down aerial boasts excellent utility with both its sweetspot and sourspot hitboxes; the sweetspot (near Luigi's hips), while difficult to land, is a meteor smash with solid power, making it great for edgeguarding offstage and starting combos onstage. The sourspot launches at the same angle as forward aerial with only slightly less power, making the attack a great choice for edgeguarding for any case. His back aerial has good range and works well for setting up edgeguards, while his up aerial is useful for hitting opponents above him and has low knockback which allows it to combo effectively into more aerials (such as a down or neutral aerial) on floaty opponents, and also works as a somewhat situational edgeguarding tool. Above all, however, is his neutral aerial, which is one of the most versatile attacks in the game. It is a standard [[sex kick]] that comes out on frame 3; however, it is the only sex kick that launches opponents vertically, along with disproportionately high hitstun. This makes it an incredible combo starter and even a situational KO option near the upper blast line, and thanks to its incredible speed, it is possibly the most notorious combo breaker in the game, as Luigi is able to use it to break opposing combos and start one of his own instantaneously.
Luigi also has a variety of powerful attacks in his arsenal; all of Luigi's aerial attacks are extremely solid. His neutral aerial has high, completely vertical knockback, making it excellent for both starting and continuing combos, and his forward aerial has quick startup and high knockback (at the [[Sakurai angle]]; 45° against aerial opponents), making it a useful attack for both KOing and edgeguarding. In addition to these, Luigi's down aerial is among the most flexible attacks in the game. While it has slightly slower startup than his forward air, it launches at the same angle yet has less ending and landing lag.


At lower percentages, the forward aerial has more knockback than down aerial.  The upper hitbox of the d-air (near Luigi's hips) is a meteor smash, although it is difficult to land and generally more situational than the regular hit. His back aerial has good range and works well for setting up edgeguards, while his up aerial is useful for hitting opponents above him and has low knockback which allows it to combo effectively into more aerials (such as a down or neutral aerial) on floaty opponents, and also works as a somewhat situational edgeguarding tool. Luigi's up special can act as a powerful vertical finisher if sweetspotted, though it leaves Luigi in a helpless state and is very laggy; it is very punishable if the sweetspot is missed or the opponent avoids the attack (such as by shielding it). As a result, its use is often restricted to punishing very laggy moves (such as {{SSBM|Sheik}}'s [[Vanish]]) unless it can be [[Ledge-canceling|edge cancelled]].
==== Grabs ====
Luigi's grab game is also good. Although his grab range is merely average, it is still much longer than Mario's and his aforementioned long wavedash allows Luigi to extend its reach. His throws have many varied uses. Both his down throw and up throw function as combo starters, leading into juggles with moves like up tilt, neutral air, and down smash; fast fallers such as {{SSBM|Fox}} and {{SSBM|Falco}} are generally more susceptible to up throw, while down throw is more suitable for floaty characters like Marth. Up throw is also a viable chain grab on fast-fallers at low percentages. His forward throw and back throws can set up a variety of edgeguards, with his back throw having sufficiently high knockback to function as a kill move at high percentages.
Luigi's grab game is also good. Although his grab range is merely average, it is still much longer than Mario's and his aforementioned long wavedash allows Luigi to extend its reach. His throws have many varied uses. Both his down throw and up throw function as combo starters, leading into juggles with moves like up tilt, neutral air, and down smash; fast fallers such as {{SSBM|Fox}} and {{SSBM|Falco}} are generally more susceptible to up throw, while down throw is more suitable for floaty characters like Marth. Up throw is also a viable chain grab on fast-fallers at low percentages. His forward throw and back throws can set up a variety of edgeguards, with his back throw having sufficiently high knockback to function as a kill move at high percentages.


=== Weaknesses ===
Luigi's strange variety of attributes, however, acts as a double-edged sword. Despite a highly effective wavedash, Luigi's movement without wavedashing is poor; while his [[moonwalk]] is decent, his dash is slow and his short initial dash animation gives him a very short dash-dance. Additionally, Luigi's projectile, [[Fireball]]s are poor; they have low hitstun, travel slowly, and have high ending lag, making them some of the more situational projectiles in the game. In addition, Luigi's air game, despite his powerful aerials, lacks much needed synergy with his stellar ground movement due to his low air speed. Furthermore, it, along with his low falling speed, leaves him highly vulnerable to juggles, as he cannot reach the ground effectively to escape them (this is one of the major factors in his poor matchup with Marth, who is capable of both starting and maintaining juggles on Luigi very effectively). A very high short hop and a low falling speed also gives Luigi among the worst SHFFLs in the game, even with his low-lag aerials. Finally, his low falling speed is what makes him vulnerable to being KOed off the top blast line (especially by characters with powerful vertical finishers, like Fox and {{SSBM|Ganondorf}}), and being juggled in the air.


Luigi's strange variety of attributes, however, acts as a double-edged sword. Despite a highly effective wavedash, Luigi's movement without wavedashing is poor; his dash is slow and his short initial dash animation gives him a very short dash-dance. Additionally, Luigi's projectile, [[Fireball]]s are poor; they have low hitstun, travel slowly, and have high ending lag, making them some of the more situational projectiles in the game. In addition, Luigi's air game, despite his powerful aerials, lacks much needed synergy with his stellar ground movement due to his low air speed.
Outside of his approach, Luigi suffers from an exploitable recovery. Although his two primary recovery moves, [[Super Jump Punch]] and [[Green Missile]] have decent range (and Green Missile can be used repeatedly when recovering high), they are extremely linear in trajectory; Super Jump Punch does not move Luigi horizontally at all and Green Missile moves him horizontally and then causes him to fall significantly during the high ending lag. The slow and linear nature of these moves make his recovery easy to edgeguard on reaction, undermining his otherwise relatively long recovery. While Fireball can be used as a potentially potent edgeguard breaker, characters with reflectors can easily punish and gimp Luigi as a result, on top of its high ending lag. His Super Jump Punch also makes for one of the poorest [[meteor cancel]]s in the game. He can also recover using the [[Luigi Cyclone]], which gives vertical and horizontal distance, but strangely, the Cyclone needs to be "charged" before it allows Luigi to rise while using it (the move becomes "charged" when it is completed or is interrupted while Luigi is touching the ground). In comparison to [[Mario Tornado]] and [[Dr. Tornado]], it also requires intense [[button mashing]] to rise; many Luigi players must hold the controller in a different way to normal (such as balancing it on their leg) to be able to press the B button fast enough to utilize the Cyclone as an effective recovery move.


Furthermore, it, along with his low falling speed, leaves him highly vulnerable to juggles, as he cannot reach the ground effectively to escape them (this is one of the major factors in his poor matchup with Marth, who is capable of both starting and maintaining juggles on Luigi very effectively). A very high short hop and a low falling speed also gives Luigi among the worst SHFFLs in the game, even with his low-lag aerials. Finally, his low falling speed is what makes him vulnerable to being KOed off the top blast line (especially by characters with powerful vertical finishers, like Fox and {{SSBM|Ganondorf}}).  
Overall, Luigi is a character that tends to run hot and cold. He lacks many particularly safe approaches on the ground outside of wavedashing, and his aerial approaches are very poor, which generally leaves him vulnerable to characters with good zoning ability. Additionally, Luigi is over-reliant on wavedashing; a highly effective Luigi player must have perfect control over his wavedash distance. However, if Luigi can get within range to where he can land his blows, he can quickly and efficiently take the opponents' stock with effective use of his wavesmashes and versatile aerials. While he requires a large amount of technical skill and relies on situational attacks more than most characters, mastering Luigi's moveset rewards players with unpredictability and very strong offensive potential that can't be taken lightly by opponents.


==== Recovery ====
==Changes from ''[[Super Smash Bros.]]''==
Luigi's two primary recovery moves, [[Super Jump Punch]] and [[Green Missile]] have decent range (and Green Missile can be used repeatedly when recovering high), they are extremely linear in trajectory; Super Jump Punch does not move Luigi horizontally at all and Green Missile moves him horizontally and then causes him to fall significantly during the high ending lag. The slow and linear nature of these moves make is recovery easy to edgeguard on reaction. His Super Jump Punch also makes for one of the poorest [[meteor cancel]]s in the game.


He can also recover using the [[Luigi Cyclone]], which gives vertical and horizontal distance. However, the Cyclone needs to be "charged" before it allows Luigi to rise while using it. The move becomes charged when it is completed or is interrupted while Luigi is touching the ground; the charge will be lost if the move finishes while Luigi is not touching the ground. If the charged Cyclone is interrupted in the air it remains charged. Sometimes Luigi begins with the flying cyclone "charged" and sometimes it needs to be charged before use. This is determined by a combination of stage choice, character choice of your opponent, and having lower port priority than your opponent. Also the flying cyclone can be performed from the ground; if Luigi is doing his teeter animation at the edge of a platform he can execute a flying cyclone from that position. This cyclone has different properties for input than a standard flying Cyclone, as it seems to have a similar difficulty level to Mario's flying Tornado. If this rising cyclone is executed from the ground then it must be charged before executing another aerial cyclone unless the one from ground lands on a platform. Additionally, if the cyclone is executed on the ground, other than from a teetering animation, pressing B again will cause Luigi to do a small hop off the ground while still doing the cyclone animation. It also requires intense [[button mashing]] to rise (with the maximum height being attained at 14 presses of the B button per second); many Luigi players must hold the controller in a different way to normal (such as balancing it on their leg) to be able to press the B button fast enough to utilize the Cyclone as an effective recovery move.
Unlike in ''Smash 64'' where Luigi was a clone of {{SSBM|Mario}}, his moveset has received an overhaul from ''Melee'', while the moves he shares with Mario now have different properties. Overall, this makes Luigi a semi-clone instead of a full clone.


The Fireball is also a potent recovery tool. When knocked off the stage into the range at which Green Missile is effective for grabbing the ledge, Luigi can double jump and aim a fireball at the stage. This will allow him to safely reach the ledge with Super Jump Punch. Depending on which edgeguarding option the opponent uses, there are many different options for aiming the fireball. Aiming at the opponents shield stalls their timing due to shield stun. If they attempt an edgeguard with an aerial or ground based physical attack it is guaranteed to beat the fireball if it does more than 15% damage. Aiming at the corner of the stage will disrupt an opponent who has taken the ledge or is stalling near the stage attempting a gimp. This option greatly enhances Luigi's recovery.
Given that Luigi was considered to be the worst character in ''Smash 64'' being ranked at the lowest position on the latest tier list at 12th, Luigi was significantly [[buff]]ed from his transition from ''Smash 64'' to ''Melee''. Luigi greatly benefits from ''Melee''{{'}}s new mechanics most notably [[wavedashing]]. Wavedashing immensely improves Luigi's otherwise poor grounded mobility and it now gives his low traction an advantage rather than it only being a huge detriment. Luigi also benefits from the inclusion of up and down throws as it gives him a powerful chaingrabbing game. A wide variety of his moves have also seen improvements to their speed and some moves such as down smash and neutral aerial have gained combo potential.


==== Character control====
However, Luigi has also seen some significant [[nerf]]s. Despite gaining some new KO options, many of Luigi's attacks have reduced KO potential including his up smash, back throw and [[Luigi Cyclone]] (which is also slower). His recovery is also worse. While his new side special [[Green Missile]] grants him an extra recovery option, it is very slow and predictable; thus it can easily be challenged most of the time. Luigi Cyclone grants less height and it now needs to be charged on the ground before it can be used in the air for recovery purposes, while [[Super Jump Punch]] covers much less distance particularly horizontally. In addition, Super Jump Punch is both slower and much weaker - especially the aerial version - making it a lot more difficult to combo into. Despite gaining new combo options, he has also lost one of his most valuable combo options in the form of his up aerial, which now has increased startup lag plus a worse [[auto-cancel]] window. It no longer sends opponents vertically, significantly hindering its combo and juggling potential (no longer leading into Super Jump Punch) - although it now has less ending lag and higher edgeguarding potential.
Luigi also suffers from being a character that requires a somewhat large amount of technical skill and relies heavily on situational attacks; a majority of Luigi's attacks have to timed properly with a wavedash to be at their most effective. Additionally, Luigi is over-reliant on wavedashing; a highly effective Luigi player must have perfect control over his wavedash distance. Using a long wavedash does him little good for offensive purposes up close, and a short wavedash hampers safe retreat.


Furthermore, the frequency with which a Luigi player needs to wavedash can increase the number of errors involving jumping or airdodging compared to other characters, which increases the number of opportunities for the opponent to punish. Despite his mobility, Luigi has lacks many particularly safe approaches on the ground, and his aerial approaches are very poor, which generally leaves him vulnerable to characters with good zoning ability.
Overall, while Luigi's direct changes do not significantly buff him, the changes to the game's mechanics (mainly the inclusion of wavedashing) have immensely helped him pushing him into the mid tiers. It also helps that his damage output and [[auto-cancel]] ability are greater relative to the cast, making him shine in those areas more than he did in ''Smash 64''.


==Changes from ''[[Smash 64]]'' to ''Melee''==
===Aesthetics===
Luigi was generally [[buff]]ed from his transition from ''Super Smash Bros.'' to ''Super Smash Bros. Melee''; instead of being in the lowest posision of the tier list at 12th, Luigi is now in the dead center of the tier list (13th).
*{{change|The graphical upgrades of the Nintendo GameCube give Luigi a more proportionate build. His overalls are now a navy blue color (more like Mario's) instead of purple from the previous game and the seams are slightly more accentuated. His green clothes are a darker shade. He has a rounder head and a slightly darker skin tone.}}
*{{change|Idle animation has somewhat altered via his arms waving around a bit.}}
*{{change|Luigi has two new [[victory pose]]s: the first one has Luigi planks twice when falling, and the second one has Luigi make the gun with his hand and pretend to shoot. They replace two of his victory poses from ''Smash 64''.}}


===Attributes===
===Attributes===
*{{buff|The new physics of ''Melee'', particularly the addition of [[wavedashing]], has greatly aided Luigi's poor [[approach]] options and [[range]] in his attacks, as well as his general mobility, especially on the ground.}}
*{{buff|Luigi [[walk]]s significantly faster (0.8 (24) → 1.1).}}
*{{nerf|His already very slow [[air speed]] has been decreased slightly.}}
*{{nerf|Luigi's [[initial dash]] is much slower (1.667 (50) → 1.34) and covers less distance.}}
*{{change|A majority of changes made to Luigi have to further differentiate him from his brother Mario. Luigi's forward smash, neutral combo, forward aerial, up tilt, and down tilt have all been changed into different attacks with different animations.}}
*{{Buff|Luigi [[run]]s very slightly faster (1.33 (40) → 1.34), no longer having the slowest dash in the game alongside Ness.}}
*{{change|Luigi received a minor cosmetic change: when using his default costume, his overalls are now a navy blue color (more like Mario's) instead of purple from the previous game.}}
*{{buff|Luigi's [[traction]] is slightly higher (0.0233 (0.7) → 0.025), though it still remains the lowest in the game by a large margin.}}
*{{nerf|Luigi's [[jumpsquat]] is longer (3 frames → 4).}}
*{{nerf|Luigi's already slow [[air speed]] has been decreased even more (0.867 (26, JPN) / 0.75 (22.5, NA/AUS/EUR) → 0.68).}}
*{{nerf|Luigi's [[air acceleration]] is lower (0.0667 (2) → 0.04), although no longer being the slowest. It is slightly lower than Mario's.}}
*{{nerf|Luigi [[jump]]s drastically lower (57.267 (1718) → 46.546), hindering his vertical recovery and ability to chase opponents above him. While still the 2nd highest out of 26 characters, he jumps slightly lower than {{SSB|Jigglypuff}} in ''Smash 64''.}}
**{{buff|Luigi's [[short hop]] is also extremely lower (31.6167 (1038.5) → 14.91). This improves his aerial approach potential while Luigi retains his ability to [[auto-cancel]] all of his aerials as well as being able to perform multiple aerials in a short hop.}}
*{{change|Luigi [[falling speed|falls]] faster (1.4 (42) → 1.6), improving his vertical endurance but making him easier to combo.}}
**{{nerf|However, Luigi's [[fast fall]]ing speed is slower (2.25 (67.5) → 2). The difference between his falling speed and fast falling speed is much lower (increase: 60.7% → 25%), which makes it more predictable when landing and gives him fewer options in the air.}}
*{{buff|The addition of [[air dodging]] has dramatically benefitted Luigi as he can now [[wavedash]]. Luigi possesses the longest wavedash in the game due to his extremely low [[traction]] making him benefit from wavedashing more than almost any other returning veteran. Wavedashing has greatly aided Luigi's mobility as it gives him an excellent [[approach]] option; offsetting his otherwise poor approach.}}
 
===Ground attacks===
*[[Neutral attack]]:
**{{buff|Neutral attack deals more damage (2% → 3% (hit 1)/4% → 5% (hit 3)).}}
**{{buff|The first two hits knockback (8 (base), 50 (scaling) → 20 (set)/100) and angles (361° (hit 1)/70° (hit 2) → 83°/85° (both)) have been altered, allowing them to connect more reliably into the third hit.}}
**{{buff|All three hits have less ending lag (FAF 18 → 15 (hit 1)/FAF 20 → 19 (hit 2), FAF 26 → 23 (hit 3)).}}
**{{nerf|Luigi can no longer cancel the first hit into a grab.}}
**{{nerf|The second hit has a shorter duration (frames 3-5 → 3-4).}}
**{{buff|The third hit has a new animation with Luigi bumping forward with his rear end, slightly increasing its range.}}
**{{nerf|The third hit has more startup lag with a shorter duration (frames 3-8 → 5-6).}}
*[[Forward tilt]]:
**{{buff|Forward tilt has less startup (frame 8 → 4) and ending lag (FAF 43 → 32).}}
**{{nerf|Forward tilt has decreased base knockback (10 → 2).}}
**{{nerf|Down angled forward tilt now deals very weak set knockback (10 (base), 0 (set), 100 (scaling) → 2/1/100), now making it extremely punishable on hit regardless of the opponent's percent.}}
*[[Up tilt]]:
**{{buff|Luigi has a new up tilt: an overhead "cat paw" swipe with his fist. It has less startup (frame 5 → 4) and ending lag (FAF 42 → 30) compared to the previous up tilt.}}
**{{buff|Up tilt has more horizontal range.}}
**{{buff|Up tilt now launches opponents towards Luigi (80° → 100°).}}
**{{change|Up tilt has altered knockback (0 (base), 150 (scaling) → 30/(127/125/123).}}
***{{buff|This makes the move much safer on hit at lower percents and improves its juggling potential when combined with its lower ending lag.}}
***{{nerf|However, this also hinders its KO potential when combined with its lower damage.}}
**{{nerf|Up tilt deals less damage (10% → 9%).}}
**{{nerf|Up tilt has a shorter duration (frames 5-16 → 4-12).}}
*[[Down tilt]]:
**{{buff|Luigi has a new down tilt: a low swinging crouch back-kick with Luigi's following/right leg which deals more damage (7% → 9%) compared to the previous down tilt.}}
**{{nerf|Down tilt has more startup lag and a shorter duration (frames 3-6 → 5-7).}}
**{{nerf|Down tilt has more ending lag (FAF 18 → 35) significantly hindering its use as a spacing tool.}}
**{{nerf|Down tilt has less range.}}
**{{nerf|Down tilt deals less knockback (0 (base), 100 (scaling) → 10/80).}}
**{{nerf|Down tilt now launches opponents vertically (361° → 80°) further hindering its spacing potential while not granting it combo potential due to its low knockback and high ending lag.}}
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (FAF 61 → 59).}}
**{{change|Dash attack's hits have altered knockback (0 (base), 40 (set), 100 (scaling) → 2/0/100).}}
***{{buff|This makes it connect more reliably at lower percents.}}
***{{nerf|However, this makes it connect less reliably at higher percents.}}
**{{nerf|Dash attack has more startup lag (frame 3 → 4).}}
**{{nerf|Dash attack's hits have shorter durations (4 frames (hits 1-2)/7 frames (hits 3-6) → 1 frame (all)).}}
**{{nerf|Dash attack deals slightly less damage due to changes to [[stale move negation]] (12% → 11.1%).}}
*[[Forward smash]]:
**{{buff|Luigi has a new forward smash: a knifehand. It has less startup lag (frame 16 → 12) compared to the previous forward smash.}}
***{{nerf|However, its total duration remains unchanged; increasing its ending lag.}}
**{{buff|Forward smash deals much more knockback (30 (base), 100 (scaling) → 20/135), making it much stronger despite its lower damage and no longer being the weakest in the game.}}
**{{buff|Forward smash now deals extra shield damage (0 → 5).}}
**{{nerf|Forward smash has a shorter duration (frames 16-20 → 12-14).}}
**{{nerf|Forward smash deals less damage (16%/15%/14% → 14%/13%/12%).}}
**{{nerf|Forward smash's angles have been altered (361° (all) → 65° (up)/55° (non angled)/45° (down)) which along with its lower damage, hinders the effectiveness of the non angled and up angled versions; especially against fast fallers.}}
*[[Up smash]]:
**{{buff|Up smash has a new animation; Luigi now takes a massive step forward as he leans for the headbutt. This gives it a bit more horizontal range and much less ending lag (FAF 60 → 40).}}
**{{nerf|Up smash has more startup lag with a shorter duration (frames 7-15 → 9-11). Luigi also no longer jumps, decreasing it's vertical range.}}
**{{nerf|Up smash has less intangibility (frames 7-10 → 9-11).}}
**{{nerf|Up smash deals less damage (19% → 17%) and knockback (26 (base), 120 (scaling) → 35/98) in addition to sending opponents at a less vertical angle (85° → 110°). This significantly hinders its KO potential; no longer being the strongest in the game alongside Mario's version of up smash.}}
*[[Down smash]]:
**{{buff|Down smash has less startup lag (frame 8 → 5) and a shorter total duration (FAF 45 → 38).}}
**{{change|Down smash now launches opponents vertically (361° → 90°), significantly improving its combo potential, but hindering its edgeguarding and KO potential.}}
**{{nerf|Down smash has a shorter duration (frames 8-29 → 5-6/14-15) with the front hit and back hit now having separate hitboxes rather than one long lasting hitbox.}}
***{{nerf|This also increases the move's cooldown as its total duration was not fully compensated.}}
**{{nerf|Down smash deals less knockback (20 (base), 100 (scaling) → 40/80).}}


===Ground Attacks===
===Aerial attacks===
*{{buff|Neutral attacks hit 1 and 2 now have [[set knockback]], allowing the third hit to connect reliably.}}
*{{buff|All aerials except up aerial auto-cancel earlier (frame 37 → 36 (neutral), frame 27 → 20 (forward), frame 20 → 19 (back), frame 33 → 24 (down)).}}
*{{buff|New Neutral attack hit 3 sends Luigi forward slightly, increasing its range.}}
**{{nerf|However, Luigi's aerials no longer auto-cancel the entire time their hitboxes are not active.}}
*{{buff|New up tilt is much faster and easier to use in combos.}}
*[[Neutral aerial]]:
*{{buff|Down smash now does vertical knockback, making it a much better combo starter.}}
**{{buff|Neutral aerial's clean hit deals more damage (14% → 15%) and has higher base knockback (15 → 20).}}
*{{buff|New forward smash is faster and has much higher knockback scaling.}}
**{{change|Neutral aerial now launches opponents vertically (361° → 90°).}}
*{{buff|Up smash has significantly less [[startup]] and [[ending lag]]. It also has considerably higher knockback scaling.}}
***{{buff|This significantly improves its combo potential being an excellent combo starter.}}
*{{nerf|Down tilt is a less useful combo starter and has more ending lag.}}
***{{nerf|However, this also removes its edgeguarding potential.}}
**{{buff|Neutral aerial has a shorter total duration (FAF 50 → 46).}}
***{{nerf|However, it can also no longer be performed twice in a [[short hop]] due to Luigi's lower short hop.}}
**{{nerf|Neutral aerial has a shorter duration (frames 3-10 (clean)/11-36 (late) → 3-6/7-31), slightly increasing its ending lag.}}
**{{nerf|Neutral aerial has slightly increased landing lag (14 frames → 15).}}
**{{nerf|Late neutral aerial deals less damage (11% → 8%) without full compensation on its base knockback (0 → 20).}}
***{{buff|However, this improves its combo potential.}}
*[[Forward aerial]]:
**{{buff|Luigi has a new forward aerial: A karate chop. It has less startup (frame 11 → 7) and ending lag (FAF 40 → 33).}}
**{{buff|Forward aerial has increased base knockback (10 → 43), improving its spacing and edgeguarding potential.}}
***{{nerf|However, this hinders its combo potential.}}
**{{buff|Forward aerial has less landing lag (30 frames → 25).}}
**{{nerf|Forward aerial deals less damage compared to its previous clean hit (16% → 12%), making it weaker overall despite its increased base knockback.}}
**{{nerf|Forward aerial has a shorter duration due to it no longer possessing a late hit (frames 11-26 → 7-10).}}
**{{nerf|Forward aerial has less range.}}
*[[Back aerial]]:
**{{buff|Back aerial has less startup lag with a longer duration (frames 10-13 (clean)/14-19 (late) → 6-17).}}
**{{change|Back aerial has a new animation, where Luigi kicks more sideways with his right side facing up, instead of kicking backward face-down. Luigi also recovers differently without curling up into a flip.}}
***{{buff|This new animation is shorter significantly reducing the move's ending lag (FAF 40 → 29).}}
***{{nerf|However, this also gives the move less range.}}
**{{nerf|Back aerial deals less damage compared to its previous clean hit (16% → 11%) with only a slight increases to its base knockback (10 → 12), significantly hindering its KO potential.}}
***{{buff|However, this improves the move's combo potential.}}
***{{buff|Additionally since the move no longer has a weaker late hit, it deals more damage (10% → 11%) and has higher base knockback (0 → 12) compared to the previous late hit.}}
*[[Up aerial]]:
**{{buff|[[Up aerial]] has less ending lag (FAF 40 → 30).}}
**{{buff|Up aerial deals more damage (12% (clean)/9% (late) → 13%).}}
**{{change|Up aerial launches opponents horizontally rather than vertically (80°/70° → 55°).}}
***{{buff|This grants the move edgeguarding potential.}}
***{{nerf|However, this significantly hinders its combo and juggling potential removing one of Luigi's most powerful combo tools.}}
**{{buff|Up aerial has much less landing lag (40 frames → 15).}}
**{{nerf|Up aerial has more startup lag with a shorter duration due to no longer having a late hit (frames 2-4 (clean)/5-11 (late) → 5-7).}}
**{{nerf|Up aerial auto-cancels later (frame 12 → 16), removing Luigi's ability to perform two up aerials in a short hop and still auto-cancel the up aerial.}}
**{{nerf|Up aerial has decreased knockback scaling (120 → 100) hindering its KO potential despite its higher damage.}}
*[[Down aerial]]:
**{{change|Luigi's down aerial hits only once via a single drill spinning stomp, instead of being a multi-hitting drill.}}
**{{change|Down aerial's angles have been altered (-70° → 361°/270°).}}
**{{buff|Down aerial deals much more damage (3% → 16%) and knockback (30 (set), 100 (scaling) → 20 (base), 100 (scaling)) compared to the previous individual kicks; making it a powerful KO move.}}
**{{buff|Down aerial has a shorter total duration (FAF 39 → 29).}}
**{{buff|Down aerial has less landing lag (36 frames → 18).}}
**{{nerf|Due to down aerial only consisting of one hit instead of eight:}}
***{{nerf|Its maximum damage potential is lower (24% → 16%).}}
***{{nerf|It has a much shorter duration (frames 10-11,13-14,16-17,19-20,22-23,25-26,28-29,31-32 → 10-14), increasing its ending lag.}}
***{{nerf|It can no longer be used as an effective shield pressuring tool.}}
***{{nerf|It is no longer a powerful and reliable combo tool.}}
***{{buff|However, the move is now more reliable; no longer being escapable with [[SDI]].}}
**{{nerf|The introduction of [[meteor canceling]] hinders the new sweetspot's reliability.}}


===Aerial Attacks===
===Throws/other attacks===
*{{buff|Neutral aerial has new knockback properties, leading to almost entirely vertical knockback, making it a considerably more powerful (can KO under 130%) and flexible attack.}}
*{{buff|Luigi has been given an [[up throw]], a [[down throw]], and a [[pummel]], along with the rest of the ''Super Smash Bros.'' veterans, providing him more options out of a grab. This significantly improves his attack options. His new up and down throw's are capable of [[chain grab]]bing opponents.}}
*{{buff|New forward and down aerials are much more powerful.}}
*[[Grab]]s:
*{{buff|New back aerial is faster and has considerably higher base knockback, making it a more useful [[edgeguarder]].}}
**{{nerf|Luigi's [[Grab]]s have more startup lag (frame 6 → 7 (standing), 11 (dash)) and ending lag (FAF 16 → 31 (standing), 41 (dash)).}}
*{{change|Luigi's down aerial also hits only once, instead of being a multi-hit attack like in ''Smash 64''.}}
*[[Forward throw]]:
**{{nerf|Forward throw deals much less damage (16% → 8%) and knockback (70 (base), 70 (scaling) → 60/65).}}
*[[Back throw]]:
**{{nerf|Back throw deals less damage (12% → 10%) and has decreased knockback scaling (70 → 65).}}
**{{nerf|Back throw's collateral hit deals less damage (10% → 8%).}}
*[[Taunt]]:
**{{buff|Taunt has less startup (frame 48 → 46) and ending lag (FAF 79 → 71).}}
***{{nerf|However, it can no longer be interrupted with shield or grab increasing the amount of time Luigi cannot shield or grab after performing the taunt (60 frames → 70).}}
**{{buff|Taunt has slightly more range; now being able to hit the entire cast on the ground.}}
**{{buff|Taunt now deals extra shield damage (0 → 1).}}
**{{buff|Taunt has increased set knockback (60 → 100) and is now a meteor smash (361° → 280°), increasing its utility.}}
**{{nerf|Taunt has a shorter duration (frames 48-50 → 46).}}


===Grabs and Throws===
===Special moves===
*{{buff| Luigi has been given an [[up throw]] and a [[down throw]], along with the rest of the ''Super Smash Bros.'' veterans, significantly improving his attack options.}}
*[[Fireball]]:
**{{buff|Fireball travels faster.}}
**{{nerf|Fireball has a smaller hitbox.}}
**{{nerf|Fireball has slightly increased startup (frame 16 → 17) and ending lag (FAF 46 → 47).}}
**{{nerf|Fireball has a shorter duration (frames 16-94 → 17-66).}}
**{{nerf|Fireball has decreased base knockback (10 → 5).}}
*[[Green Missile]]:
**{{change|Luigi has a [[side special]]: Green Missile. Luigi travels sideways like a rocket which he can charge to increase its strength/distance. It also has a 1/8 chance to misfire which will set Luigi on fire and immediately make him travel a great distance with strong damage/knockback regardless of charge. It gives him an additional [[recovery]] option. It also slightly aids to his KO ability, being another KO option with a misfire, albeit not very reliable and a misfire travels so far that it can lead into a self destruct.}}
*[[Super Jump Punch]]:
**{{buff|Super Jump Punch has increased intangibility (frame 2 → 5-8).}}
***{{nerf|However, its intangibility has increased startup lag (frame 2 → 5).}}
**{{change|The late hit has an altered angle (361° → 80°) as well as altered knockback (10 (set), 100 (scaling) → 1 (base)/1).}}
**{{change|The aerial sweetspot no longer makes the [[ping]] sound effect when it connects.}}
**{{nerf|Super Jump Punch has more startup lag with a shorter duration (frames 2-24 → 5-23).}}
**{{nerf|Super Jump Punch has a new animation where Luigi jumps straight up. This new animation covers less vertical distance and covers no horizontal distance whatsoever meaning that Luigi has to enter free fall before he can move horizontally.}}
**{{nerf|Super Jump Punch can no longer be angled.}}
**{{nerf|Super Jump Punch has more landing lag (25 frames → 40).}}
**{{nerf|The changes to up aerial and the introduction of DI have made Super Jump Punch much harder to combo into.}}
**{{nerf|The sweetspot no longer has a hitbox which covers Luigi's body.}}
**{{nerf|The grounded sweetspot deals less knockback (90 (base), 80 (scaling) → 70/73).}}
**{{nerf|The aerial sweetspot deals less damage (25% → 20%) and knockback (80 (base), 80 (scaling) → 58/72), significantly hindering its KO potential despite its altered angle (80° → 90°).}}
*[[Luigi Cyclone]]:
**{{buff|Luigi Cyclone has less ending lag (FAF 87 → 80).}}
**{{buff|Grounded Luigi Cyclone now allows Luigi to move along the ground to cover a great distance very quickly, improving its utility.}}
**{{buff|The first hit's hitboxes no longer disappear if Luigi lands while they are active.}}
**{{buff|The first hit now always launches opponents straight up (65°/90° → 90°).}}
**{{change|The first hit deals much less damage (15% → 8% (ground)/9% (air)) and knockback (65 (base), 90 (scaling) → 50/80).}}
***{{buff|This improves its ability to lead into the second hit.}}
***{{nerf|However, this significantly hinders its KO potential.}}
**{{buff|The second hit now launches opponents straight up (70° → 90°) which along with the move's lower ending lag, improves its combo potential.}}
**{{nerf|Luigi Cyclone has more startup lag with a shorter duration (frames 1-42 (hit 1)/43-44 (ground hit 2)/43-46 (air hit 2) → 6-29/43).}}
**{{nerf|Luigi Cyclone now requires significantly faster button inputs to make Luigi rise.}}
**{{nerf|Luigi can no longer mash to rise when using the grounded version.}}
**{{nerf|Luigi Cyclone now needs to be "charged" by being used on the ground first before it can be used in midair to rise with mashing.}}
**{{nerf|The second hit deals much less damage (18% → 12%) and knockback (80 (base), 100 (scaling) → 50/80), drastically hindering its KO potential.}}
***{{buff|However, this improves its combo potential.}}
***{{nerf|As a result of all these changes, the move is no longer a reliable KO move and combo finisher.}}


===Special Moves===
==Version history==
*{{buff|[[Green Missile]] gives him an additional [[recovery]] option. It also slightly aids to his KO ability, being another KO option, though it isn't a very reliable KO move.}}
'''PAL'''
*{{buff|[[Luigi Cyclone]] is a much better [[OoS]] option, as it now allows Luigi to move along the ground a moderate distance very quickly.}}
*{{change|Changed the conditions for starting a match with a charged [[Luigi Cyclone]] (see [[Luigi Cyclone#Combinations that start the game with Luigi Cyclone charged (NTSC)|here]] for conditions in the NTSC version). Luigi will now start the match with a charged Luigi Cyclone, regardless of opposing character, if playing with the lower port on [[Fountain of Dreams]], [[Pokémon Stadium]], [[Big Blue]], [[Onett]], [[Icicle Mountain]] and [[Poké Floats]].}}
*{{nerf|[[Fireball]] has a smaller hitbox and deals 1% less damage.}}
*{{nerf|[[Super Jump Punch]] no longer gains any horizontal distance, and also gains less vertical distance.}}
*{{nerf|Luigi Cyclone is no longer a KO move and combo finisher. Furthermore, the height gained from using it as a recovery move is slightly lower, now requiring significantly faster button inputs to make Luigi rise. To further compound the latter problem, it also needs to be "charged" by being used on the ground before it can be used in midair properly.}}
*{{change|Luigi Cyclone is now a multi-hit attack. It also lasts a shorter time but strikes faster.}}


==Moveset==
==Moveset==
Line 97: Line 251:
|game=SSBM
|game=SSBM
|neutralcount=3
|neutralcount=3
|neutralname=&nbsp;
|neutralname=Left Jab ({{ja|左パンチ|Hidari Panchi}}, ''Left Punch'') / Right Jab ({{ja|右パンチ|Migi Panchi}}, ''Right Punch'') / Plumber's Rump ({{ja|どんけつ|Donketsu}}, ''Butt'')
|neutraldesc=Luigi's neutral attack combo is a three-hit attack consisting of two jabs followed by a hip bump. Useful as a low-damage opener. Because the third strike of the combo knocks the opponent away with a medium amount of lag, many players elect to omit the third strike of the combo. Luigi can repeat the first strike of the neutral attack by [[Jab cancel]]ling.  
|neutraldesc=A three-hit attack consisting of two jabs followed by a hip bump. Useful as a low-damage opener. Because the third strike of the combo knocks the opponent away with a medium amount of lag, many players elect to omit the third strike of the combo. Luigi can repeat the first strike of the neutral attack by [[jab cancel]]ling.
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=5%
|neutral3dmg=5%
|ftiltname=&nbsp;
|ftiltname=Plumber Kick ({{ja|ミドルキック|Midoru Kikku}}, ''Middle Kick'')
|ftiltangles=3
|ftiltdmg=10%
|ftiltupdmg=10%
|ftiltdesc=Does a back spinning kick with his right leg. Has medium [[knockback]]. It is often used to poke or simply to push the opponent away, giving Luigi extra time to maneuver or set up [[edgeguard]]s. It can be angled, with the downwards angled version having very low hitstun, often leaving Luigi vulnerable on hit or block.
|ftiltsidedmg=10%
|utiltname=Cat Punch ({{ja|ねこパンチ|Neko Panchi}})
|ftiltdowndmg=10%
|ftiltdesc=A sideways kick with medium [[knockback]]. It is often used to poke or simply to push the opponent away, giving Luigi extra time to maneuver or set up edgeguards. It can be angled, with the downwards angled version having very low hitstun, often leaving Luigi vulnerable on hit or block.
|utiltname=&nbsp;
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=A swipe that arcs over Luigi's head from behind. Its upward trajectory makes up tilt well suited for juggling, especially against [[fast-faller]]s. Hits at a diagonal upwards angle.
|utiltdesc=Swipes over his head with his fist. Its upward trajectory makes this move well-suited for [[juggle|juggling]], especially against [[fast-faller]]s.
|dtiltname=&nbsp;
|dtiltname=Heel Kick ({{ja|かかとげり|Kakato-Geri}})
|dtiltdmg=9%
|dtiltdmg=9%
|dtiltdesc=Luigi crouches down and kicks low to the ground. It pops the opponent up with low-knockback and is laggy, making it of limited usefulness. Since this attack hugs the ground, it can be used to attack a [[sweet spot (ledge)|sweet spot]]ting enemy.
|dtiltdesc=Crouches, turns around, and kicks his heel out behind him. It pops the opponent up with low-knockback and is laggy, making it of limited usefulness. Since this attack hugs the ground, it can be used to attack a [[sweet spot (ledge)|sweet spot]]ting enemy.
|dashname=&nbsp;
|dashname=Fists of Fear ({{ja|ぽこぽこパンチ|Pokopoko Panchi}}, ''Pow-Pow Punch'')
|dashdmg=2% (hits 1-6)
|dashdmg=2% (hits 1-6)
|dashdesc=Luigi dashes forward and attacks his opponent with a flurry of punches. It hits five times and does moderate damage, but it's not very useful due to being extremely unsafe on hit (it has 22 frames on ending lag and very low hitstun), allowing any character to grab him out of it.
|dashdesc=Dashes forward and attacks his opponent with a flurry of punches. It hits six times and does moderate damage, but it's not very useful due to being extremely unsafe on hit (it has 22 frames on ending lag and very low hitstun), allowing any character to grab him out of it. All hits deal ≈11.1% when used fresh.
|fsmashname=&nbsp;
|fsmashname=Trowel Stab ({{ja|地獄突き|Jigoku Tskui}}, ''Hell Thrust'')
|fsmashangles=3
|fsmashangles=3
|fsmashupdmg={{ChargedSmashDmgSSBM|14}}
|fsmashupdmg={{ChargedSmashDmgSSBM|14}}
|fsmashsidedmg={{ChargedSmashDmgSSBM|13}}
|fsmashsidedmg={{ChargedSmashDmgSSBM|13}}
|fsmashdowndmg={{ChargedSmashDmgSSBM|12}}
|fsmashdowndmg={{ChargedSmashDmgSSBM|12}}
|fsmashdesc=Luigi winds up and launches his hand straight into his opponent, sending them at a forward and upward trajectory. The highest knockback scaling in the game at 135, and it can KO under 130%. Can be angled. Additionally, charging a forward smash will cease Luigi momentum mid-[[wavedash]], which will make him stop suddenly.
|fsmashdesc=Bends his elbow before thrusting his arm out, performing a spearhand thrust. Launches opponents diagonally upwards. The highest knockback scaling in the game at 135, being able to KO under 130%. Additionally, charging this move will cease Luigi momentum mid-[[wavedash]], which will make him stop suddenly. This move can be angled up or down.
|usmashname=&nbsp;
|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashdmg={{ChargedSmashDmgSSBM|17}}
|usmashdmg={{ChargedSmashDmgSSBM|17}}
|usmashdesc=Identical to Mario and Dr. Mario's headbutt with an up-and-behind trajectory, ideal for KOs off the upper blastline, or KOs on floaty opponents. It can also set up aerial combos with Luigi in a similar manner to up tilt.
|usmashdesc=Performs an upwards headbutt. Identical to Mario's up smash but has an up-and-behind trajectory, ideal for KOs off the upper [[blast line]], or KOs on floaty opponents. It can also set up aerial combos in a similar manner to his up tilt. Luigi's head is [[intangible]] while the hitboxes are active.
|dsmashname=&nbsp;
|dsmashname=Breakdance Sweep ({{ja|ダブルキック|Daburu Kikku}}, ''Double Kick'')
|dsmashdmg={{ChargedSmashDmgSSBM|17}}
|dsmashdmg={{ChargedSmashDmgSSBM|17}}
|dsmashdesc=Luigi kicks out twice in a break dancing motion, first in front and then behind. The combination of the attack has an upward trajectory and its [[knockback]] makes it an excellent [[combo]] starter.
|dsmashdesc=Kicks out twice in a breakdancing motion, first in front and then behind. The combination of the attack's upward trajectory and its [[knockback]] makes it an excellent [[combo]] starter.
|nairname=&nbsp;
|nairname=Plumber's Boot ({{ja|ルイージキック|Ruīji Kikku}}, ''Luigi Kick'')
|nairdmg=15% (clean), 8% (late)
|nairdmg=15% (clean), 8% (late)
|nairdesc=A [[sex kick]] that sends the opponent straight upwards. For this reason, Luigi's sex kick is a popular tool for juggling and comboing opponents. Can KO at high percentages. Its hitbox and low startup time (hits on frame 3) means that it is useful for interrupting combo attempts by the opponent. One of the strongest sex kicks in the game (being the 3rd most neutral powerful aerial overall and the most powerful sex kick in ''Melee'').
|nairdesc=A [[sex kick]] that sends the opponent straight upwards. For this reason, Luigi's sex kick is a popular tool for juggling and comboing opponents, being able to KO at high percentages. Its hitbox and low startup time (hits on frame 3) means that it is useful for interrupting combo attempts by the opponent. One of the strongest sex kicks in the game (being the 3rd most powerful neutral aerial overall and the most powerful sex kick in ''Melee'').
|fairname=&nbsp;
|fairname=Chop Chop ({{ja|脳天チョップ|Nōten Choppu}}, ''Brain Chop'')
|fairdmg=12%
|fairdmg=12%
|fairdesc=Does a quick karate chop. High horizontal knockback and is one of his primary KO'ing aerial attacks. It also has high knockback at low damage. Launches at the [[Sakurai angle]].
|fairdesc=Does a quick karate chop forward. High horizontal knockback and is one of Luigi's primary KO'ing aerial attacks. It also has high knockback at low damage. Launches at the [[Sakurai angle]].
|bairname=&nbsp;
|bairname=Drop Kick ({{ja|後方ドロップキック|Kōhō Doroppu Kikku}}, ''Back Drop Kick'')
|bairdmg=11%
|bairdmg=11%
|bairdesc=Kicks backwards. Good for damage racking, edge guarding, and zoning (especially on floaty opponents such as {{SSBM|Jigglypuff}}). It has high base knockback, similar to Dr. Mario's back aerial, adding to it's effectiveness.
|bairdesc=Performs a reverse dropkick. Good for damage racking, edgeguarding, and zoning (especially on floaty opponents such as {{SSBM|Jigglypuff}}). It also has high base knockback, similar to Dr. Mario's back aerial, adding to it's effectiveness.
|uairname=&nbsp;
|uairname=Bicycle Kick ({{ja|エアスラッシュ|Ea Surasshu}}, ''Air Slash'')
|uairdmg=13%
|uairdmg=13%
|uairdesc=Does a flip kick, hitting above him. Doesn't offer the same juggling properties from the ground as Mario's; however, it is often used against opponents above Luigi on platforms, or as a vertical launcher to set up an aerial finisher like his forward aerial. It is also useful as an edgeguard.
|uairdesc=Does a upwards flipkick, hitting above him. Doesn't offer the same juggling properties from the ground as Mario's; however, it is often used against opponents above Luigi on platforms, or as a vertical launcher to set up an aerial finisher like his forward aerial. It is also useful as an edgeguard.
|dairname=&nbsp;
|dairname=Screwdriver Kick ({{ja|ドリルキック|Doriru Kikku}}, ''Drill Kick'')
|dairdmg=16%
|dairdmg=16%
|dairdesc=Twirls his feet under him. A valuable edgeguarding move. Can [[meteor smash]] if he hits the opponent with his hip (in a similar fashion to {{SSBM|Young Link}}'s down aerial meteor smash.) The lower hitbox has strong knockback at the Sakurai angle in a similar fashion to his forward aerial.
|dairdesc=Does a quick downwards spin kick. A valuable edgeguarding move. Can [[meteor smash]] if he hits the opponent with his hip (in a similar fashion to {{SSBM|Young Link}}'s down aerial meteor smash.) The lower hitbox has strong knockback at the Sakurai angle in a similar fashion to his forward aerial.
|grabname=
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=&nbsp;
|pummelname=&nbsp;
|pummelname=Clutch Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}, ''Grab Headbutt'')
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Headbutts opponent. Relatively slow.
|pummeldesc=Headbutts opponent. Relatively slow.
|fthrowname=&nbsp;
|fthrowname=Heave-Ho ({{ja|ヒコーキ投げ|Hikōki Nage}}, ''Airplane Throw'')
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=This throw is relatively weak but can be used near the [[ledge]] to set up [[edge-guard]]s.
|fthrowdesc=Spins around once and throws his opponent forward. This throw is relatively weak but can be used near the [[ledge]] to set up edgeguards.
|bthrowname=&nbsp;
|bthrowname=Airplane Swing ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowdmg=10% (throw), 8% (collateral)
|bthrowdmg=10% (throw), 8% (collateral)
|bthrowdesc=Luigi's strongest throw, it is used for throwing enemies off-stage and KOing.
|bthrowdesc=Spins around three times and throws his opponent backwards. Luigi's strongest throw, often being used for throwing enemies offstage and getting KOs.
|uthrowname=&nbsp;
|uthrowname=Luigi Launch ({{ja|スルーアップ|Surū Appu}}, ''Throw Up'')
|uthrowdmg=7%
|uthrowdmg=7%
|uthrowdesc=Very useful combo starter, leading into moves such as up tilts, neutral aerials, and up smash. It can also [[chain grab]] [[fast-faller]]s at low [[damage]].
|uthrowdesc=Throws his opponent upward. Very useful combo starter, leading into moves such as an up tilt, a neutral aerial, and an up smash. It can also [[chain grab]] fast-fallers.
|dthrowname=&nbsp;
|dthrowname=Down the Drain ({{ja|スルーダウン|Surū Daun}}, ''Throw Down'')
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Throws the opponent into the ground, causing them to bounce at a horizontal angle. Allows for combos or tech chase follow ups.
|dthrowdesc=Throws the opponent into the ground, causing them to bounce at a horizontal angle. Allows for combos or tech chase follow ups.
|floorbname=
|floorbname=&nbsp;
|floorbdmg=6%
|floorbdmg=6%
|floorbdesc=Swirls around in a similar fashion to his down smash.
|floorbdesc=Swirls around in a similar fashion to his down smash.
|floorfname=
|floorfname=&nbsp;
|floorfdmg=6%
|floorfdmg=6%
|floorfdesc=Gets up and punches behind him, then in front.  
|floorfdesc=Gets up and punches behind him, then in front.
|edgefname=
|edgefname=&nbsp;
|edgefdmg=8% (legs), 6% (body)
|edgefdmg=6% (body), 8% (legs)
|edgefdesc=Gets up and somersaults.
|edgefdesc=Does a somersault and then kicks upward onto the stage.
|edgesname=
|edgesname=&nbsp;
|edgesdmg=10%
|edgesdmg=10%
|edgesdesc=Slowly gets up and thrusts his foot forward.
|edgesdesc=Slowly gets up and kicks forward with one leg.
|nsname=Fireball
|nsname=Fireball
|nsdmg=6%
|nsdmg=6%
|nsdesc=Shoots a fireball. Unlike Mario's, the fireball does not bounce on the ground. Slow and fairly short range for a projectile.
|nsdesc=Shoots a fireball as a [[projectile]]. The fireball isn't affected by gravity.
|ssname=Green Missile
|ssname=Green Missile
|ssdmg=10% (uncharged), 26% (fully charged), 25% (misfire)
|ssdmg=5-26% (normal), 25% (misfire)
|ssdesc=A chargeable move that launches Luigi sideways like a rocket. There is a lot of ending lag on this move, which makes the move very punishable. There is a 1-in-8 chance that Luigi will misfire, sending him much farther, much faster, and with much more knockback.
|ssdesc=A chargeable move that launches Luigi sideways like a rocket. There is a lot of ending lag on this move, which makes it very punishable. There is a 1-in-8 chance that Luigi will misfire, sending him much farther, much faster, and with much more knockback. Performing this move like a [[smash attack]] causes the move to finish charging sooner.
|usname=Super Jump Punch
|usname=Super Jump Punch
|usdmg=25% (ground clean), 20% (air clean), 1% (late)
|usdmg=25% (ground clean), 20% (air clean), 1% (late)
|usdesc=Launches Luigi upwards, but does not cover any horizontal distance. There is a 1-frame sweetspot right at the beginning of the move: it's very powerful.
|usdesc=Does a jumping uppercut upwards with no horizontal distance. There is a 1-frame [[sweetspot]] right at the beginning of the move, which is very powerful. Otherwise, it deals pitiful damage and no knockback.
|dsname=Luigi Cyclone
|dsname=Luigi Cyclone
|dsdmg=8% (ground hit 1), 9% (air hit 1), 12% (hit 2)
|dsdmg=8% (ground hit 1), 9% (air hit 1), 12% (hit 2)
|dsdesc=A spinning attack that can be moved left and right. Also, by rapidly tapping the special button, it can be used to get a little vertical distance.
|dsdesc=A spinning attack that can be moved left and right. By rapidly tapping the [[B button]], it can be used to gain a little vertical distance.
|tauntname=Taunt ({{ja|挑発|Chōhatsu}})
|tauntdmg=1%
|tauntdesc=A bashful kick to the ground. The only damaging taunt in the game. [[Meteor smash]]es with set knockback, sending opponents upwards on the ground, and downwards if they are hanging on the ledge. It has very limited practical applications, being very slow and weak, as well as possible to [[meteor cancel]] due to its angle.
}}
}}


===[[Taunt]]===
===Stats===
*'''Taunt''' - 1% damage. Luigi's taunt, a casual kick against the ground, is the only taunt in Melee that can damage the opponent. The taunt normally sends the enemy upwards with [[set knockback]], but against opponents hanging on the ledge, it will [[meteor smash]]. Since it is slow and very weak, Luigi's taunt is rarely used in [[competitive play]].
'''NTSC'''
{{Attributes
|cast = 26
|weight = 100
|rweight = 8-10
|dash = 1.34
|rdash = 19
|run = 1.34
|rrun = 22
|walk = 1.1
|rwalk = 12-15
|trac = 0.0025
|rtrac = 26
|airfric = 0.01
|rairfric = 15-20
|air = 0.68
|rair = 26
|baseaccel = 0.015
|rbaseaccel = 24
|addaccel = 0.025
|raddaccel = 22-23
|gravity = 0.069
|rgravity = 24
|fall = 1.6
|rfall = 19-21
|ff = 2
|rff = 21-24
|jumpsquat = 4
|rjumpsquat = 8-15
|jumpheight = 46.546
|rjumpheight = 2
|shorthop = 14.91
|rshorthop = 7
|djump = 35.568
|rdjump = 4
|ellag = 4
|rellag = 2-23
}}


==In [[Competitive play]]==
'''PAL'''
===[[Character matchup (SSBM)|Matchups]]===
{{Attributes
{{SSBMMatchupTable|luigi=yes}}
|cast = 26
===Notable players===
|weight = 100
:''See also: [[:Category:Luigi professionals (SSBM)]]''
|rweight = 8-9
====Active====
*{{Sm|Abate|USA}}
*{{Sm|Blea Gelo|USA}}
*{{Sm|Coolhat|Canada}}
*{{Sm|Eddy Mexico|Mexico}}
*{{Sm|Mawacate|Germany}}
*{{Sm|ROFL|USA}}
*{{Sm|Vist|USA}}
*{{Sm|Vudujin|USA}}


====Inactive====
|dash = 1.34
*{{Sm|Luigi Ka-master|USA}}
|rdash = 19
|run = 1.34
|rrun = 22
|walk = 1.1
|rwalk = 12-15
|trac = 0.0025
|rtrac = 26
|airfric = 0.01
|rairfric = 15-20
|air = 0.68
|rair = 26
|baseaccel = 0.015
|rbaseaccel = 24
|addaccel = 0.025
|raddaccel = 22-23
|gravity = 0.069
|rgravity = 24
|fall = 1.6
|rfall = 19-21
|ff = 2
|rff = 21-24
|jumpsquat = 4
|rjumpsquat = 8-15
|jumpheight = 46.546
|rjumpheight = 2
|shorthop = 14.91
|rshorthop = 7
|djump = 35.568
|rdjump = 4
|ellag = 4
|rellag = 2-23
}}
 
===[[Announcer]] call===
[[File: Luigi Announcer SSBM.wav]]
 
===[[List of taunts (SSBM)|Taunt]]===
{{Taunt/SSBM|char=Luigi|desc=Bashfully kicks the ground, dealing 1% damage to anyone who hits his foot. It is the only taunt in ''Melee'' that can damage the opponent. The taunt normally sends the enemy upwards with [[set knockback]], but against opponents hanging on the ledge, it will [[meteor smash]]. Since it is slow and very weak, Luigi's taunt is rarely used in [[competitive play]].}}
 
===[[List of idle poses (SSBM)|Idle pose]]===
{{Idle|desc=Rubs the back of his head sheepishly. The controller vibrates slightly during this animation.|image=Luigi Idle Pose Melee.gif}}
 
===[[Crowd cheer]]===
{{Crowd
|char=Luigi
|game=Melee
|desc-us=Lu-i-gi!
|desc-jp=Lui-gi!
|pitch-us=Group chant
|pitch-jp=Group chant}}
 
===[[Victory pose]]s===
{{Victory/SSBM
|victory-theme=MushroomKingdomThemeMelee.ogg
|victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]''
|desc-1=Planks twice. The spring sound from Super Mario World can be heard after each plank.
|desc-2=Turns around and makes gun motions with his fingers, saying "Let's-a go"!
|desc-3=Childishly swings his arms at the air and gasps twice with exhaustion. This is his animation when he is chosen in ''[[Super Smash Bros.]]''
|char=Luigi}}
 
==In [[competitive play]]==
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
 
:''See also: [[:Category:Luigi players (SSBM)]]''
 
*{{Sm|Abate|USA}} - One of the best Luigi players of all time but is currently inactive. He previously ranked as high as 43rd on the [[SSBMRank 2015]]. He became the first Luigi player to place top 8 at a supermajor with his 7th at {{Trn|The Big House 5}}, taking sets over players such as {{Sm|Axe}} and {{Sm|S2J}}. He continued to show proficiency with Luigi after this tournament with placements such as 17th at {{Trn|Super Smash Con 2016}} and 25th at {{Trn|GENESIS 4}}.
*{{Sm|Blea Gelo|USA}} -  Previously one of the best Luigi players in the world before his inactivity. Alongside Abate, he marked some of the best major placements with Luigi in the 2010s with his 9th at {{Trn|CEO 2014}} and 33rd at {{Trn|EVO 2017}}. He was previously ranked 90th on the [[2017 SSBMRank]].
*{{Sm|Eddy Mexico|Mexico}} - Currently considered the best Luigi player in the world. He has become one of the best Luigi players of all time, being one of the first two Luigi players to be ranked globally at 42nd on the [[2013 SSBMRank]] and being the highest ranked Luigi ever in these global rankings at 31st on the [[2014 SSBMRank]]. He has made regional placements such as 7th at {{Trn|Smash Factor 8}} and supermajor placements with 17th at both {{Trn|GENESIS 6}} and {{Trn|EVO 2014}}. In the post-Slippi era, he notably took a set over {{Sm|Mang0}} at {{Trn|Smash Factor X}} while placing 3rd at the event. He is ranked 54th on the [[SSBMRank 2023]].
*{{Sm|Jah Ridin'|Switzerland}} - The best Luigi in Europe. At some of the largest European tournaments, he placed 7th at {{Trn|HFLAN Melee Edition 2019}} and 9th at {{Trn|Fête}} and internationally has placed 17th at {{Trn|Collision 2023}} and 25th at {{Trn|Shine 2023}}. He became the first Swiss player to be ranked top 100, being 94th on the [[SSBMRank 2023]].
*{{Sm|Ka-master|USA}} - Previously considered the best Luigi player in the world alongside Abate, being ranked 58th on the [[2018 MPGR]]. He placed 7th at {{Trn|Don't Park on the Grass 2018}} where he beat {{Sm|Fiction}} and {{Sm|Rocky}} in his bracket and placed solidly at supermajors such as 25th at {{Trn|EVO 2017}}.
*{{Sm|Kurv|USA}} - The former best Luigi player in SoCal before he mainly switched to Fox. Placed 33rd at {{Trn|Smash 'N' Splash 5}} and {{Trn|Mainstage}} and has used Luigi to beat top players such as {{Sm|ARMY}} and {{Sm|Fiction}}. He is currently ranked 69th on the [[SSBMRank 2023]].
*{{Sm|Vist|USA}} - Previously the best Luigi in MD/VA and one of the best in the world. Notably defeated Mang0 at {{Trn|Pound 3}} and placed 5th at {{Trn|Pound V.5}} and 33rd at {{Trn|Super Smash Con 2017}}. He became one of the first two Luigi players to be ranked globally with 98th on the [[2013 SSBMRank]].
*{{Sm|Vudujin|USA}} - He discovered and popularized the [[Vududash]]. Some of his best results include 7th at {{Trn|Fight Pitt 7}}, 9th at {{Trn|Zenith 2013}}, and 25th at {{Trn|The Big House 2}}. He was formerly ranked as high as 2nd on the [[Pittsburgh Melee Power Rankings]].


===Tier placement and history===
===Tier placement and history===
Luigi was once ranked quite high on the [[tier list]], hovering around positions 6 to 9 for about the first year of ''Melee''{{'}}s metagame. He then saw a large drop to 12th, which can be attributed to his slippery [[traction]], predictable [[recovery]], and short [[reach]], which many players of top tier characters began adapting to and countering in their own metagames, resulting in worse matchups for Luigi; he was also seen as outclassed by both {{SSBM|Dr. Mario}} and {{SSBM|Mario}}, who either had more power or a less risky [[combo]] game, respectively. He then fell to the top of low tier for many years to come. However, with excellent performances by dedicated professionals such as {{Sm|Eddy Mexico}} showing Luigi's extremely quick mobility and approach with the [[wavedash]] and waveland, as well as his great aerial game and KO power despite his poor reach, opinions of Luigi began to change. In recent tournaments such as [[EVO 2013]], Luigi players have placed relatively high with lacking similar performances by Mario, resulting in Luigi pulling ahead back into the middle tier, one spot above Mario in 13th place. Today, Luigi is still a middle tier character who has a relatively small, but strong, player base, and he makes decent impressions in large tournaments.
Luigi was once ranked quite high on the [[tier list]], hovering around positions 6 to 9 for about the first year of ''Melee''{{'}}s metagame. He then saw a large drop to 12th, which can be attributed to his low [[traction]] leading to slippery movement, predictable [[recovery]], and short [[reach]], which many players of top tier characters began adapting to and countering in their own metagames, resulting in worse matchups for Luigi; he was also seen as outclassed by both {{SSBM|Dr. Mario}} and {{SSBM|Mario}}, who either had more power or a less risky [[combo]] game, respectively. He then fell to the top of low tier for many years to come. However, with excellent performances by dedicated professionals such as {{Sm|Eddy Mexico}} and {{Sm|Abate}} showing Luigi's extremely quick mobility and approach with the [[wavedash]] and waveland, as well as his great aerial game and KO power despite his poor reach, opinions of Luigi began to change. In recent tournaments such as [[EVO 2013]] and [[The Big House 5]], Luigi players have placed relatively high with lacking similar performances by Mario, resulting in Luigi pulling ahead back into the middle tier, three spots above Mario at 12th place. Today, Luigi is still a solid mid tier character who has a relatively small, but strong, player base, and he makes decent impressions in large tournaments.


==In single-player modes==
==In 1-P Mode==
===In [[Classic Mode]]===
==={{SSBM|Classic Mode}}===
Luigi can appear in one-on-one fights, as an ally in the team and giant battles, as a giant opponent, as part of a team, or as a metal character in the game's penultimate stage. In his appearances in one-on-one fights, he either appears in Mushroom Kingdom or Mushroom Kingdom II; as part of a team or as a giant character, he always appears on Mushroom Kingdom II.
In Classic Mode, Luigi can appear as an ordinary opponent, an ally in team and giant battles, alongside {{SSBM|Dr. Mario}}, {{SSBM|Link}}, or {{SSBM|Yoshi}} in a team, a giant opponent, the sole member of a multi-character battle, or a metal character. In all appearances, he either appears on {{SSBM|Mushroom Kingdom}} or [[Mushroom Kingdom II]] with the exception of the metal battle and when on a team with Yoshi, where he will fight the player on {{SSBM|Battlefield}} or [[Yoshi's Story]], respectively.


===In [[Adventure Mode]]===
===[[Adventure Mode]]===
Luigi can appear in the Adventure Mode if the player finishes the first stage, [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]], with the number "two" anywhere in the timer, a cut scene will occur which will show Luigi taking Mario's place in the upcoming battle. The player will then have to battle a team of Luigi and {{SSBM|Peach}}. Of note is that Luigi can appear in the Adventure Mode without being unlocked; encountering him in the Adventure Mode prior to unlocking him is actually one of two criteria the player can meet to unlock him.
Luigi can appear in the Adventure Mode if the player finishes the first stage, [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]], with the number two anywhere in the seconds meter (ex. 3:4'''2''':35) , a cutscene will occur which will show Luigi taking Mario's place in the upcoming battle (unusually, it does not count if there is a two in the tens column, but not the ones column: ex. 3.25:35 will not count). The player will then have to battle a team of Luigi and {{SSBM|Peach}}. Of note is that Luigi can appear in the Adventure Mode without being unlocked; encountering him in the Adventure Mode prior to unlocking him is actually one of two criteria the player can meet to unlock him. Humorously, defeating Luigi yields the Luigi KO [[List of bonuses#Super Smash Bros. Melee|bonus]], which is the one that awards least points to the player: a measly 20 points.


If the player has unlocked Luigi, [[Metal Luigi]] will appear in Stage 11-2: {{SSBM|Battlefield}} stage alongside [[Metal Mario]].
If the player has unlocked Luigi, [[Metal Luigi]] will appear in Stage 11-2: {{SSBM|Battlefield}} stage alongside [[Metal Mario]].


===In [[All-Star Mode]]===
===[[All-Star Mode]]===
Luigi and his allies are fought on the Mushroom Kingdom stage.
Luigi and his allies are fought on {{SSBM|Mushroom Kingdom}}.


===In [[Event Matches]]===
===[[Event Match]]es===
Luigi is featured in the following [[event match]]es:
Luigi is featured in the following event matches:
*'''[[Event 31: Mario Bros. Madness]]''': The player's character battles a team of Mario and Luigi in a 2-minute unlimited-[[stock]] match in the {{SSBM|Mushroom Kingdom}} stage. Whoever gets the most KOs wins, much like in a standard time-match.
*'''[[Event 31: Mario Bros. Madness]]''': The player chooses any character and must fight {{SSBM|Mario}} and Luigi in a two-timed match on {{SSBM|Mushroom Kingdom}}. The player must have the most points within the two minutes to clear this event.
*'''[[Event 35: Time for a Check-up]]''': The player plays as Luigi as they battle a team of Dr. Mario and Peach on [[Yoshi's Story]], with each character having 1 stock and the match timed for 3 minutes.
*'''[[Event 35: Time for a Checkup]]''': The player controls Luigi must defeat a team of {{SSBM|Dr. Mario}} and {{SSBM|Peach}} on [[Yoshi's Story]].
*'''[[Event 38: Super Mario Bros. 2]]''': In this match, the player's character must battle against Mario, Luigi, and Peach in an unlimited-time 2-stock match on [[Mushroom Kingdom II]]. The odds may seem especially stacked against the player, but the opponent team is subject to friendly fire. The character selection and stage are a direct throwback to the original ''Super Mario Bros. 2'', an American-exclusive NES sequel to ''Super Mario Bros.''
*'''[[Event 38: Super Mario Bros. 2]]''': The player chooses any character and must defeat Mario, Luigi, and Peach in a two-stock match on [[Mushroom Kingdom II]]. Both the characters and the stage are a direct throwback to the original ''Super Mario Bros. 2'', an NES sequel to ''Super Mario Bros''.
*'''[[Event 40: All-Star Match 4]]''': Luigi is the second opponent the player must fight in this series of staged battles. Their character battles him on the Mushroom Kingdom II stage, and their character has 2 stocks while Luigi has one. With a timer of four minutes, the player must defeat him and the other four characters with the overall time and life they have: {{SSBM|Marth}}, {{SSBM|Jigglypuff}}, {{SSBM|Mewtwo}}, and {{SSBM|Mr. Game and Watch}}.
*'''[[Event 40: All-Star Match 4]]''': Luigi is the second opponent to be fought in this series of staged battles. The player battles him on Mushroom Kingdom II, which will transition to the next stage if Luigi gets defeated. With a timer of four minutes, the player must defeat him along with {{SSBM|Marth}}, {{SSBM|Jigglypuff}}, {{SSBM|Mewtwo}}, and {{SSBM|Mr. Game & Watch}}.
*'''[[Event 42: Trouble King 2]]''': The player plays as Luigi against a giant {{SSBM|Bowser}} on the stage [[Poké Floats]], with both players having 2 [[stock]] each.
*'''[[Event 42: Trouble King 2]]''': The player controls Luigi and must defeat a giant {{SSBM|Bowser}} on the stage [[Poké Floats]], with both players having two stocks each.


===Ending images===
===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
<center>
<gallery>
<gallery>
LuigiClassicMode.jpg|Classic mode
LuigiClassicMode.jpg|Classic Mode
LuigiAdventureMode.jpg| Adventure mode
LuigiAdventureMode.jpg|Adventure Mode
LuigiAllStarMode.jpg|All-Star Mode
LuigiAllStarMode.jpg|All-Star Mode
</gallery>
</gallery>
</center>
==[[Trophies]]==
In addition to the normal trophy about Luigi as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Luigi on any difficulty:
{{Trophy/Fighter
|name=Luigi
|image=Luigi Trophy Melee.png
|mode=Classic
|desc=Although Mario's younger brother has always played second fiddle, Luigi finally garnered the spotlight with his very own game, Luigi's Mansion. Things are looking up for the eternal understudy; he's even picked up his own rival in Waluigi. The day he's referred to as the "lean, mean, green machine" may not be too far off.
|gamelist={{Trophy games|game1=Mario Bros.|release1=Arcade 1983}}
|game=Melee
}}
{{clrl}}


==Trophy descriptions==
{{Trophy/Fighter
In addition to the normal trophy about Luigi as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and [[All-Star Mode]]s respectively with Luigi on any difficulty:
|name=Luigi
|image=Luigi Trophy (Smash).png
|mode=Adventure
|desc=Luigi has worse traction than his brother, but he's a more powerful jumper. His Fireballs aren't affected by gravity, so they fly straight horizontally. The Green Missile is similar to Pikachu's Skull Bash, but there's a 12.5% chance of a spontaneous misfire. Luigi's taunting pose inflicts minor damage.
|gamelist=:B: Fireball
:Smash B: Green Missile
|game=Melee
}}
{{clrl}}


:'''Luigi''' ''(Classic)''
{{Trophy/Fighter
:''"Although Mario's younger brother has always played second fiddle, Luigi finally garnered the spotlight with his very own game, Luigi's Mansion. Things are looking up for the eternal understudy; he's even picked up his own rival in Waluigi. The day he's referred to as the "lean, mean, green machine" may not be too far off."''
|name=Luigi
:*Mario Bros. Arcade 1983
|image=Luigi Trophy (Smash 2).png
|mode=All Star
|desc=Smack someone with Luigi's Super Jump Punch, and if the timing is just right, it will become a Fire Jump Punch of incredible strength. However, Luigi can only jump straight up when delivering this blow, and if his aim is a bit off, he'll only do a single point of damage. The Luigi Cyclone sucks foes in and twirls them about.
|gamelist=:Up & B: Super Jump Punch
:Down & B: Luigi Cyclone
|game=Melee
}}
{{clrl}}


:'''Luigi''' ''(Adventure)''
==[[Alternate costume (SSBM)#Luigi|Alternate costumes]]==
:''Luigi has worse traction than his brother, but he's a more powerful jumper. His Fireballs aren't affected by gravity, so they fly straight horizontally. The Green Missile is similar to Pikachu's Skull Bash, but there's a 12.5% chance of a spontaneous misfire. Luigi's taunting pose inflicts minor damage.''
{|style="margin:1em auto 1em auto;text-align:center"
:*B: [[Fireball]]
|-
:*Smash B: [[Green Missile]]
|colspan=4|[[File:Luigi Palette (SSBM).png]]
|-
|{{Head|Luigi|g=SSBM|s=25px}}
|{{Head|Luigi|g=SSBM|s=25px|cl=White}}
|{{Head|Luigi|g=SSBM|s=25px|cl=Blue}}
|{{Head|Luigi|g=SSBM|s=25px|cl=Pink}}
|}


:'''Luigi''' ''(All-Star)''
==Gallery==
:''Smack someone with Luigi's Super Jump Punch, and if the timing is just right, it will become a Fire Jump Punch of incredible strength. However, Luigi can only jump straight up when delivering this blow, and if his aim is a bit off, he'll only do a single point of damage. The Luigi Cyclone sucks foes in and twirls them about.''
:*Up & B: [[Super Jump Punch]]
:*Down & B: [[Luigi Cyclone]]
<center>
<center>
<gallerY widths="200">
<gallery>
Luigi Trophy Melee.png|Classic
SSBMWebsiteLuigi1.jpg|"[[Footstool jump]]ing" {{SSBM|Mario}} during {{SSBM|Adventure Mode}}.
Luigi Trophy (Smash).png|Adventure
FJPMelee.jpg|Using his {{b|sweet spot|hitbox}}ted [[Super Jump Punch]] on {{SSBM|Fox}} and {{SSBM|Samus}} on [[Great Bay]].
Luigi Trophy (Smash 2).png|All-Star
Fireball Melee.jpg|Using [[Fireball]] alongside Mario on [[Princess Peach's Castle]].
SSBMWebsiteLuigi4.jpg|Using his [[forward smash]] on {{SSBM|Link}}.
Luigi greenmissle.jpg|[[Misfire|Misfiring]] on [[Pokémon Stadium]].
SSBMWebsiteLuigi6.jpg|Using his [[taunt]] on {{SSBM|Captain Falcon}} on [[Mute City]].
</gallery>
</gallery>
</center>
</center>
==[[Alternate costume (SSBM)#Luigi|Alternate costumes]]==
[[File:Luigi Palette (SSBM).png|frame|center|Luigi's changeable clothing in SSBM]]


==Trivia==
==Trivia==
*A beta platform that doesn't exist in the actual [[Hyrule Temple]] stage can be seen in the short clip that plays when the player completes a single player mode with Luigi.
*Beating Luigi in the Adventure Mode only gives the player 20 bonus points, the smallest [[bonus point]] increase in the game. Luigi is also the only unlockable character who can appear in Adventure Mode prior to unlocking him.
*Beating Luigi in the Adventure Mode only gives the player 20 bonus points, the smallest [[bonus point]] increase in the game. Luigi is also the only unlockable character who can appear in Adventure Mode prior to unlocking him.
**Luigi is the only unlockable character to have his own cinematic, which plays when the player meets the criterion in Adventure Mode.
**Luigi is the only unlockable character to have his own cinematic, which plays when the player meets the criterion in Adventure Mode.
*Luigi is the only ''SSB64'' veteran and is overall one of the only ''Melee'' characters ({{SSBM|Roy}}, {{SSBM|Marth}}, {{SSBM|Falco}}, {{SSBM|Mr. Game & Watch}}, and {{SSBM|Dr. Mario}}) to not appear in the ''Melee'' intro.
*Luigi is the only ''SSB64'' veteran and is overall one of the only ''Melee'' characters ({{SSBM|Roy}}, {{SSBM|Marth}}, {{SSBM|Falco}}, {{SSBM|Mr. Game & Watch}}, and {{SSBM|Dr. Mario}}) to not appear in the ''Melee'' intro.
*In the first two ''Smash Bros.'' games, Luigi's voice clips are simply higher-pitched versions of Mario's (most of which are taken from ''Super Mario 64''), with the exception of the voice clip used when he performs the [[Luigi Cyclone]], which is a direct rip of Mario's voice clip from ''Smash 64'' when using [[Mario Tornado]]. This is despite the fact that Luigi had his own distinct voice in ''Mario Kart 64'' (albeit by [[Charles Martinet|the same actor]]), which came out over two years before ''Smash 64''.
*The only unique sound Luigi has in ''Melee'' is the Spring sound effect from ''Super Mario World'', used in one of his victory poses ([[Green Missile]] simply reused [[Skull Bash]]'s sound effect, and all other clips belonged to Mario).
*Luigi is the only character in ''Melee'' that has a [[taunt]] that can damage a player.
*Luigi is the only character in ''Melee'' that has a [[taunt]] that can damage a player.
**Because of this, he is the only character where the Poser Power and Poser KO bonuses can be utilized.
*{{SSBM|Jigglypuff}} and Luigi are the only veterans to be unlockable in ''Melee''.
*{{SSBM|Jigglypuff}} and Luigi are the only veterans to be unlockable in ''Melee''.
*Luigi is the only playable character in ''Melee'' to already make his playable debut on the GameCube before this game, as ''Luigi's Mansion'' was released before ''Melee''.
 
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1127/index.html Luigi's page at Smabura-Ken]
 
*[[smashwiki:26TP/Luigi|Translation]]
{{SSBMCharacters}}
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{{EnemiesAdvSSBM}}
{{Mario universe}}
{{Mario universe}}
[[Category:Luigi (SSBM)]]
[[Category:Luigi (SSBM)| ]]
[[Category:Trophies (SSBM)]]
[[es:Luigi (SSBM)]]

Latest revision as of 00:30, November 27, 2024

This article is about Luigi's appearance in Super Smash Bros. Melee. For the character in other contexts, see Luigi.
Luigi
in Super Smash Bros. Melee
Luigi SSBM.jpg
MarioSymbol(preBrawl).svg
Universe Mario
Other playable appearances in SSB
in Brawl
in SSB4
in Ultimate
Availability Unlockable
Tier B- (12) (North America)
E (13) (Europe)
Luigi (SSBM)

Luigi (ルイージ, Luigi) is an unlockable character in Super Smash Bros. Melee. Luigi is markedly similar to Mario, though his moveset and attributes (such as traction and aerial mobility) are different in many ways, making him a semi-clone.

As in Super Smash Bros., Charles Martinet portrayal of Mario from Super Mario 64 were re-purposed for Luigi's appearance in Melee, and are once again altered in pitch (like his Luigi Cyclone clip). Melee would be the final game to take this approach with Luigi's voice after having done so in Smash 64.

Luigi currently ranks 12th on the tier list, in the B- tier, placing him three places above his older brother Mario. This is a drastic improvement from his last place ranking in Super Smash Bros. Luigi is notable for his excellent air game, with the second highest jump in Melee, only behind Falco, and some of the best aerials in all of Melee; they are very fast, very powerful and have very low ending and landing lag. Luigi's wavedash is the longest in the game, taking him nearly half the distance of Final Destination at a high speed (only slightly slower than Captain Falcon's dash). Luigi also has a wide array of efficient combo and KO moves both in the air and on the ground, and much like his brother, he has fast frame data. Luigi's traction, which is the lowest in the game, works as a double edged sword; while it gives him an excellent wavedash, it also limits some of his approaches on the ground if he's not wavedashing, as well as his out of shield options (as he often gets pushed too far away for fast follow-ups when his shield is hit). His approach options are generally poor; he struggles to approach on the ground despite his excellent movement due to having one of the slowest dashing speeds, short range and lacking disjointed hitboxes, while his aerial approaches are hampered by his high short hop and slow falling speed (giving him one of the worst SHFFLs in the game) and his extremely poor aerial mobility (the worst in the game), while his floaty physics makes him vulnerable to juggles and vertical finishers. This problem is compounded with his difficulty in forcing opponents to approach (mainly as a result of his very poor projectile, as Fireball is too slow to stop approaches effectively). Additionally, his recovery is easy to edgeguard, being very linear and slow despite covering a large distance.

Nevertheless, Luigi’s good combo game and terrific wavedash allow him to be considered a decent character in competitive play, with solid matchups all-around with above average results.

How to unlock[edit]

Luigi must be defeated in battle before he can be unlocked. There are two ways the player can encounter Luigi:

  • One way is to clear the first level of Adventure Mode with a two as the second digit of the seconds portion of the clock. (XX:X2XX). After this is done, a cinematic plays when the player finishes the level, showing Luigi replacing Mario in the level to battle alongside Peach. The player must then defeat the two within one minute. After Adventure Mode is completed, the player will face off against Luigi. If the player fails to defeat Luigi, they can re-fight him by doing this same method again. If this method is used and Young Link's unique encounter requirement is met, then he must be unlocked before Luigi can be fought.
  • Another way is to play 800 VS. matches to completion. If the player fails to defeat Luigi, they can re-fight him by playing another VS. match to completion. If this method is used, fighters with lower VS. match quotas must be unlocked before Luigi can be fought.

When fought against, Luigi appears in Mushroom Kingdom II.

Attributes[edit]

While Luigi may initially appear to be a clone of his older brother Mario, similar to Dr. Mario, Luigi is a semi-clone of Mario who exchanges mobility for extra power, despite the inverse being true in the Mario games. Many significant differences are present between their ground, aerial, and special attacks, and Luigi possesses several unique moves. Luigi's attributes can also wildly vary from Mario's; Luigi's air speed, dashing speed, and traction are among the lowest in the game, whereas Mario's are about average. Luigi's jumps are also much higher than Mario's. Luigi has the longest wavedash in the game as a result of his low traction.

Luigi's primary advantage in this regard is his impressive KO potential in his grounded moveset. Luigi's wavedash functions as his primary method of approaching and movement on the ground, allowing him to traverse large distances very quickly and with a great deal of maneuverability. Luigi can combine his excellent wavedash with a variety of powerful smash attacks to produce some of the best wavesmashes in the game. His down smash is highly versatile, acting as combo starter due to its completely vertical knockback, as a juggling move, or as a KO move at high percentages. His forward smash has extremely high knockback scaling (135; the highest in the game), making it a powerful KO move (if a risky one due to its high ending lag). His up smash has intangibility on his head and is effective at KOing on the upper blast line and on floaty opponents, in addition to outprioritizing attacks from above Luigi. Luigi's up special can act as a powerful vertical finisher if sweetspotted, though it leaves Luigi in a helpless state and is very laggy; it is very punishable if the sweetspot is missed or the opponent avoids the attack (such as by shielding it). As a result, its use is often restricted to punishing very laggy moves (such as Sheik's Vanish) unless it can be edge cancelled.

Despite having the lowest air speed in the game, all of Luigi's aerial attacks are extremely solid. His forward aerial has quick startup and high knockback (at the Sakurai angle; 45° against aerial opponents), making it a useful attack for both KOing and edgeguarding. Down aerial boasts excellent utility with both its sweetspot and sourspot hitboxes; the sweetspot (near Luigi's hips), while difficult to land, is a meteor smash with solid power, making it great for edgeguarding offstage and starting combos onstage. The sourspot launches at the same angle as forward aerial with only slightly less power, making the attack a great choice for edgeguarding for any case. His back aerial has good range and works well for setting up edgeguards, while his up aerial is useful for hitting opponents above him and has low knockback which allows it to combo effectively into more aerials (such as a down or neutral aerial) on floaty opponents, and also works as a somewhat situational edgeguarding tool. Above all, however, is his neutral aerial, which is one of the most versatile attacks in the game. It is a standard sex kick that comes out on frame 3; however, it is the only sex kick that launches opponents vertically, along with disproportionately high hitstun. This makes it an incredible combo starter and even a situational KO option near the upper blast line, and thanks to its incredible speed, it is possibly the most notorious combo breaker in the game, as Luigi is able to use it to break opposing combos and start one of his own instantaneously.

Luigi's grab game is also good. Although his grab range is merely average, it is still much longer than Mario's and his aforementioned long wavedash allows Luigi to extend its reach. His throws have many varied uses. Both his down throw and up throw function as combo starters, leading into juggles with moves like up tilt, neutral air, and down smash; fast fallers such as Fox and Falco are generally more susceptible to up throw, while down throw is more suitable for floaty characters like Marth. Up throw is also a viable chain grab on fast-fallers at low percentages. His forward throw and back throws can set up a variety of edgeguards, with his back throw having sufficiently high knockback to function as a kill move at high percentages.

Luigi's strange variety of attributes, however, acts as a double-edged sword. Despite a highly effective wavedash, Luigi's movement without wavedashing is poor; while his moonwalk is decent, his dash is slow and his short initial dash animation gives him a very short dash-dance. Additionally, Luigi's projectile, Fireballs are poor; they have low hitstun, travel slowly, and have high ending lag, making them some of the more situational projectiles in the game. In addition, Luigi's air game, despite his powerful aerials, lacks much needed synergy with his stellar ground movement due to his low air speed. Furthermore, it, along with his low falling speed, leaves him highly vulnerable to juggles, as he cannot reach the ground effectively to escape them (this is one of the major factors in his poor matchup with Marth, who is capable of both starting and maintaining juggles on Luigi very effectively). A very high short hop and a low falling speed also gives Luigi among the worst SHFFLs in the game, even with his low-lag aerials. Finally, his low falling speed is what makes him vulnerable to being KOed off the top blast line (especially by characters with powerful vertical finishers, like Fox and Ganondorf), and being juggled in the air.

Outside of his approach, Luigi suffers from an exploitable recovery. Although his two primary recovery moves, Super Jump Punch and Green Missile have decent range (and Green Missile can be used repeatedly when recovering high), they are extremely linear in trajectory; Super Jump Punch does not move Luigi horizontally at all and Green Missile moves him horizontally and then causes him to fall significantly during the high ending lag. The slow and linear nature of these moves make his recovery easy to edgeguard on reaction, undermining his otherwise relatively long recovery. While Fireball can be used as a potentially potent edgeguard breaker, characters with reflectors can easily punish and gimp Luigi as a result, on top of its high ending lag. His Super Jump Punch also makes for one of the poorest meteor cancels in the game. He can also recover using the Luigi Cyclone, which gives vertical and horizontal distance, but strangely, the Cyclone needs to be "charged" before it allows Luigi to rise while using it (the move becomes "charged" when it is completed or is interrupted while Luigi is touching the ground). In comparison to Mario Tornado and Dr. Tornado, it also requires intense button mashing to rise; many Luigi players must hold the controller in a different way to normal (such as balancing it on their leg) to be able to press the B button fast enough to utilize the Cyclone as an effective recovery move.

Overall, Luigi is a character that tends to run hot and cold. He lacks many particularly safe approaches on the ground outside of wavedashing, and his aerial approaches are very poor, which generally leaves him vulnerable to characters with good zoning ability. Additionally, Luigi is over-reliant on wavedashing; a highly effective Luigi player must have perfect control over his wavedash distance. However, if Luigi can get within range to where he can land his blows, he can quickly and efficiently take the opponents' stock with effective use of his wavesmashes and versatile aerials. While he requires a large amount of technical skill and relies on situational attacks more than most characters, mastering Luigi's moveset rewards players with unpredictability and very strong offensive potential that can't be taken lightly by opponents.

Changes from Super Smash Bros.[edit]

Unlike in Smash 64 where Luigi was a clone of Mario, his moveset has received an overhaul from Melee, while the moves he shares with Mario now have different properties. Overall, this makes Luigi a semi-clone instead of a full clone.

Given that Luigi was considered to be the worst character in Smash 64 being ranked at the lowest position on the latest tier list at 12th, Luigi was significantly buffed from his transition from Smash 64 to Melee. Luigi greatly benefits from Melee's new mechanics most notably wavedashing. Wavedashing immensely improves Luigi's otherwise poor grounded mobility and it now gives his low traction an advantage rather than it only being a huge detriment. Luigi also benefits from the inclusion of up and down throws as it gives him a powerful chaingrabbing game. A wide variety of his moves have also seen improvements to their speed and some moves such as down smash and neutral aerial have gained combo potential.

However, Luigi has also seen some significant nerfs. Despite gaining some new KO options, many of Luigi's attacks have reduced KO potential including his up smash, back throw and Luigi Cyclone (which is also slower). His recovery is also worse. While his new side special Green Missile grants him an extra recovery option, it is very slow and predictable; thus it can easily be challenged most of the time. Luigi Cyclone grants less height and it now needs to be charged on the ground before it can be used in the air for recovery purposes, while Super Jump Punch covers much less distance particularly horizontally. In addition, Super Jump Punch is both slower and much weaker - especially the aerial version - making it a lot more difficult to combo into. Despite gaining new combo options, he has also lost one of his most valuable combo options in the form of his up aerial, which now has increased startup lag plus a worse auto-cancel window. It no longer sends opponents vertically, significantly hindering its combo and juggling potential (no longer leading into Super Jump Punch) - although it now has less ending lag and higher edgeguarding potential.

Overall, while Luigi's direct changes do not significantly buff him, the changes to the game's mechanics (mainly the inclusion of wavedashing) have immensely helped him pushing him into the mid tiers. It also helps that his damage output and auto-cancel ability are greater relative to the cast, making him shine in those areas more than he did in Smash 64.

Aesthetics[edit]

  • Change The graphical upgrades of the Nintendo GameCube give Luigi a more proportionate build. His overalls are now a navy blue color (more like Mario's) instead of purple from the previous game and the seams are slightly more accentuated. His green clothes are a darker shade. He has a rounder head and a slightly darker skin tone.
  • Change Idle animation has somewhat altered via his arms waving around a bit.
  • Change Luigi has two new victory poses: the first one has Luigi planks twice when falling, and the second one has Luigi make the gun with his hand and pretend to shoot. They replace two of his victory poses from Smash 64.

Attributes[edit]

  • Buff Luigi walks significantly faster (0.8 (24) → 1.1).
  • Nerf Luigi's initial dash is much slower (1.667 (50) → 1.34) and covers less distance.
  • Buff Luigi runs very slightly faster (1.33 (40) → 1.34), no longer having the slowest dash in the game alongside Ness.
  • Buff Luigi's traction is slightly higher (0.0233 (0.7) → 0.025), though it still remains the lowest in the game by a large margin.
  • Nerf Luigi's jumpsquat is longer (3 frames → 4).
  • Nerf Luigi's already slow air speed has been decreased even more (0.867 (26, JPN) / 0.75 (22.5, NA/AUS/EUR) → 0.68).
  • Nerf Luigi's air acceleration is lower (0.0667 (2) → 0.04), although no longer being the slowest. It is slightly lower than Mario's.
  • Nerf Luigi jumps drastically lower (57.267 (1718) → 46.546), hindering his vertical recovery and ability to chase opponents above him. While still the 2nd highest out of 26 characters, he jumps slightly lower than Jigglypuff in Smash 64.
    • Buff Luigi's short hop is also extremely lower (31.6167 (1038.5) → 14.91). This improves his aerial approach potential while Luigi retains his ability to auto-cancel all of his aerials as well as being able to perform multiple aerials in a short hop.
  • Change Luigi falls faster (1.4 (42) → 1.6), improving his vertical endurance but making him easier to combo.
    • Nerf However, Luigi's fast falling speed is slower (2.25 (67.5) → 2). The difference between his falling speed and fast falling speed is much lower (increase: 60.7% → 25%), which makes it more predictable when landing and gives him fewer options in the air.
  • Buff The addition of air dodging has dramatically benefitted Luigi as he can now wavedash. Luigi possesses the longest wavedash in the game due to his extremely low traction making him benefit from wavedashing more than almost any other returning veteran. Wavedashing has greatly aided Luigi's mobility as it gives him an excellent approach option; offsetting his otherwise poor approach.

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack deals more damage (2% → 3% (hit 1)/4% → 5% (hit 3)).
    • Buff The first two hits knockback (8 (base), 50 (scaling) → 20 (set)/100) and angles (361° (hit 1)/70° (hit 2) → 83°/85° (both)) have been altered, allowing them to connect more reliably into the third hit.
    • Buff All three hits have less ending lag (FAF 18 → 15 (hit 1)/FAF 20 → 19 (hit 2), FAF 26 → 23 (hit 3)).
    • Nerf Luigi can no longer cancel the first hit into a grab.
    • Nerf The second hit has a shorter duration (frames 3-5 → 3-4).
    • Buff The third hit has a new animation with Luigi bumping forward with his rear end, slightly increasing its range.
    • Nerf The third hit has more startup lag with a shorter duration (frames 3-8 → 5-6).
  • Forward tilt:
    • Buff Forward tilt has less startup (frame 8 → 4) and ending lag (FAF 43 → 32).
    • Nerf Forward tilt has decreased base knockback (10 → 2).
    • Nerf Down angled forward tilt now deals very weak set knockback (10 (base), 0 (set), 100 (scaling) → 2/1/100), now making it extremely punishable on hit regardless of the opponent's percent.
  • Up tilt:
    • Buff Luigi has a new up tilt: an overhead "cat paw" swipe with his fist. It has less startup (frame 5 → 4) and ending lag (FAF 42 → 30) compared to the previous up tilt.
    • Buff Up tilt has more horizontal range.
    • Buff Up tilt now launches opponents towards Luigi (80° → 100°).
    • Change Up tilt has altered knockback (0 (base), 150 (scaling) → 30/(127/125/123).
      • Buff This makes the move much safer on hit at lower percents and improves its juggling potential when combined with its lower ending lag.
      • Nerf However, this also hinders its KO potential when combined with its lower damage.
    • Nerf Up tilt deals less damage (10% → 9%).
    • Nerf Up tilt has a shorter duration (frames 5-16 → 4-12).
  • Down tilt:
    • Buff Luigi has a new down tilt: a low swinging crouch back-kick with Luigi's following/right leg which deals more damage (7% → 9%) compared to the previous down tilt.
    • Nerf Down tilt has more startup lag and a shorter duration (frames 3-6 → 5-7).
    • Nerf Down tilt has more ending lag (FAF 18 → 35) significantly hindering its use as a spacing tool.
    • Nerf Down tilt has less range.
    • Nerf Down tilt deals less knockback (0 (base), 100 (scaling) → 10/80).
    • Nerf Down tilt now launches opponents vertically (361° → 80°) further hindering its spacing potential while not granting it combo potential due to its low knockback and high ending lag.
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 61 → 59).
    • Change Dash attack's hits have altered knockback (0 (base), 40 (set), 100 (scaling) → 2/0/100).
      • Buff This makes it connect more reliably at lower percents.
      • Nerf However, this makes it connect less reliably at higher percents.
    • Nerf Dash attack has more startup lag (frame 3 → 4).
    • Nerf Dash attack's hits have shorter durations (4 frames (hits 1-2)/7 frames (hits 3-6) → 1 frame (all)).
    • Nerf Dash attack deals slightly less damage due to changes to stale move negation (12% → 11.1%).
  • Forward smash:
    • Buff Luigi has a new forward smash: a knifehand. It has less startup lag (frame 16 → 12) compared to the previous forward smash.
      • Nerf However, its total duration remains unchanged; increasing its ending lag.
    • Buff Forward smash deals much more knockback (30 (base), 100 (scaling) → 20/135), making it much stronger despite its lower damage and no longer being the weakest in the game.
    • Buff Forward smash now deals extra shield damage (0 → 5).
    • Nerf Forward smash has a shorter duration (frames 16-20 → 12-14).
    • Nerf Forward smash deals less damage (16%/15%/14% → 14%/13%/12%).
    • Nerf Forward smash's angles have been altered (361° (all) → 65° (up)/55° (non angled)/45° (down)) which along with its lower damage, hinders the effectiveness of the non angled and up angled versions; especially against fast fallers.
  • Up smash:
    • Buff Up smash has a new animation; Luigi now takes a massive step forward as he leans for the headbutt. This gives it a bit more horizontal range and much less ending lag (FAF 60 → 40).
    • Nerf Up smash has more startup lag with a shorter duration (frames 7-15 → 9-11). Luigi also no longer jumps, decreasing it's vertical range.
    • Nerf Up smash has less intangibility (frames 7-10 → 9-11).
    • Nerf Up smash deals less damage (19% → 17%) and knockback (26 (base), 120 (scaling) → 35/98) in addition to sending opponents at a less vertical angle (85° → 110°). This significantly hinders its KO potential; no longer being the strongest in the game alongside Mario's version of up smash.
  • Down smash:
    • Buff Down smash has less startup lag (frame 8 → 5) and a shorter total duration (FAF 45 → 38).
    • Change Down smash now launches opponents vertically (361° → 90°), significantly improving its combo potential, but hindering its edgeguarding and KO potential.
    • Nerf Down smash has a shorter duration (frames 8-29 → 5-6/14-15) with the front hit and back hit now having separate hitboxes rather than one long lasting hitbox.
      • Nerf This also increases the move's cooldown as its total duration was not fully compensated.
    • Nerf Down smash deals less knockback (20 (base), 100 (scaling) → 40/80).

Aerial attacks[edit]

  • Buff All aerials except up aerial auto-cancel earlier (frame 37 → 36 (neutral), frame 27 → 20 (forward), frame 20 → 19 (back), frame 33 → 24 (down)).
    • Nerf However, Luigi's aerials no longer auto-cancel the entire time their hitboxes are not active.
  • Neutral aerial:
    • Buff Neutral aerial's clean hit deals more damage (14% → 15%) and has higher base knockback (15 → 20).
    • Change Neutral aerial now launches opponents vertically (361° → 90°).
      • Buff This significantly improves its combo potential being an excellent combo starter.
      • Nerf However, this also removes its edgeguarding potential.
    • Buff Neutral aerial has a shorter total duration (FAF 50 → 46).
      • Nerf However, it can also no longer be performed twice in a short hop due to Luigi's lower short hop.
    • Nerf Neutral aerial has a shorter duration (frames 3-10 (clean)/11-36 (late) → 3-6/7-31), slightly increasing its ending lag.
    • Nerf Neutral aerial has slightly increased landing lag (14 frames → 15).
    • Nerf Late neutral aerial deals less damage (11% → 8%) without full compensation on its base knockback (0 → 20).
      • Buff However, this improves its combo potential.
  • Forward aerial:
    • Buff Luigi has a new forward aerial: A karate chop. It has less startup (frame 11 → 7) and ending lag (FAF 40 → 33).
    • Buff Forward aerial has increased base knockback (10 → 43), improving its spacing and edgeguarding potential.
      • Nerf However, this hinders its combo potential.
    • Buff Forward aerial has less landing lag (30 frames → 25).
    • Nerf Forward aerial deals less damage compared to its previous clean hit (16% → 12%), making it weaker overall despite its increased base knockback.
    • Nerf Forward aerial has a shorter duration due to it no longer possessing a late hit (frames 11-26 → 7-10).
    • Nerf Forward aerial has less range.
  • Back aerial:
    • Buff Back aerial has less startup lag with a longer duration (frames 10-13 (clean)/14-19 (late) → 6-17).
    • Change Back aerial has a new animation, where Luigi kicks more sideways with his right side facing up, instead of kicking backward face-down. Luigi also recovers differently without curling up into a flip.
      • Buff This new animation is shorter significantly reducing the move's ending lag (FAF 40 → 29).
      • Nerf However, this also gives the move less range.
    • Nerf Back aerial deals less damage compared to its previous clean hit (16% → 11%) with only a slight increases to its base knockback (10 → 12), significantly hindering its KO potential.
      • Buff However, this improves the move's combo potential.
      • Buff Additionally since the move no longer has a weaker late hit, it deals more damage (10% → 11%) and has higher base knockback (0 → 12) compared to the previous late hit.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 40 → 30).
    • Buff Up aerial deals more damage (12% (clean)/9% (late) → 13%).
    • Change Up aerial launches opponents horizontally rather than vertically (80°/70° → 55°).
      • Buff This grants the move edgeguarding potential.
      • Nerf However, this significantly hinders its combo and juggling potential removing one of Luigi's most powerful combo tools.
    • Buff Up aerial has much less landing lag (40 frames → 15).
    • Nerf Up aerial has more startup lag with a shorter duration due to no longer having a late hit (frames 2-4 (clean)/5-11 (late) → 5-7).
    • Nerf Up aerial auto-cancels later (frame 12 → 16), removing Luigi's ability to perform two up aerials in a short hop and still auto-cancel the up aerial.
    • Nerf Up aerial has decreased knockback scaling (120 → 100) hindering its KO potential despite its higher damage.
  • Down aerial:
    • Change Luigi's down aerial hits only once via a single drill spinning stomp, instead of being a multi-hitting drill.
    • Change Down aerial's angles have been altered (-70° → 361°/270°).
    • Buff Down aerial deals much more damage (3% → 16%) and knockback (30 (set), 100 (scaling) → 20 (base), 100 (scaling)) compared to the previous individual kicks; making it a powerful KO move.
    • Buff Down aerial has a shorter total duration (FAF 39 → 29).
    • Buff Down aerial has less landing lag (36 frames → 18).
    • Nerf Due to down aerial only consisting of one hit instead of eight:
      • Nerf Its maximum damage potential is lower (24% → 16%).
      • Nerf It has a much shorter duration (frames 10-11,13-14,16-17,19-20,22-23,25-26,28-29,31-32 → 10-14), increasing its ending lag.
      • Nerf It can no longer be used as an effective shield pressuring tool.
      • Nerf It is no longer a powerful and reliable combo tool.
      • Buff However, the move is now more reliable; no longer being escapable with SDI.
    • Nerf The introduction of meteor canceling hinders the new sweetspot's reliability.

Throws/other attacks[edit]

  • Buff Luigi has been given an up throw, a down throw, and a pummel, along with the rest of the Super Smash Bros. veterans, providing him more options out of a grab. This significantly improves his attack options. His new up and down throw's are capable of chain grabbing opponents.
  • Grabs:
    • Nerf Luigi's Grabs have more startup lag (frame 6 → 7 (standing), 11 (dash)) and ending lag (FAF 16 → 31 (standing), 41 (dash)).
  • Forward throw:
    • Nerf Forward throw deals much less damage (16% → 8%) and knockback (70 (base), 70 (scaling) → 60/65).
  • Back throw:
    • Nerf Back throw deals less damage (12% → 10%) and has decreased knockback scaling (70 → 65).
    • Nerf Back throw's collateral hit deals less damage (10% → 8%).
  • Taunt:
    • Buff Taunt has less startup (frame 48 → 46) and ending lag (FAF 79 → 71).
      • Nerf However, it can no longer be interrupted with shield or grab increasing the amount of time Luigi cannot shield or grab after performing the taunt (60 frames → 70).
    • Buff Taunt has slightly more range; now being able to hit the entire cast on the ground.
    • Buff Taunt now deals extra shield damage (0 → 1).
    • Buff Taunt has increased set knockback (60 → 100) and is now a meteor smash (361° → 280°), increasing its utility.
    • Nerf Taunt has a shorter duration (frames 48-50 → 46).

Special moves[edit]

  • Fireball:
    • Buff Fireball travels faster.
    • Nerf Fireball has a smaller hitbox.
    • Nerf Fireball has slightly increased startup (frame 16 → 17) and ending lag (FAF 46 → 47).
    • Nerf Fireball has a shorter duration (frames 16-94 → 17-66).
    • Nerf Fireball has decreased base knockback (10 → 5).
  • Green Missile:
    • Change Luigi has a side special: Green Missile. Luigi travels sideways like a rocket which he can charge to increase its strength/distance. It also has a 1/8 chance to misfire which will set Luigi on fire and immediately make him travel a great distance with strong damage/knockback regardless of charge. It gives him an additional recovery option. It also slightly aids to his KO ability, being another KO option with a misfire, albeit not very reliable and a misfire travels so far that it can lead into a self destruct.
  • Super Jump Punch:
    • Buff Super Jump Punch has increased intangibility (frame 2 → 5-8).
      • Nerf However, its intangibility has increased startup lag (frame 2 → 5).
    • Change The late hit has an altered angle (361° → 80°) as well as altered knockback (10 (set), 100 (scaling) → 1 (base)/1).
    • Change The aerial sweetspot no longer makes the ping sound effect when it connects.
    • Nerf Super Jump Punch has more startup lag with a shorter duration (frames 2-24 → 5-23).
    • Nerf Super Jump Punch has a new animation where Luigi jumps straight up. This new animation covers less vertical distance and covers no horizontal distance whatsoever meaning that Luigi has to enter free fall before he can move horizontally.
    • Nerf Super Jump Punch can no longer be angled.
    • Nerf Super Jump Punch has more landing lag (25 frames → 40).
    • Nerf The changes to up aerial and the introduction of DI have made Super Jump Punch much harder to combo into.
    • Nerf The sweetspot no longer has a hitbox which covers Luigi's body.
    • Nerf The grounded sweetspot deals less knockback (90 (base), 80 (scaling) → 70/73).
    • Nerf The aerial sweetspot deals less damage (25% → 20%) and knockback (80 (base), 80 (scaling) → 58/72), significantly hindering its KO potential despite its altered angle (80° → 90°).
  • Luigi Cyclone:
    • Buff Luigi Cyclone has less ending lag (FAF 87 → 80).
    • Buff Grounded Luigi Cyclone now allows Luigi to move along the ground to cover a great distance very quickly, improving its utility.
    • Buff The first hit's hitboxes no longer disappear if Luigi lands while they are active.
    • Buff The first hit now always launches opponents straight up (65°/90° → 90°).
    • Change The first hit deals much less damage (15% → 8% (ground)/9% (air)) and knockback (65 (base), 90 (scaling) → 50/80).
      • Buff This improves its ability to lead into the second hit.
      • Nerf However, this significantly hinders its KO potential.
    • Buff The second hit now launches opponents straight up (70° → 90°) which along with the move's lower ending lag, improves its combo potential.
    • Nerf Luigi Cyclone has more startup lag with a shorter duration (frames 1-42 (hit 1)/43-44 (ground hit 2)/43-46 (air hit 2) → 6-29/43).
    • Nerf Luigi Cyclone now requires significantly faster button inputs to make Luigi rise.
    • Nerf Luigi can no longer mash to rise when using the grounded version.
    • Nerf Luigi Cyclone now needs to be "charged" by being used on the ground first before it can be used in midair to rise with mashing.
    • Nerf The second hit deals much less damage (18% → 12%) and knockback (80 (base), 100 (scaling) → 50/80), drastically hindering its KO potential.
      • Buff However, this improves its combo potential.
      • Nerf As a result of all these changes, the move is no longer a reliable KO move and combo finisher.

Version history[edit]

PAL

Moveset[edit]

For a gallery of Luigi's hitboxes, see here.

Luigi's aerial attacks
  Name Damage Description
Neutral attack Left Jab (左パンチ, Left Punch) / Right Jab (右パンチ, Right Punch) / Plumber's Rump (どんけつ, Butt) 3% A three-hit attack consisting of two jabs followed by a hip bump. Useful as a low-damage opener. Because the third strike of the combo knocks the opponent away with a medium amount of lag, many players elect to omit the third strike of the combo. Luigi can repeat the first strike of the neutral attack by jab cancelling.
2%
5%
Forward tilt Plumber Kick (ミドルキック, Middle Kick) 10% Does a back spinning kick with his right leg. Has medium knockback. It is often used to poke or simply to push the opponent away, giving Luigi extra time to maneuver or set up edgeguards. It can be angled, with the downwards angled version having very low hitstun, often leaving Luigi vulnerable on hit or block.
Up tilt Cat Punch (ねこパンチ) 9% Swipes over his head with his fist. Its upward trajectory makes this move well-suited for juggling, especially against fast-fallers.
Down tilt Heel Kick (かかとげり) 9% Crouches, turns around, and kicks his heel out behind him. It pops the opponent up with low-knockback and is laggy, making it of limited usefulness. Since this attack hugs the ground, it can be used to attack a sweet spotting enemy.
Dash attack Fists of Fear (ぽこぽこパンチ, Pow-Pow Punch) 2% (hits 1-6) Dashes forward and attacks his opponent with a flurry of punches. It hits six times and does moderate damage, but it's not very useful due to being extremely unsafe on hit (it has 22 frames on ending lag and very low hitstun), allowing any character to grab him out of it. All hits deal ≈11.1% when used fresh.
Forward smash Trowel Stab (地獄突き, Hell Thrust) 14% Bends his elbow before thrusting his arm out, performing a spearhand thrust. Launches opponents diagonally upwards. The highest knockback scaling in the game at 135, being able to KO under 130%. Additionally, charging this move will cease Luigi momentum mid-wavedash, which will make him stop suddenly. This move can be angled up or down.
13%
12%
Up smash Lead Headbutt (スマッシュヘッドバット, Smash Headbutt) 17% Performs an upwards headbutt. Identical to Mario's up smash but has an up-and-behind trajectory, ideal for KOs off the upper blast line, or KOs on floaty opponents. It can also set up aerial combos in a similar manner to his up tilt. Luigi's head is intangible while the hitboxes are active.
Down smash Breakdance Sweep (ダブルキック, Double Kick) 17% Kicks out twice in a breakdancing motion, first in front and then behind. The combination of the attack's upward trajectory and its knockback makes it an excellent combo starter.
Neutral aerial Plumber's Boot (ルイージキック, Luigi Kick) 15% (clean), 8% (late) A sex kick that sends the opponent straight upwards. For this reason, Luigi's sex kick is a popular tool for juggling and comboing opponents, being able to KO at high percentages. Its hitbox and low startup time (hits on frame 3) means that it is useful for interrupting combo attempts by the opponent. One of the strongest sex kicks in the game (being the 3rd most powerful neutral aerial overall and the most powerful sex kick in Melee).
Forward aerial Chop Chop (脳天チョップ, Brain Chop) 12% Does a quick karate chop forward. High horizontal knockback and is one of Luigi's primary KO'ing aerial attacks. It also has high knockback at low damage. Launches at the Sakurai angle.
Back aerial Drop Kick (後方ドロップキック, Back Drop Kick) 11% Performs a reverse dropkick. Good for damage racking, edgeguarding, and zoning (especially on floaty opponents such as Jigglypuff). It also has high base knockback, similar to Dr. Mario's back aerial, adding to it's effectiveness.
Up aerial Bicycle Kick (エアスラッシュ, Air Slash) 13% Does a upwards flipkick, hitting above him. Doesn't offer the same juggling properties from the ground as Mario's; however, it is often used against opponents above Luigi on platforms, or as a vertical launcher to set up an aerial finisher like his forward aerial. It is also useful as an edgeguard.
Down aerial Screwdriver Kick (ドリルキック, Drill Kick) 16% Does a quick downwards spin kick. A valuable edgeguarding move. Can meteor smash if he hits the opponent with his hip (in a similar fashion to Young Link's down aerial meteor smash.) The lower hitbox has strong knockback at the Sakurai angle in a similar fashion to his forward aerial.
Grab Grab (つかみ)  
Pummel Clutch Headbutt (つかみヘッドバット, Grab Headbutt) 3% Headbutts opponent. Relatively slow.
Forward throw Heave-Ho (ヒコーキ投げ, Airplane Throw) 8% Spins around once and throws his opponent forward. This throw is relatively weak but can be used near the ledge to set up edgeguards.
Back throw Airplane Swing (ジャイアントスイング, Giant Swing) 10% (throw), 8% (collateral) Spins around three times and throws his opponent backwards. Luigi's strongest throw, often being used for throwing enemies offstage and getting KOs.
Up throw Luigi Launch (スルーアップ, Throw Up) 7% Throws his opponent upward. Very useful combo starter, leading into moves such as an up tilt, a neutral aerial, and an up smash. It can also chain grab fast-fallers.
Down throw Down the Drain (スルーダウン, Throw Down) 7% Throws the opponent into the ground, causing them to bounce at a horizontal angle. Allows for combos or tech chase follow ups.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Gets up and punches behind him, then in front.
Floor attack (back)
Floor getups (back)
  6% Swirls around in a similar fashion to his down smash.
Edge attack (fast)
Edge getups (fast)
  6% (body), 8% (legs) Does a somersault and then kicks upward onto the stage.
Edge attack (slow)
Edge getups (slow)
  10% Slowly gets up and kicks forward with one leg.
Neutral special Fireball 6% Shoots a fireball as a projectile. The fireball isn't affected by gravity.
Side special Green Missile 5-26% (normal), 25% (misfire) A chargeable move that launches Luigi sideways like a rocket. There is a lot of ending lag on this move, which makes it very punishable. There is a 1-in-8 chance that Luigi will misfire, sending him much farther, much faster, and with much more knockback. Performing this move like a smash attack causes the move to finish charging sooner.
Up special Super Jump Punch 25% (ground clean), 20% (air clean), 1% (late) Does a jumping uppercut upwards with no horizontal distance. There is a 1-frame sweetspot right at the beginning of the move, which is very powerful. Otherwise, it deals pitiful damage and no knockback.
Down special Luigi Cyclone 8% (ground hit 1), 9% (air hit 1), 12% (hit 2) A spinning attack that can be moved left and right. By rapidly tapping the B button, it can be used to gain a little vertical distance.
Taunt Taunt (挑発) 1% A bashful kick to the ground. The only damaging taunt in the game. Meteor smashes with set knockback, sending opponents upwards on the ground, and downwards if they are hanging on the ledge. It has very limited practical applications, being very slow and weak, as well as possible to meteor cancel due to its angle.

Stats[edit]

NTSC

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 100 1.34 – Initial dash
1.34 – Run
1.1 0.0025 0.01 0.68 0.015 – Base
0.025 – Additional
0.069 1.6 – Base
2Fast-fall
4 46.546 - Base
14.91 - Short hop
35.568 4

PAL

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 100 1.34 – Initial dash
1.34 – Run
1.1 0.0025 0.01 0.68 0.015 – Base
0.025 – Additional
0.069 1.6 – Base
2Fast-fall
4 46.546 - Base
14.91 - Short hop
35.568 4

Announcer call[edit]

Taunt[edit]

  • Bashfully kicks the ground, dealing 1% damage to anyone who hits his foot. It is the only taunt in Melee that can damage the opponent. The taunt normally sends the enemy upwards with set knockback, but against opponents hanging on the ledge, it will meteor smash. Since it is slow and very weak, Luigi's taunt is rarely used in competitive play.
Luigi-Taunt-SSBM.gif

Idle pose[edit]

  • Rubs the back of his head sheepishly. The controller vibrates slightly during this animation.
Luigi Idle Pose Melee.gif

Crowd cheer[edit]

English Japanese
Cheer
Description Lu-i-gi! Lui-gi!
Pitch Group chant Group chant

Victory poses[edit]

An orchestrated cover of the iconic "Level Completed" music from Super Mario Bros.
  • Planks twice. The spring sound from Super Mario World can be heard after each plank.
  • Turns around and makes gun motions with his fingers, saying "Let's-a go"!
  • Childishly swings his arms at the air and gasps twice with exhaustion. This is his animation when he is chosen in Super Smash Bros.
Luigi-Victory1-SSBM.gif Luigi-Victory2-SSBM.gif Luigi-Victory3-SSBM.gif

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Luigi players (SSBM)

Tier placement and history[edit]

Luigi was once ranked quite high on the tier list, hovering around positions 6 to 9 for about the first year of Melee's metagame. He then saw a large drop to 12th, which can be attributed to his low traction leading to slippery movement, predictable recovery, and short reach, which many players of top tier characters began adapting to and countering in their own metagames, resulting in worse matchups for Luigi; he was also seen as outclassed by both Dr. Mario and Mario, who either had more power or a less risky combo game, respectively. He then fell to the top of low tier for many years to come. However, with excellent performances by dedicated professionals such as Eddy Mexico and Abate showing Luigi's extremely quick mobility and approach with the wavedash and waveland, as well as his great aerial game and KO power despite his poor reach, opinions of Luigi began to change. In recent tournaments such as EVO 2013 and The Big House 5, Luigi players have placed relatively high with lacking similar performances by Mario, resulting in Luigi pulling ahead back into the middle tier, three spots above Mario at 12th place. Today, Luigi is still a solid mid tier character who has a relatively small, but strong, player base, and he makes decent impressions in large tournaments.

In 1-P Mode[edit]

Classic Mode[edit]

In Classic Mode, Luigi can appear as an ordinary opponent, an ally in team and giant battles, alongside Dr. Mario, Link, or Yoshi in a team, a giant opponent, the sole member of a multi-character battle, or a metal character. In all appearances, he either appears on Mushroom Kingdom or Mushroom Kingdom II with the exception of the metal battle and when on a team with Yoshi, where he will fight the player on Battlefield or Yoshi's Story, respectively.

Adventure Mode[edit]

Luigi can appear in the Adventure Mode if the player finishes the first stage, Mushroom Kingdom, with the number two anywhere in the seconds meter (ex. 3:42:35) , a cutscene will occur which will show Luigi taking Mario's place in the upcoming battle (unusually, it does not count if there is a two in the tens column, but not the ones column: ex. 3.25:35 will not count). The player will then have to battle a team of Luigi and Peach. Of note is that Luigi can appear in the Adventure Mode without being unlocked; encountering him in the Adventure Mode prior to unlocking him is actually one of two criteria the player can meet to unlock him. Humorously, defeating Luigi yields the Luigi KO bonus, which is the one that awards least points to the player: a measly 20 points.

If the player has unlocked Luigi, Metal Luigi will appear in Stage 11-2: Battlefield stage alongside Metal Mario.

All-Star Mode[edit]

Luigi and his allies are fought on Mushroom Kingdom.

Event Matches[edit]

Luigi is featured in the following event matches:

Congratulations Screens[edit]

Trophies[edit]

In addition to the normal trophy about Luigi as a character, there are two trophies about him as a fighter, unlocked by completing both Adventure and All-Star modes respectively with Luigi on any difficulty:

Classic Mode trophy
Luigi
Although Mario's younger brother has always played second fiddle, Luigi finally garnered the spotlight with his very own game, Luigi's Mansion. Things are looking up for the eternal understudy; he's even picked up his own rival in Waluigi. The day he's referred to as the "lean, mean, green machine" may not be too far off.
Mario Bros. (Arcade 1983)
Adventure Mode SMASH trophy
Luigi SMASH
Luigi has worse traction than his brother, but he's a more powerful jumper. His Fireballs aren't affected by gravity, so they fly straight horizontally. The Green Missile is similar to Pikachu's Skull Bash, but there's a 12.5% chance of a spontaneous misfire. Luigi's taunting pose inflicts minor damage.
B: Fireball
Smash B: Green Missile
All-Star Mode SMASH trophy
Luigi SMASH
Smack someone with Luigi's Super Jump Punch, and if the timing is just right, it will become a Fire Jump Punch of incredible strength. However, Luigi can only jump straight up when delivering this blow, and if his aim is a bit off, he'll only do a single point of damage. The Luigi Cyclone sucks foes in and twirls them about.
Up & B: Super Jump Punch
Down & B: Luigi Cyclone

Alternate costumes[edit]

Luigi Palette (SSBM).png
Luigi (SSBM) Luigi (SSBM) Luigi (SSBM) Luigi (SSBM)

Gallery[edit]

Trivia[edit]

  • A beta platform that doesn't exist in the actual Hyrule Temple stage can be seen in the short clip that plays when the player completes a single player mode with Luigi.
  • Beating Luigi in the Adventure Mode only gives the player 20 bonus points, the smallest bonus point increase in the game. Luigi is also the only unlockable character who can appear in Adventure Mode prior to unlocking him.
    • Luigi is the only unlockable character to have his own cinematic, which plays when the player meets the criterion in Adventure Mode.
  • Luigi is the only SSB64 veteran and is overall one of the only Melee characters (Roy, Marth, Falco, Mr. Game & Watch, and Dr. Mario) to not appear in the Melee intro.
  • The only unique sound Luigi has in Melee is the Spring sound effect from Super Mario World, used in one of his victory poses (Green Missile simply reused Skull Bash's sound effect, and all other clips belonged to Mario).
  • Luigi is the only character in Melee that has a taunt that can damage a player.
    • Because of this, he is the only character where the Poser Power and Poser KO bonuses can be utilized.
  • Jigglypuff and Luigi are the only veterans to be unlockable in Melee.
  • Luigi is the only playable character in Melee to already make his playable debut on the GameCube before this game, as Luigi's Mansion was released before Melee.

External links[edit]