Luigi (SSBU): Difference between revisions
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Luigi's smash attacks are among the fastest of their kind, have below-average ending lag, and are strong enough to be reliable finishers. As a result of these traits, they allow Luigi to quickly and effectively punish opponents close to him while also rendering him being difficult to punish on shield. Forward smash deals extra [[shield damage]], up smash is an effective anti-air attack due to rendering Luigi's head [[intangible]] while its hitboxes are active, and down smash is very useful for punishing rolls thanks to its minimal lag, respectable damage output, and long range. Both up smash and down smash also have set-up potential at low percentages if Luigi successfully covers the opponent's options afterward. | Luigi's smash attacks are among the fastest of their kind, have below-average ending lag, and are strong enough to be reliable finishers. As a result of these traits, they allow Luigi to quickly and effectively punish opponents close to him while also rendering him being difficult to punish on shield. Forward smash deals extra [[shield damage]], up smash is an effective anti-air attack due to rendering Luigi's head [[intangible]] while its hitboxes are active, and down smash is very useful for punishing rolls thanks to its minimal lag, respectable damage output, and long range. Both up smash and down smash also have set-up potential at low percentages if Luigi successfully covers the opponent's options afterward. | ||
Luigi's aerial attacks are also very useful, having fast startup, lenient [[auto-cancel]] windows, quick [[interruptibility]] (except for neutral and back aerials) and low ending lag in general. In terms of autocanceling, he can auto-cancel all his aerials with a short hop, can auto-cancel all of them except for neutral aerial with a short hop fast fall and can use forward, up and down aerials twice in a single short hop. Lastly, he can use his forward and up aerials twice with a single short hop without suffering from landing lag. Neutral aerial is a [[sex kick]] and, like in previous installments, the only one that launches opponents vertically, which benefits its clean and late hitboxes: the former is a great combo breaker and deals high damage and good knockback, making it a reliable KO option at high percentages, and both are very useful combo starters when [[SHFF]]'d, with the latter working even up to high percentages. | Luigi's aerial attacks are also very useful, having fast startup, lenient [[auto-cancel]] windows, quick [[interruptibility]] (except for neutral and back aerials) and low ending lag in general. In terms of autocanceling, he can auto-cancel all his aerials with a short hop, can auto-cancel all of them except for neutral aerial with a short hop fast fall and can use forward, up and down aerials twice in a single short hop. Lastly, he can use his forward and up aerials twice with a single short hop without suffering from landing lag. Neutral aerial is a [[sex kick]] and, like in previous installments, the only one that launches opponents vertically, which benefits its clean and late hitboxes: the former is a great combo breaker and deals high damage and good knockback, making it a reliable KO option at high percentages, and both are very useful combo starters when [[SHFF]]'d, with the latter working even up to high percentages. Forward aerial has the fastest duration of its kind and launches at the [[Sakurai angle]]; at low to medium percentages, these traits make it very reliable for [[approach]]ing or down throw-initiated combos into itself, neutral aerial and up aerial, as well as a reliable [[edge-guarding]] option at high percentages. Back aerial has the highest ending lag of Luigi's aerials by a noticeable margin, but other than fast startup, it has a powerful clean hitbox on Luigi's feet and decent range, which enable it to function as a safe and reliable KOing and edge-guarding option, or as an approach option via [[reverse aerial rush]]. Up aerial is useful for combos: it can either extend them or, thanks to having the lowest amount of landing lag out his aerials, use its clean hitbox to start them at low percentages when SHFF'd due to its clean hit dealing above-average damage for a combo move. Its generous auto-cancel window and very low ending lag also allow Luigi to use it twice in a single short hop and still auto-cancel it successfully, a trait it shares with his forward aerial and {{SSBU|Little Mac}}'s neutral aerial. Lastly, down aerial is safe to use and has a clean hitbox which is a fast meteor smash, coming out on frame 10 and with only 14 frames of ending lag, the lowest of any meteor smash. Due to his powerful aerials with generally low lag all around, Luigi has an outstanding air game. | ||
Forward aerial has the fastest duration of its kind and launches at the [[Sakurai angle]]; at low to medium percentages, these traits make it very reliable for [[approach]]ing or down throw-initiated combos into itself, neutral aerial and up aerial, as well as a reliable [[edge-guarding]] option at high percentages. Back aerial has the highest ending lag of Luigi's aerials by a noticeable margin, but other than fast startup, it has a powerful clean hitbox on Luigi's feet and decent range, which enable it to function as a safe and reliable KOing and edge-guarding option, or as an approach option via [[reverse aerial rush]]. | |||
Up aerial is useful for combos: it can either extend them or, thanks to having the lowest amount of landing lag out his aerials, use its clean hitbox to start them at low percentages when SHFF'd due to its clean hit dealing above-average damage for a combo move. Its generous auto-cancel window and very low ending lag also allow Luigi to use it twice in a single short hop and still auto-cancel it successfully, a trait it shares with his forward aerial and {{SSBU|Little Mac}}'s neutral aerial. Lastly, down aerial is safe to use and has a clean hitbox which is a fast meteor smash, coming out on frame 10 and with only 14 frames of ending lag, the lowest of any meteor smash. Due to his powerful aerials with generally low lag all around, Luigi has an outstanding air game. | |||
Luigi has an excellent grab game, but unlike in past installments, he has a [[tether grab]] due to using the {{iw|mariowiki|Poltergust G-00}}'s {{iw|mariowiki|Suction Shot}} to grab an opponent. As a result, Luigi can grab opponents from a decent distance, preventing the necessity for him to get up close to do so. It also provides Luigi with a [[grab aerial]], in which the Suction Shot's plunger functions as a projectile that deals minor damage and knockback. This grants Luigi an additional edge-guarding option and situational combo move that, unlike most projectiles, cannot be absorbed or reflected. Like Mario, Luigi has an average pummel, which can deal multiple hits before being followed up with any of his useful throws. | Luigi has an excellent grab game, but unlike in past installments, he has a [[tether grab]] due to using the {{iw|mariowiki|Poltergust G-00}}'s {{iw|mariowiki|Suction Shot}} to grab an opponent. As a result, Luigi can grab opponents from a decent distance, preventing the necessity for him to get up close to do so. It also provides Luigi with a [[grab aerial]], in which the Suction Shot's plunger functions as a projectile that deals minor damage and knockback. This grants Luigi an additional edge-guarding option and situational combo move that, unlike most projectiles, cannot be absorbed or reflected. Like Mario, Luigi has an average pummel, which can deal multiple hits before being followed up with any of his useful throws. |
Revision as of 20:08, February 22, 2022
Luigi in Super Smash Bros. Ultimate | |
---|---|
Universe | Mario |
Other playable appearances | in SSB in Melee in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Poltergust G-00 |
Luigi (ルイージ, Luigi) is a playable character in Super Smash Bros. Ultimate. He was confirmed alongside Yoshi and the rest of the returning roster on June 12th, 2018 during E3 2018, with him and Yoshi being the last two veterans to be revealed. Unlike in Super Smash Bros. 4, he has reverted to being an unlockable character instead of being a starter character. Luigi is classified as Fighter #09.
As in SSB4, Charles Martinet's portrayal of Luigi from Super Smash Bros. Brawl was repurposed for Ultimate.
How to unlock
Complete one of the following:
- Play VS. matches, with Luigi being the 33rd character to be unlocked.
- Clear Classic Mode with Mario or any character in his unlock tree, being the 5th character unlocked after Ike.
- Have Luigi join the player's party in World of Light.
Luigi must then be defeated on Luigi's Mansion (the Ω form is used in World of Light).
Attributes
Luigi is a middleweight who is quite floaty and has attributes that deviate from most other characters in his weight class. Luigi sports fairly average walking speed, dashing speed, and air acceleration, a decent initial dash, below-average gravity, slow falling speed, low traction, the 2nd slowest air speed, and the 4th highest jumps in the game. As such, Luigi's mobility is fairly sluggish overall, especially in the air.
Luigi's greatest asset is his outstanding frame data, which is easily among the best of the cast. Because of this, similarly to his older brother, Luigi can be very difficult to punish, as only two of his standard moves and five of his attacks have more than 9 frames of startup lag (forward smash, down aerial, Fireball, Green Missile, and Luigi Cyclone) and a multitude of moves that hit at or before frame 5, such as neutral attack, dash attack, neutral aerial, up aerial and all of his tilts while the vast majority of his moveset also has low ending lag, giving him among the fastest attack speed of the entire cast and an excellent punish game, which is complemented by the impressive utility of his overall moveset.
Neutral attack's damage output and range are decent, and the first two hits can lock. Luigi's tilt attacks also have their own perks: forward tilt can be angled and is useful for spacing, up tilt has excellent combo and juggling potential, and down tilt is an incredibly quick and highly spammable move that can combo into itself and many other moves while also being able to consistently perform 2 frame punishes at the edge. Finally, Luigi's dash attack has quick startup, and with its reduced ending lag as well as its increased damage output and knockback, it is a much better move for approaching and attacking than in previous titles.
Luigi's smash attacks are among the fastest of their kind, have below-average ending lag, and are strong enough to be reliable finishers. As a result of these traits, they allow Luigi to quickly and effectively punish opponents close to him while also rendering him being difficult to punish on shield. Forward smash deals extra shield damage, up smash is an effective anti-air attack due to rendering Luigi's head intangible while its hitboxes are active, and down smash is very useful for punishing rolls thanks to its minimal lag, respectable damage output, and long range. Both up smash and down smash also have set-up potential at low percentages if Luigi successfully covers the opponent's options afterward.
Luigi's aerial attacks are also very useful, having fast startup, lenient auto-cancel windows, quick interruptibility (except for neutral and back aerials) and low ending lag in general. In terms of autocanceling, he can auto-cancel all his aerials with a short hop, can auto-cancel all of them except for neutral aerial with a short hop fast fall and can use forward, up and down aerials twice in a single short hop. Lastly, he can use his forward and up aerials twice with a single short hop without suffering from landing lag. Neutral aerial is a sex kick and, like in previous installments, the only one that launches opponents vertically, which benefits its clean and late hitboxes: the former is a great combo breaker and deals high damage and good knockback, making it a reliable KO option at high percentages, and both are very useful combo starters when SHFF'd, with the latter working even up to high percentages. Forward aerial has the fastest duration of its kind and launches at the Sakurai angle; at low to medium percentages, these traits make it very reliable for approaching or down throw-initiated combos into itself, neutral aerial and up aerial, as well as a reliable edge-guarding option at high percentages. Back aerial has the highest ending lag of Luigi's aerials by a noticeable margin, but other than fast startup, it has a powerful clean hitbox on Luigi's feet and decent range, which enable it to function as a safe and reliable KOing and edge-guarding option, or as an approach option via reverse aerial rush. Up aerial is useful for combos: it can either extend them or, thanks to having the lowest amount of landing lag out his aerials, use its clean hitbox to start them at low percentages when SHFF'd due to its clean hit dealing above-average damage for a combo move. Its generous auto-cancel window and very low ending lag also allow Luigi to use it twice in a single short hop and still auto-cancel it successfully, a trait it shares with his forward aerial and Little Mac's neutral aerial. Lastly, down aerial is safe to use and has a clean hitbox which is a fast meteor smash, coming out on frame 10 and with only 14 frames of ending lag, the lowest of any meteor smash. Due to his powerful aerials with generally low lag all around, Luigi has an outstanding air game.
Luigi has an excellent grab game, but unlike in past installments, he has a tether grab due to using the Poltergust G-00's Suction Shot to grab an opponent. As a result, Luigi can grab opponents from a decent distance, preventing the necessity for him to get up close to do so. It also provides Luigi with a grab aerial, in which the Suction Shot's plunger functions as a projectile that deals minor damage and knockback. This grants Luigi an additional edge-guarding option and situational combo move that, unlike most projectiles, cannot be absorbed or reflected. Like Mario, Luigi has an average pummel, which can deal multiple hits before being followed up with any of his useful throws.
Forward throw deals respectable damage and is useful for repositioning opponents or setting up edge-guards against them at higher percentages. Back throw also deals respectable damage and great knockback, allowing it to KO at a mere 120%, or even earlier with rage. Unlike Mario's back throw, it also lacks a noticeably long animation, which makes it harder for the opponent to survive with DI. Up throw deals average damage and knockback, and possesses follow-up potential into forward or up aerials at mid percentages. It also possesses a collateral hitbox to harm bystanders. Lastly, down throw is one of Luigi's most useful attacks: it deals average knockback, has low ending lag, and launches at a vertical angle, which collectively enable it to lead into potent and highly damaging combos. Down throw can combo into moves such as up tilt, up smash, all of Luigi's aerials, Super Jump Punch and Luigi Cyclone, due to its aforementioned traits. Although situational, down throw also has a collateral hitbox before the throw that can hit bystanders, similarly to up throw.
As a pseudo-clone of Mario, Luigi has two special moves that are derived from his older brother, yet his versions deviate in noticeable ways. Fireball is a projectile that is useful for pressuring, hindering an opponent's approach, or setting up an attack. Unlike Mario's Fireball, Luigi's is unaffected by gravity and moves up and down, which makes it somewhat less effective at hindering an opponent's recovery attempt, but allows it to cover a consistent area horizontally and vertically. Compared to Mario's version, Luigi's Fireballs also have a clean hit that deals more damage and they have less ending lag, allowing him to throw another one just one frame before the clean hit ceases. Super Jump Punch has fast startup like Mario's, but propels him vertically instead of diagonally. By extension, it consists of a sweetspot and sourspot, instead of multiple hitboxes like Mario's. Its sweetspot boasts devastating power, which makes it a very potent punishment option, yet it is very risky because of its high ending lag and sourspot that is mostly useless outside of being a niche gimping tool.
Aside from these, Luigi's other special moves are completely distinct from Mario's. Green Missile deals damage and covers horizontal distance, both of which can be increased thanks to its ability to be charged, giving KO potential to the fully charged version. However, it also has a one-in-ten random chance of misfiring; in this case, it becomes even stronger than the fully charged version, and travels much further. Lastly, Luigi Cyclone grants Luigi some invincibility frames on startup, enabling him to break out of combos or contest opposing attacks effectively. It also functions as a KOing option near the upper blast line, and is a guaranteed follow-up out of down throw even at high percentages, which can function as a reliable KO combo on platforms.
However, Luigi has some notable disadvantages. He has fairly sluggish mobility, with his extremely slow air speed and floaty physics making it difficult for him to land onstage, especially against faster characters, thus possessing a subpar approach and a weakness to juggling. His range, while better than Mario's, is still below-average and thus leaves him fairly susceptible to getting outspaced by characters with long range, such as Lucina and Shulk. Compared to Mario, Luigi's lack of a reflector also makes it more difficult for him to deal with projectile camping (especially against characters such as Link, Samus, and Simon) when combined with his awkward mobility.
Additionally, Luigi's poor aerial mobility hinders his ability to approach with his aerial attacks, as well as his recovery. On top of this, his recovery, although long-distanced, is linear, slow, predictable and fairly susceptible to gimping. Luigi Cyclone barely grants any additional height compared to previous games, which leaves him reliant on Super Jump Punch and Green Missile for recovering; the former travels directly upward only, and the latter has noticeable lag, cannot sweetspot edges, and relies on either charging or its random misfire chance to cover a serviceable horizontal distance.
Overall, Luigi is a very solid character, though he often tends to run hot-and-cold, unlike his brother. His extremely fast frame data, strong air game, and devastating combos make him a force to be reckoned with, provided his opponents make careless mistakes. Luigi's overall combo game, KO potential, and advantage state are easily superior to his brother's, having many different set-ups that can deal absurdly high damage within seconds, and then score KOs immediately thereafter. However, Luigi's short range - along with his mediocre grounded mobility, abysmal aerial mobility, and predictable side and up specials - force him to fight at close-quarters all the time, hindering both his approach and recovery. Because of this, a mastery of Luigi's recovery mixups and powerful combo game is crucial to achieving success with him.
Changes from Super Smash Bros. 4
Luigi has received a mix of buffs and nerfs in his transition from SSB4 to Ultimate, but has been nerfed slightly overall. While Luigi received numerous buffs and changes that improve his strengths and benefit him, he has also suffered from a few major nerfs; both points are also compounded by the universal changes to the game's engine, which were a mixed bag for him.
Luigi's direct nerfs have affected his playstyle quite noticeably. Particularly, Luigi Cyclone travels much less vertical distance via button mashing, removing all of its usefulness for recovery, as even with very fast mashing, Luigi barely gets any additional distance at the end of the move. Alongside the addition of windboxes to it, this also removes its ability to gimp opponents and KO them at virtually any percentage if timed correctly, which was a crucial technique to his success in SSB4. Another notable example comes from his new grabs: although they still have only moderate ending lag for their range, they possess much more startup, and are more prone to punishment due to the ability to cancel spot dodges earlier into attacks. This makes them much riskier to use and harder to land, especially since their increased startup removes many guaranteed setups into them and severely weakens Luigi's ability to shield grab, consequently limiting his defensive game and the usage of his pivotal down throw.
In terms of indirect nerfs, the changes to air dodging have both helped and hindered Luigi, but hurt him overall: due to his floatiness, the reintroduction of directional air dodges allows him to use one for recovery in a pinch. However, due to his below-average gravity, his air dodges have drastically more ending lag relative to the rest of the cast, thus making them more punishable, and recovery mix-ups with them are almost unfeasible due to the ability to only use one before landing. When combined with his air speed remaining the second worst in the game, as well as the severe distance nerf to Luigi Cyclone, his recovery is much more linear and easier to intercept, causing Luigi to become much more prone to edgeguarding and early offstage KOs, despite Super Jump Punch and fully charged Green Missile granting slightly more distance.
However, Luigi has also received several buffs, with said buffs being of greater quantity than his nerfs. In particular, some of his least useful moves in SSB4 have been significantly improved: down tilt can be interrupted twice as fast and deals less knockback, allowing it to poke opponents much more safely and increasing its combo potential, while his dash attack has considerably decreased ending lag, connects more consistently, and has increased power, making it much safer and more reliable as a burst option while its higher power gives it utility as a potential KO option near the edge at high percentages. Additionally, his existing KO options have been improved overall: forward smash has higher knockback and a lower trajectory across all angles, up smash, down aerial, and Luigi Cyclone have increased knockback, down smash's sweetspots are easier to land, back throw has a new animation with a much faster release that makes it much harder to DI and allow it to KO at the ledge more consistently, and his Super Jump Punch's signature sweetspot can KO at even lower percentages.
Further complementing these changes, Luigi's already excellent combo game has been improved as well: he has gained a new up tilt with less ending lag and more range in front of and above him, his up aerial has less ending lag, and his down throw, already one of his best moves, leads to deadlier combos due to its lower ending lag and Luigi's faster jumpsquat, having more consistent KO setups and even potential zero-to-deaths. Lastly, Luigi Cyclone has received far more utility overall despite its usage for recovery being removed: it deals greater damage with more knockback, pulling opponents in more consistently thanks to its new windboxes, having more range, and granting invincibility on startup (especially in the air, which grants it as soon as frame 1), improving both its offensive and defensive capabilities, and with the addition of the Poltergust G-00 to Luigi's moveset, not only do his grabs have more range, but he has also gained a grab aerial, firing a plunger that can set up combos and even edgeguard opponents.
Luigi also benefits from some of the universal changes. Like the rest of the veterans, Luigi has had decreased landing lag in all his aerial attacks, a faster jumpsquat (now having a 3 frame jumpsquat like the rest of the cast), and his mobility enhanced in most areas, but most importantly, his infamously low traction has been greatly increased, which somewhat alleviates his problems with approaching and significantly improves his out of shield options. The increased shieldstun on grounded moves in comparison to SSB4 makes Luigi harder to punish on some of his moves, notably his newly improved down tilt. In addition, unlike most characters, Luigi has increased falling speed and gravity, making him less vulnerable to juggling while the latter increases his jump speed, allowing him to more easily take advantage of his buffed down throw and combo game when combined with his faster jumpsquat.
Overall, Luigi has become even more polarizing than in SSB4: while his combo and KO capabilities have been improved, Ultimate's game engine and nerfs to crucial aspects of his toolkit have made it harder for him to take advantage of his strengths and render him easier to KO due to his worsened recovery. Luigi has achieved decent tournament success in Ultimate so far, with respectable representation from players such as Elegant and SMB, though as a whole, his tournament results are not as dominating as they were in SSB4. This has lead to a positive reception of Luigi, although his reception has been slightly more mixed: several top players, such as Dabuz, Mew2King, ESAM, VoiD, Samsora, and ZeRo, view him as either an upper mid tier character or a high tier character. As for now, Luigi's true viability remains uncertain, although he is still considered a viable choice.
Aesthetics
- Due to the aesthetic used in Ultimate, Luigi's model features a subdued color scheme; the green of his shirt and hat are brighter while the blue of his overalls is noticeably darker, better matching his appearances in the Mario series. His clothing also features greater detailing, with the seams on his overalls being more accentuated, and his buttons having a more polished finish. He also has a slightly darker skin tone.
- Luigi's idle animation has been slightly altered, with his head turned toward the screen and his arms moving in a more circular motion. However, he reverts to his previous idle animation while holding a small item.
- Like most of the returning roster, Luigi has become much more expressive than in the previous games. He shows an angry expression when charging Green Missile and during his forward aerial, has a winced face when throwing an opponent with his Poltergust, appearing scared when dodging, and surprised during Super Jump Punch.
- Luigi has a new dashing animation akin to how he runs in Luigi's Mansion and other games such as the Mario & Luigi series. Luigi has a more upright posture in this new animation, making his hurtbox taller but narrower. This makes him easier to hit vertically, but harder horizontally.
- Air dodge and backwards jump animations have changed. Additionally, Luigi now faces the screen instead of away while sleeping, like his brother.
- As with Mario, Luigi's on-screen appearance emits the Warp Pipe sound effect rather than the jump sound, similar to Smash 64.
- Luigi's right-inputted victory pose was slightly altered, with a different animation for gasping at the end.
Attributes
- Like all characters, Luigi's jumpsquat animation takes 3 frames to complete (down from 5).
- Luigi walks faster (1.08 → 1.134).
- Luigi runs faster (1.5 → 1.65).
- Luigi's initial dash is significantly faster (1.28 → 1.815).
- Luigi's air speed is slightly higher (0.7341766 → 0.77), although it is still the second slowest of the cast.
- Luigi falls faster (1.25 → 1.32). This improves his vertical endurance and makes him less susceptible to juggling, but makes him more susceptible to combos.
- Luigi's fast falling speed is faster (2 → 2.112). This improves his air mobility and makes him less susceptible to juggles.
- Luigi's gravity is higher (0.075 → 0.083). This makes his jumps faster and makes him less vulnerable to juggles, while his faster falling speed compensates for its faster vertical knockback.
- Luigi has significantly higher traction (0.024 → 0.096), no longer being the single lowest in the game by a drastic margin. This allows him to punish out of shield much more easily and improves his approach.
- Forward roll has less ending lag (FAF 31 → 30).
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 58).
Ground attacks
- Neutral attack:
- The first hit can be held for a consecutive jab, akin to Mario's.
- The third hit has static hitboxes with different sizes (4.5u/4.5u → 5u/3.5u), making its outermost hitbox bigger and the innermost one smaller, increasing its range overall.
- The first and third hits deal less damage (3% → 2% (hit 1), 5% → 4% (hit 3)), with the third hit also having less base knockback (65 → 60).
- The first hit has an altered animation where Luigi doesn't lunge forward as much. In addition, its hitboxes were shrunk to match his arm and fist, reducing the attack's range (4.5u/3.0u/3.5u → 1.4u/1.7u/2.0u).
- The first and second hits have altered angles and knockback to keep opponents close to Luigi, akin to other neutral attacks. This allows them to connect better and jab lock, but removes their guaranteed jab cancel setups.
- Forward tilt:
- Forward tilt deals more damage (8% → 9%) and has much more base knockback (2 → 50), without full compensation on its knockback scaling (100 → 75). This improves its safety on hit at low percents due to sending the opponent into tumble earlier (75% →17%), while also greatly increasing its KO potential overall, allowing it to KO below 200%.
- However, due to its increased knockback, it can no longer lock opponents.
- The outermost hitbox has been moved further outwards (X offset: 3.6u → 4u), slightly improving the move's range.
- It has lost the smallest hitbox located at Luigi's torso, and its knee hitbox has been slightly reduced (4.8/4u/3.4u → 4.8u/3.8u), worsening its coverage at point blank range.
- It has an altered animation, being a side kick instead of a spinning hook kick. Luigi also faces the camera during the kick.
- Up tilt:
- Luigi has a new up tilt: a jumping uppercut, similar to the one he possessed in the original Super Smash Bros.
- Due to the new animation, it has more range above and in front of Luigi, allowing it to reach opponents on the lower platforms of Battlefield, and opponents further in front of him.
- It has less ending lag (FAF 31 → 28), which combined with the previous change, improves its combo potential.
- It can no longer hit opponents behind Luigi.
- Down tilt:
- Down tilt has significantly less ending lag (FAF 27 → 14), dramatically improving its safety and granting it combo ability.
- It no longer has a bonus trip chance.
- It deals less damage (8% → 5%). However, its knockback was not fully compensated (20 base/65 scaling → 32/72), further improving its combo potential.
- Dash attack:
- Dash attack has drastically less ending lag (FAF 76 → 48).
- It consists of five hits instead of seven, which deal much more damage (1% (hits 1-6), 2% (hit 7) → 2% (hits 1-4), 4% (hit 5)) with knockback not compensated on the last hit, improving its KO potential.
- The first four hits have a higher hitlag multiplier (0.3× → 0.5×). Combined with the universally increased hitlag, this allows opponents to SDI them, which was previously impossible due to their lack of hitlag.
- The first four hits have a different angle (10°/65° → 0°(hits 1-3)/15°/10° (hit 4)) and altered base knockback (26/60 → 38/60 (hits 1-3)/24/48 (hit 4)). Combined with the increased traction across the cast, this generally helps them connect more reliably.
- The final hit has lost its closest hitbox (5u/4u/3u → 5u/4u), but its second innermost hitbox has been moved more inwards to compensate (Z offset: 6u → 5u).
- Forward smash:
- Forward smash launches at a lower angle (65° (up)/53° (non-angled)/45° (down) → 52°/42°/37°), with the upward and non-angled variants also having higher knockback scaling (121 (up)/116 (non-angled) → 131/121), greatly improving their KO potential despite the downward variant's slightly lower knockback scaling (117 → 116).
- Up smash:
- Up smash has increased knockback scaling (98 → 102), improving its KO potential.
- Luigi's nose is intangible along with his head while the hitboxes are active, instead of only his head being intangible.
- The move's animation has been reversed, with Luigi facing towards the screen rather than away from it.
- Down smash:
- Down smash's sweetspots on both hits take priority over the sourspots, making them easier to land.
- Both hits launch at lower angles (120° (hit 1)/60° (hit 2) → 52°/48°), with the first one no longer launching opponents behind Luigi. This makes survival DI much easier while not providing significantly more kill power. The first hit can no longer stage spike opponents hanging on the ledge.
- The sweetspot on the first hit has been moved inwards (Z offset: 6.8u → 6.5u), slightly reducing its range.
Aerial attacks
- All aerials have less landing lag (14 frames → 8 (neutral), 22 → 13 (forward), 16 → 10 (back), 12 → 7 (up), 20 → 12 (down)).
- Neutral aerial:
- Neutral aerial is interruptible, giving it one frame less ending lag (FAF 46 → 45).
- Luigi's head is slightly repositioned when using it.
- Forward aerial:
- Forward aerial's animation has been altered, with Luigi's arm swinging in a fuller arc ending slightly further down while the hitbox is active, increasing its range below him.
- Luigi sports an angry expression when using the move.
- Back aerial:
- Back aerial always launches opponents towards Luigi's back, akin to most other back aerials, improving its reliability for edgeguarding.
- It has one frame less ending lag (FAF 46 → 45), allowing Luigi to act just before the animation ends.
- Luigi has a neutral expression when using the move instead of a scared expression.
- Up aerial:
- It has an altered animation, with Luigi's torso rotating later than the leg.
- Up aerial has less ending lag (FAF 30 → 27), improving its combo potential. This also allows Luigi to perform two up aerials in a short hop and auto-cancel the second one, like in Brawl and Smash 64.
- Down aerial:
- Down aerial's clean hit has increased base knockback (20 → 30) and a bigger hitbox (2.5u → 3u), improving the meteor smash's KO potential without worsening its combo potential due to the decreased jumpsquat and landing lag.
- The clean hit has a lower hitlag multiplier (2× → 1.4×). This makes it harder to DI.
- Grab aerial:
- Luigi has gained a grab aerial, the Suction Shot, effectively receiving an extra attack. Unlike other grab aerials, it has considerable landing lag and cannot be used as a tether recovery, but produces a projectile in the form of a plunger that drops a set distance downward. It can be shot even during landing lag depending on timing, allowing it to be used as a new edgeguarding option and combo starter. Lastly, it can hit opponents at the ledge if the plunger is falling. It is incapable of connecting when Luigi is grounded, but will connect if the opponent is hanging on the ledge.
Throws and other attacks
- Luigi has a tether grab, using his Poltergust G-00 from Luigi's Mansion 3 to shoot a plunger attached to a rope, the Suction Shot. His pummel and all his throws except down throw have received new animations reflecting this change.
- Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).
- However, all grabs have noticeably increased startup (frame 6/8/9 (standing/dash/pivot) → 14/16/17) and ending lag (FAF 29/36/34 → 48/52/50), making them riskier to use at close range, and easier to punish if they miss.
- Due to the Poltergust G-00 having a right-handed design, Luigi turns his back toward the screen when using the grab facing left.
- Pummel:
- Pummel has Luigi squeeze the opponent with the Poltergust.
- It deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
- It deals much less damage (3.2% → 1.3%).
- The speed of Luigi's throws is no longer weight-dependent. This improves his up and down throws' combo potential on heavyweights, but reduces it on lightweights.
- Forward and back throws trigger a hitlag effect on both Luigi and the opponent prior to release, while down throw no longer inflicts hitlag on the opponent when released.
- Forward throw:
- Luigi has a new forward throw: the Slam used in Luigi's Mansion 3.
- It releases opponents slower (frame 13 → 15) with 4 frames of hitlag to the opponent, but has more ending lag (FAF 28 → 38).
- Back throw:
- Luigi has a new back throw: a backward Slam with the Poltergust.
- It releases opponents drastically faster (frame 44 → 15) and inflicts 4 frames of hitlag to the opponent, with its total duration reduced as well (FAF 67 → 38), making it harder to DI and much more consistent for KOs.
- Luigi releases the opponent farther away from him, slightly improving its KO potential.
- Its collateral hitbox has been removed. As a result, it can no longer hit bystanders.
- Up throw:
- Luigi has a new up throw: he swings his opponent upward with the Poltergust.
- It has increased combo ability due to Luigi's faster jumpsquat and jump speed.
- It has gained a collateral hitbox in front of Luigi that deals 6% damage and has similar knockback to the throw, allowing it to hit and even start combos against bystanders.
- Down throw:
- Down throw's animation has been slightly changed, with the Poltergust being visible throughout it.
- It has gained a hitbox before the throw that lasts on frames 18-28, with its damage redistributed (6% → 3% (hit 1 and throw)) and knockback compensated on the throw (55 base/83 scaling → 45/135). This allows it to hit bystanders.
- It releases the opponent slower (frame 18 → 29), but it no longer deals 6 frames of hitlag to the opponent. Overall, since its total duration is unchanged, this reduces its effective ending lag by five frames. Combined with Luigi's faster jumpsquat and jump speed, this significantly improves its combo potential, allowing it to lead into potential zero-to-death combos and granting it multiple KO setups at high percents, most notably with Luigi Cyclone, which had previously been removed in the patch 1.1.1 of Smash 4.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
- Down taunt:
- Due to Luigi's down taunt using set knockback, it is unaffected by Ultimate's knockback speed up mechanic and thus does not have reduced hitstun like other moves that cause tumbling, greatly improving its combo potential onstage in conjunction with Luigi's faster jumpsquat and jump speed. This is further compounded by grounded meteor smashes no longer being techable, allowing it to guarantee combos and KO setups at high percents if it hits.
- Due to the inability to taunt in Quickplay matches (except to discard Copy Abilities as Kirby), Luigi cannot take advantage of his down taunt's offensive capabilities in said online mode.
Special moves
- Fireball:
- It has received negative shield damage (0 → -3 (clean)/-2.5 (late)), effectively dealing half its usual damage to shields.
- Green Missile:
- Green Missile has less ending lag in the air (FAF 86 → 81) and on hit (FAF 42 → 33).
- It travels farther when fully charged (2.5 → 2.65).
- The regular version has intangibility after releasing the charge (frames 1-5).
- The regular version has increased base knockback (20 → 30), improving its KO potential when charged.
- The regular version has larger hitboxes (4.2u → 4.8u).
- Misfire covers more horizontal distance (2.5 → 3.0), but less vertical distance (0.8 → 0.34). Therefore, it's easier to land a misfire while grounded.
- The lower vertical distance makes it more likely for Luigi to get stuck below the stage after misfiring while recovering.
- Green Missile slows down more at the end (Brake: 0.05 → 0.07).
- Green Missile's physics in the air are floatier (initial gravity: 0.01 → 0.008).
- Luigi's misfire animation has been changed, having him spin.
- Charging animation has been changed; Luigi now has his arms in behind him in a shoulder tackle position and sports an angry expression.
- Super Jump Punch:
- Super Jump Punch has significantly decreased landing lag (68 frames → 45).
- It grants more vertical distance.
- The sweetspot has increased knockback scaling (77 (grounded)/66 (aerial) → 88/80), greatly improving its KO potential.
- The sweetspot reaches further into the Z axis, making it more consistent at hitting some fighters.
- It can now be b-reversed before the hitbox comes out, allowing Luigi to use the move to hit behind himself.
- It has less aerial drift when Luigi starts facing downwards, making it riskier to use farther away from the ledge.
- The sourspot has smaller hitboxes (7.68u/6.24u → 5.8u/4.7u).
- The move has issues connecting against certain characters due to the changes to jostle mechanics.
- Like several other powerful attacks in the game, the grounded version's sweetspot triggers the Special Zoom when it successfully hits an opponent.
- Luigi Cyclone:
- Luigi Cyclone grants Luigi full invincibility on frames 4-8 for the grounded version and frames 1-7 for the aerial version. This allows it to tank through opposing attacks and break combos very effectively.
- The last hit comes out faster (frame 44 → 40), allowing it to connect more reliably, and giving the move faster interruptibility as a result (FAF 90 → 86).
- It deals more damage (1.5% → 2% (hits 1-4), 3% → 4% (hit 5); 9% → 12% (total)), and has increased knockback on the last hit (80 (base)/130/120 (scaling) → 85/140/130), significantly improving its KO potential.
- It has gained a windbox that pulls opponents into the move. The looping hits also have a lower hitlag multiplier (1× (grounded)/1.3× (aerial) → 0.8×) and SDI multiplier (1× → 0.8×), and their aerial version deals less knockback (60 base/120 scaling → 80/30), allowing them to connect more reliably.
- However, the addition of the windbox to the move and the aerial loop hits' lower knockback completely remove its ability to gimp opponents offstage at almost any percent, significantly hindering its edgeguarding potential.
- The windbox for the aerial version pushes opponents away from Luigi if they are behind him, making it less consistent even when they're already trapped in the vortex.
- It has larger hitboxes (4.5u/5u/5u → 5.5u/5.5u/6u (multi-hits), 6u/6u/6u → 7.5u/7.5u/6.5u (last hit)) and the grounded version's stomach hitbox was moved down, greatly increasing its range and coverage around Luigi, while also allowing it to hit some characters hanging on the ledge.
- Luigi Cyclone has much less horizontal maneuverability on the ground.
- It gains significantly less height from button mashing, with the move's ending lag now completely negating any additional height it might garner. Aside from delaying Luigi's descent, this essentially removes its usefulness in recovery and considerably weakens Luigi's recovery overall.
- Luigi Cyclone has a more opaque vortex form around Luigi when used.
- The aerial version uses the same ending animation as the grounded version.
- Final Smash:
- While Luigi's Final Smash is the same as in Smash 4, he uses his new Poltergust from Luigi's Mansion 3, the Poltergust G-00.[1] Much like his grabs and throws, the animation is slightly different; he turns his back to the screen when used while facing left.
- The release deals less knockback (80 base/160 scaling → 70/142), noticeably weakening its KO potential.
- It releases multiple victims slower.
Update history
Luigi received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed slightly overall. Update 1.1.0 decreased his up aerial's ending lag, which improved its combo potential and restored its ability to auto-cancel with a short hop like in SSB and Brawl. Update 2.0.0 granted Luigi a handful of buffs, with the most notable being a noticeable increase to Luigi Cyclone's knockback. Thanks to this buff, Luigi Cyclone now functions as a reliable KO confirm from down throw at high percentages when used on platforms. Aside from this, Luigi received a few quality of life buffs: up smash's knockback was increased, Green Missile's ending lag was decreased, and both standing and pivot grabs have 1 more active frame apiece. However, this update harmed Luigi more so than helped him by removing down aerial's ability to meteor smash grounded opponents, which reverted it to how it functioned in SSB4. This nerfed most of its combo potential, particularly in regard to its consistency at performing zero-to-death combos.
As part of update 3.0.0's near-universal nerf to projectiles, Fireball's shield damage output was decreased. Update 3.1.0 improved his grab aerial's range by repositioning its plunger, and slightly improved his neutral attack's consistency. However, an adjustment to the timing of Luigi Cyclone's invincibility resulted in its utility being worsened slightly. Lastly, update 10.1.0 noticeably improved his dash attack's consistency by decreasing its looping hits' knockback and adjusting its penultimate hit's angles. When coupled with the damage output buff it received in the transition to Ultimate, Luigi's dash attack has become more reliable as both a burst option and a risky, yet viable KO option.
Overall, Luigi fares mildly better than he did at the launch of Ultimate. Although down aerial's combo potential was worsened noticeably, his combo game remains potent thanks to his inherent strengths, up aerial's improved combo potential, and Luigi Cyclone's improved KO potential.
- Up aerial has less ending lag (FAF 30 → 27).
- The plunger from his grab aerial now disappears when used while crossing a platform instead of getting stuck inside it.
- Up smash has more knockback scaling (98 → 102).
- Down aerial's clean hit no longer affects grounded opponents. As a result, it has more startup against them (frame 10 → 11) and can no longer meteor smash them, greatly hindering its combo potential.
- Standing and pivot grabs have longer durations (frames 14-19 → 14-20 (standing)/17-22 → 17-23 (pivot)), and increases their range as a result.
- Green Missile has less ending lag (FAF 95(grounded)/81(aerial) → 94/80).
- Luigi Cyclone deals more knockback (80 (base)/130/120 (scaling) → 85/140/130).
- Fireball deals less shield damage (0 → -3/-2.5 (clean/late)).
- The Warp Pipe used during Luigi's on-screen appearance received lighting effects.
- Neutral attack's first hit has decreased base knockback on the arm hitboxes (30 → 25) to allow them to connect into the second hit more reliably.
- The middle hitbox of neutral attack's second hit has decreased base knockback and knockback scaling (32 → 25 (base), 25 → 20 (scaling)) to match the tip. These changes allow it to connect into the third hit better despite its higher hitlag multiplier (x1.2 → x1.23).
- Neutral attack's third hit's hitbox has moved forward (Z offset: 8.2u → 9.2u).
- When landing with grab aerial, its plunger has a better position. This lengthens its duration before it touches the ground and improves its range.
- Luigi Cyclone's invincibility no longer lasts for its entire duration when used on the ground and while ascending into the air with certain timing.
- This slightly hinders Luigi Cyclone's utility.
- Down throw functions correctly near edges, preventing characters like Ridley from being stage spiked away.
- Dash attack has received various adjustments that allow the move to connect more reliably:
- All four hits have less base knockback (hits 1-3: 51/74 → 38/60, hit 4: 51/74 → 24/48).
- The fourth hit sends at higher angles (0° → 15°/10°). This causes aerial opponents that slip from an edge to be hit by the final hit.
- The last two hits are now weight independent. As a result, the last hit deals more knockback to heavier opponents and KOs them earlier, but deals less knockback to lighter ones and KOs them later.
- The final hit of dash attack is no longer weight independent, reverting one of the changes made in 10.1.0.
Moveset
- Luigi can crawl.
- Luigi possesses a tether grab.
- It can also be used a grab aerial, but not as a tether recovery.
For a gallery of Luigi's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | A one-two combo followed by a hip thrust. It hits on frame 2 and its last hit slightly moves Luigi forward, making it a safe option at close range. The first two hits can also be used for jab locking opponents. The first two hits are based on the Punch + Punch + Kick combo from Super Mario 64. | ||
2% | ||||
4% | ||||
Forward tilt | 9% | A hook kick. Despite having a different animation compared to Mario's, it can be angled like his and has similar properties. Thanks to its higher damage output, it can function as a situational KO option near an edge at very high percentages. Just like Luigi's other tilts, it comes out on frame 5. Good spacing option despite having less range and more ending lag than Mario's. However, it is outperformed by other stronger and more versatile spacing tools. | ||
Up tilt | 6% | An uppercut. It is a potent combo starter, leading into itself at low percentages and all of Luigi's aerials at medium to high percents. However, it can also function as a situational KO option, as it usually KOs middleweights at around 180%. Compared to Mario's, it deals more damage, has more frontal range and less ending lag, but its much lower base knockback makes it less safe at very low percentages. | ||
Down tilt | 5% | A crouching, low-angle back kick. It has short range, and deals low damage and knockback. However, its very minimal lag allows it to be quickly used in succession to combo into itself and whittle down shields if the opponent is close enough to Luigi, as he can act as soon as he puts his foot back to the ground. It can also combo into several moves at a variety of percentages, and is an excellent edge trapping tool, as its extremely low lag makes it highly spammable, being able to hit edge hanging animations and pressure the opponent's edge options. | ||
Dash attack | 2% (hits 1-4), 4% (hit 5) | A flurry of childish punches. It has been considerably improved from previous games, having significantly less ending lag and dealing both more damage and knockback, to the point that it can function as a situational KO option near an edge at very high percentages. It also remains one of the fastest dash attacks in the game in terms of start-up, coming out at frame 4, tied with Ivysaur and Fox's dash attacks. Since Luigi runs forward, it has long range, but it is very punishable if whiffed. | ||
Forward smash | 15% | A knifehand thrust. Luigi's most powerful smash attack, dealing high damage and very high knockback scaling on all angles, as well as dealing high shield damage. It is his slowest grounded attack, but it is one of the fastest forward smashes, coming out on frame 12, with moderate ending lag (28 frames). When combined with its high shield damage, it is hard to punish. However, it has short range, making it difficult to land. | ||
Up smash | Lead Headbutt | 14% (head), 12% (body) | An upward arcing headbutt. It is quite fast for a smash attack, coming out on frame 9, making it one of Luigi's fastest KO options, and launches opponents at a vertical angle towards him. Like Mario and Dr. Mario's up smashes, it renders his head intangible throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot that deals 2% less damage, the latter which is located closer to Luigi, but it is out-prioritized by the sweetspot and is very unlikely to hit unless the opponent is practically touching him. Compared to Mario's version, it launches at a lower angle, but actually KOs earlier due to its higher knockback overall, the hitbox lasts for one more frame, giving it more frontal range and a longer period of intangibility, and the animation ends one frame earlier. Its combination of very fast interruptibility, the intangibility on Luigi's head and good power make it very hard to punish, especially out of shield. | |
Down smash | 15% (body), 14% (legs) | A modified version of the Sweep Kick from Super Mario 64. It hits on both sides of himself. Luigi's fastest smash attack, at frame 6, rivaling his tilts in speed, but also his weakest. In an opposite fashion to his up smash, both hits possess sweetspots located closer to Luigi, with the sourspots covering the rest of his legs. | ||
Neutral aerial | Luigi Kick | 12% (clean), 6% (late) | A flying kick. It has the fastest start-up out of Luigi's aerials at frame 3, making it very useful for breaking out of combos. It also launches at a vertical angle, allowing it to start combos when SHFF'd, especially with its late hit. The clean hit possesses an above-average damage output and high knockback, giving it good KO power. Just like his other aerials, it can auto-cancel in a short hop, although it is his only aerial that cannot auto-cancel in a short hop fast fall. | |
Forward aerial | 8% | A downward knifehand strike. Very fast, coming out on frame 7 and being interruptible just 13 frames after the hitbox ceases (frame 24), tying it with Pac-Man's forward aerial for the fastest in the game. It is a reliable follow-up from down throw at low to medium percentages, and is useful for edge-guarding and approaching due to its extremely low ending lag, with the fastest interruptibility of its type. It auto-cancels at frame 21, and combined with its lack of ending lag, it can auto-cancel in a short hop fast fall and can be used twice in a short hop without landing lag. Its hitbox is positioned on Luigi's hand and arm, but also has another, smaller hitbox on his shoulder that covers slightly around his body. | ||
Back aerial | 14% (clean feet), 8% (clean legs, late) | A dropkick. It has decent range, the highest of Luigi's aerial attacks. The clean hit's sweetspot is located on Luigi's feet and deals high damage and great knockback, making it one of Luigi's best KOing options. Conversely, the clean hit's sourspot and the late hit deal much less damage and knockback. It comes out quickly on frame 6, but has noticeable ending lag, with 33 frames of lag, the highest of Luigi's aerials. It can auto-cancel both in a short hop and in a short hop fast fall, although in the latter's case, it requires strict timing. | ||
Up aerial | 11% (clean), 7% (late) | A bicycle kick. It is useful for combos like Mario's up aerial, due to its very low end lag and landing lag, while dealing above-average damage for a combo move. However, it launches at a lower angle than Mario's, which makes it less effective for combos and juggling past low percentages but making it better for edge-guarding. It also comes out one frame later than Mario's, at frame 5 instead of 4, but has less ending lag. Just like his forward aerial, Luigi can use his up aerial twice in a single short hop and still auto-cancel it due to its lenient auto-cancel window and low ending lag. | ||
Down aerial | 10% (clean), 8% (late) | A corkscrew double foot stomp. It comes out on frame 10, has low landing lag, very low ending lag, auto-cancels in a short hop fast fall and has a clean hit that meteor smashes with respectable power, making it a safe edge-guarding option and a fast, yet powerful meteor smash with low risk and high reward. It also has the lowest ending lag of any meteor smash in the game, with only 14 frames of lag. However, the clean hit only affects the hitbox on Luigi's feet and only lasts one frame, whereas the late hit is less rewarding due to launching opponents horizontally away from Luigi, although this still makes it effective for edge-guarding. Prior to update 2.0.0, the clean hit could affect both grounded and aerial opponents, which allowed it to start combos at a wide variety of percentages, even possessing KO set-ups into Super Jump Punch. From the update onward, it only affects aerial opponents, removing most of its potential as a combo starter; however, it can still function as a valuable combo extender from a down throw or neutral aerial, launching opponents back to the ground and into more follow-ups. It resembles the Drill Stomp. | ||
Grab aerial | Suction Shot | 5% | Fires a plunger from the Poltergust G-00 from Luigi's Mansion 3. It behaves unusually from other grab aerials in that it cannot be used as a tether recovery, and the plunger alongside its string detach from the Poltergust G-00 after being fired forward, behaving as a projectile that is affected by gravity and cannot be reflected or absorbed, which makes it useful for edge-guarding. The plunger falls down until either landing on the ground or traveling a set distance, disappearing afterward, and does not restrict Luigi from using his grab while active. Unlike other grab aerials, this move has much higher landing lag (20 frames), but if Luigi lands before firing the plunger, it can come out and hit opponents during landing lag, allowing it to combo into several ground attacks at close enough range. These attributes make it a good projectile overall. | |
Grab | Suction Shot | — | Fires a plunger from his Poltergust G-00. Has high range due to being a tether grab, however unlike most tether grabs, it has fairly low ending lag as Luigi is able to act out of it before the plunger disappears. | |
Pummel | 1.3% | Squeezes the opponent with the Poltergust G-00. Much quicker than his previous pummel, but does less damage. | ||
Forward throw | Slam | 9% | Slams the opponent forward with the Poltergust G-00. Luigi's second most damaging throw, but has limited utility outside of dealing damage and setting up edge-guards at high percentages. It can KO middleweights at around 162% at the ledge of Final Destination. | |
Back throw | Slam | 10% | Turns around to slam the opponent behind himself with the Poltergust G-00. It is Luigi's most damaging and strongest throw, as well as one of the strongest back throws in Ultimate, being able to reliably KO middleweights under 120% at an edge. | |
Up throw | 8% (throw), 6% (collateral) | Swings the Poltergust G-00 upward. It can combo into a forward aerial or up aerial at low to medium percentages, and possesses a collateral hitbox that launches bystanders upwards alongside the thrown opponent. However, it is a less versatile combo starter compared to down throw. It can KO middleweights at around 189% on Final Destination. | ||
Down throw | 3% (hit 1 and throw) | Shoves the opponent under himself and Ground Pounds them. It is Luigi's most useful attack and one of the most effective combo starters in the game, thanks to its average knockback, low ending lag and mostly vertical angle. It can combo into several moves, including an up tilt or up smash at low percentages, and any of Luigi's aerials or Luigi Cyclone at low and up to high percentages, as well as an aerial sweetspotted Super Jump Punch. Its most effective follow-up at low percentages is a clean down aerial, followed up by a neutral aerial into another clean down aerial, before finally ending with an up aerial into a Super Jump Punch for a zero-to-death combo that works on a wide variety of characters. At high percentages, it has several potential KO setups, including an aerial Super Jump Punch, a back aerial near the edge, and Luigi Cyclone on platforms. It has a collateral hitbox before the throw at frames 18-28 that can hit bystanders, and due to the throw's low ending lag, Luigi can act as soon as he comes back to the ground. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Performs a modified version of the Sweep Kick before getting up. | ||
Floor attack (back) Floor getups (back) |
7% | Performs a breakdancing kick before getting up. | ||
Floor attack (trip) Floor getups (trip) |
5% | Performs a wheel kick while getting up. | ||
Edge attack Edge getups |
9% | Performs a double-footed legsweep while climbing up. | ||
Neutral special | Fireball | 6% (clean), 5% (late) | Throws a Green Fireball. It is fairly spammable, which enables it to pressure opponents from afar and hinder approaches. Compared to Mario's Fireball, Luigi's version has less ending lag and has a clean hit that deals more damage, with Luigi being able to throw another fireball when the clean hit ceases. Unlike Mario's version, the fireball also unaffected by gravity, which gives it more vertical range, but makes it less suitable for edge-guarding. | |
Side special | Green Missile | ≈6.16% (uncharged), ≈21% (fully charged), 25% (misfired) | Crouches and then shoots himself forward to perform a flying battering ram. It takes more than a full second to fully charge, but deals impressive damage upon doing so. Upon reaching full charge, it has KO potential and can be held for some time before being automatically canceled. It also has a 10% chance to misfire, which deals considerably more damage and knockback, KOing opponents at around 60% from the center of Final Destination; this is known as Overzealous Green Missile. A misfired Green Missile, also grants intangibility on frames 18-22, and always travels the same distance regardless of the charge. However, its considerable ending lag makes it punishable whether it is used for offense or recovering, which makes reads very important in order to use it effectively. | |
Up special | Super Jump Punch | 25% (grounded sweetspot), 20% (aerial sweetspot), 1% (sourspot) | A jumping uppercut. Its grounded sweetspot emits a ping sound and triggers a Special Zoom upon hitting, and boasts excellent damage output with impressive knockback, KOing opponents from 37%-67% depending on weight from ground level. Its aerial sweetspot is larger, yet deals less damage and knockback (though it is still powerful), and does not have the special effects of the grounded sweetspot. Both versions also grant intangibility for three frames, starting frame 8 on the ground and frame 6 in the air. However, it is very punishable because of its considerable landing lag, while its abysmally weak sourspot lacks KO potential and is very unsafe. | |
Down special | Luigi Cyclone | 2% (hits 1-4), 4% (hit 5) | Rapidly spins around as a vortex generates around himself, trapping the opponent and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. It allows Luigi to move horizontally on the ground, as well as rise by mashing the special move button, although both abilities are considerably weaker than in previous games. It also grants Luigi invincibility during startup (frames 4-8 while grounded and 1-7 in midair), and has windboxes around Luigi to pull opponents into the attack, making it a potent combo breaker that, compared to his neutral aerial, is more effective but slightly less rewarding. As of update 2.0.0, the final hit has respectable power: the grounded version KOs middleweights at around 160%, whereas the aerial version is a reliable KO confirm from down throw when performed on platforms. It should also be noted that Luigi Cyclone now requires consistent mashing for all hits to connect. | |
Final Smash | Poltergust G-00 | 30.1% (maximum captured), 10% (ejection) | Wields the Poltergust G-00 to vacuum nearby opponents into it before powerfully ejecting them diagonally. Opponents will accumulate more damage the earlier they are vacuumed in. It has decent range, and is capable of vacuuming opponents from a variety of angles. | |
Down taunt | 2% | Bashfully kicks to the ground. Its high fixed knockback value makes it a very potent meteor smash, allowing it to potentially OHKO a ledge-hanging opponent. The grounded meteor smash mechanics of Ultimate also make it surprisingly potent as a combo starter onstage, as it can no longer be teched. However, it is held back by pitiful reach and slow start-up lag. |
On-screen appearance
- A green Warp Pipe appears, and Luigi leaps out of it while nervously saying "Let's-a go!" and sporting a frightened expression that is very similar to his expression on the cover of Luigi's Mansion.
Taunts
- Up taunt: Performs five quick poses, one after the other. When switching from pose to pose he says, "Hoh, hah, hee, heh, hoo!"
- Flashes a V-Sign.
- Points both his fingers in the direction he is facing, looking frightened.
- Holds his finger under his nose, his eyes looking at the player. This pose is, in some respects, similar to his Mario & Luigi: Partners in Time artwork.
- Crouches down to the floor with his back turned to the player.
- Assumes a fearful position with his hands on his cheeks, mimicking his artwork from Luigi's Mansion.
- Side taunt: Planks while saying "Pow pow!" Due to it moving Luigi forward into the z-axis and lowering his hurtbox, some attacks may actually miss him as a result.
- Down taunt: Bashfully kicks the ground while sighing. One of the only taunts in the game to inflict damage; it deals 2% and meteor smashes opponents with high set knockback, making it a surprisingly reliable combo starter onstage, and allowing it to one-hit KO opponents offstage or hanging on edges. It is similar to the animation Luigi performs when he loses a minigame in Mario Party 2.
Idle poses
- Rubs the back of his head sheepishly.
- Pulls his nose, which stretches slightly and then recoils back into place.
Crowd cheer
Cheer (English) | Cheer (Japanese/Chinese) | Cheer (Italian) | Cheer (Dutch) | Cheer (French) | |
---|---|---|---|---|---|
Cheer | |
| |||
Description | Wee - gee! | Lui - gi! | Lu - i - gi! | Lui - gi! | Lui - gi! |
Victory poses
- Left: Planks twice, much like in his side taunt and his artwork in SSB4. His nose twitches in brief intervals after the second plank.
- Up: With his back to the screen and his hands on his hips, Luigi nods his head twice. Then, he turns around and makes gun motions with his fingers, saying "Bang, bang." He continues to alternate between pointing his fingers and nose to the right and left.
- Right: Childishly flails his arms about in the air, first towards his right side and then his left. Afterwards, now exhausted, he gasps while holding his left hand out and resting his right hand on his knee. This is similar to his "character chosen" animation in SSB and his dash attack, albeit with a different ending animation.
In competitive play
Initially, Luigi was seen as noticeably inferior to his appearance in SSB4. This is because some of Luigi's most useful tools from the previous game were significantly nerfed: Luigi's new grab was initially viewed rather negatively because it had more lag, and Luigi Cyclone almost lost the ability to grant vertical distance when mashed, weakening Luigi's recovery and removing Luigi's Cyclone ability to gimp. Although Luigi initially had a zero-to-death combo with his down throw and aerial, update 2.0.0 would make it harder to perform. This, along with mediocre results at best, caused many people to believe that Luigi was no longer viable.
Despite Luigi's perception, however, several Luigi mains such as Elegant, Navy, and Scot managed to produce many strong results as the metagame progressed. This, along with the several buffs he was given in his transition, helped improve Luigi's perception in the community as the buffs were far more significant than previously thought.
As offline competitive play has returned, Luigi's results have gotten much stronger, with his best player Elegant placing top 8 at several major tournaments, including a 3rd place finish at Mainstage 2021. Kiyarash, an up-and-coming Luigi main in the Wi-Fi era, has begun achieving success with the character offline as well. Thanks to his playerbase, Luigi is now mostly perceived as an upper mid tier to lower high tier character, although some players believe he should be ranked even higher.
Most historically significant players
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
See also: Category:Luigi professionals (SSBU)
- Elegant (#32) - The best Luigi player in the world. Placed 1st at Overextend, Standoff 2019, and 2GG: SoCal Chronicles 2020, 3rd at Mainstage 2021, 4th at Low Tier City 7 and Riptide, and 13th at Frostbite 2020 with wins over Light, Shuton, ESAM, Tweek, and Samsora.
- F-A-!-A - One of the best Luigi players in Europe. Placed 7th at Calyptus Cup X: Powwer Up and 9th at both DoKomi 2019 and Lightning: Strikes Twice with wins over players such as PurpleDebo, Purple~H, and Young Eevey.
- Honk - One of the best Luigi players in Europe. Placed 9th at both Smash Contest: DoKomi 2020 and Calyptus Cup X: Powwer Up, as well as 13th at Unismash 7: Ultimate Birthday with wins over players such as DarkThunder, otek, and yetey.
- Kiyarash - The best online Luigi in the United States. Placed 2nd at both Get On My Line 2021 and SWT: NA Southwest Ultimate Online Qualifier, 4th at both Steal the Show 4 @ Smashcade and Frame Perfect Series 6: ONLINE, 6th at SWT: NA West Ultimate Regional Finals, and 9th at Super Smash Galaxy with wins over players such as Scend, ShinyMark, and Yez. Currently ranked 35th on the Wi-Fi Warrior Rank v7.
- Landon - The best Luigi player in Canada. Placed 5th at Rising Stars at EGLX 2019 and 7th at Frostfire 2020 with wins over players such as Blacktwins, jw, and Mew2King.
- Lunamado - Co-mains Luigi and Bowser and is one of the best Luigi players in Japan. Placed 1st at Sumabato SP 16, 4th at KVOxTSB 2019, 5th at Sumabato SP 5, 7th at Sumabato SP 18, and 17th at Umebura SP 7. Currently ranked 50th on the Japan Player Rankings.
- Navy - One of the best Luigi players in Japan, but has been inactive since 2019. Placed 4th at Sumabato SP 6, 5th at Sumabato SP 4 and 17th at Sumabato SP 3, Sumabato SP 8, Sumabato SP 11 with wins over players such as Etsuji, Gackt, and Shuton. Currently ranked 46th on the Japan Player Rankings.
- Scot - One of the best Luigi players in the United States. Placed 7th at MONZA Ignition Speed Festival, 9th at both Overclocked Ultimate and Return to Subspace 2, 17th at Glitch 7 - Minus World, and 33rd at MomoCon 2019 with wins over players such as Light, Puppeh, and Raffi-X. Currently ranked 4th on the Connecticut Power Rankings.
- WaKa - The best Luigi player in Mexico. Online, placed 3rd at The Online Olympus II, 5th at both Maruchan Gaming Series and Frame Perfect Series 6: ONLINE, and 7th at Super Galaxy Gambit x Collision. Currently ranked 12th on the Wi-Fi Warrior Rank v7. Offline placed 9th at BIT MASTER MTY 8, with wins over Best Taco, Sparg0, and ΩRugal. Currently ranked 10th on the Mexican Power Rankings.
Classic Mode: Luigi's Nightmares
All of Luigi's opponents are creepy or scary characters, or a character using a scary alternate costume. His boss, Dracula, fits in with the theme, as he is a vampire and references the fact that Luigi appeared prominently appeared in Simon and Richter's reveal trailer.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Toon Link (x4) | Luigi's Mansion | Main Theme - Luigi's Mansion (Brawl) | Despite all enemies sharing the same costume, their models weren't brightened nor darkened to differentiate them. |
2 | Giant Ridley | Brinstar | Sector 1 | |
3 | Bayonetta | Umbra Clock Tower | The Legend Of Aesir | |
4 | Mii Brawler (x3), Mii Swordfighter (x2), and Mii Gunner | Luigi's Mansion (Battlefield form) | Main Theme - Luigi's Mansion (Brawl) | Horde Battle. Mii Fighter costume combinations:
|
5 | Link | Midgar | Death Mountain | |
6 | Little Mac, then Giant Mr. Game & Watch | Luigi's Mansion (Ω form) | On the Hunt - Gloomy Manor Ver.- (Instrumental) | Mr. Game & Watch is not announced in the loading screen. Items do not appear. |
Bonus Stage | ||||
Final | Dracula | Dracula's Castle | Phase 1: Nothing to Lose Phase 2: Black Night |
Credits roll after completing Classic Mode. Completing it as Luigi has Title/Ending - Super Mario World accompany the credits.
Role in World of Light
Although Luigi does not appear in the World of Light opening cutscene, a puppet fighter of him does appear during the "army of puppets" cutscene. He was presumably vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.
Luigi was one of the many fighters who fell under Dharkon's control upon Galeem's first defeat, and he can be found in the Mysterious Dimension, being guarded by the Link (The Legend of Zelda) spirit after awakening Meta Knight.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
09 | Luigi | 10,600 | Luigi's Mansion (Ω form) | Main Theme - Luigi's Mansion |
Spirits
Luigi's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Luigi has been unlocked. Unlocking Luigi in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.
Additionally, Luigi makes an appearance in various primary and support spirits.
In Spirit Battles
As the main opponent
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
25 | Fox Luigi | Super Mario Series | •Tail Luigi | 9,300 | Mushroom Kingdom U | •Hazard: Heavy Wind | •Dangerously high winds are in effect | Ground Theme - Super Mario Bros. 3 (Remix) | |||
35 | Waluigi | Super Mario Series | •Luigi | 9,200 | Peach's Castle | •Assist Trophy Enemies (Waluigi) | •Hostile assist trophies will appear | Waluigi Pinball - Mario Kart DS | |||
89 | Mach 8 | Mario Kart Series | •Luigi | 3,700 | Mario Circuit | •Hazard: High Gravity •Item: Mario Kart |
•All fighters have reduced jump ability •The enemy can deal damage by dashing into you |
Mario Kart Stadium - Mario Kart 8 | Luigi's emblem | ||
100 | Mr. L | Paper Mario Series | •Luigi | 4,300 | Luigi's Mansion (Ω form) | •Hazard: Fog | •The stage is covered in fog •The enemy favors special moves •The enemy's FS Meter charges quickly |
The Grand Finale | |||
110 | Dreambert | Mario & Luigi Series | •Luigi | 2,300 | Magicant (Battlefield form) | •Hazard: Slumber Floor | •The floor is sleep-inducing | Try, Try Again | Dreamy Luigi | ||
121 | Poltergust 5000 | Luigi's Mansion Series | •Luigi Team | 4,000 | Luigi's Mansion | N/A | •The enemy's throws have increased power | Luigi's Mansion Series Medley | ScareScraper Luigis | ||
124 | Waluigi (Super Mario Strikers) Waluigi (Mario Strikers) |
Super Mario Strikers Series Mario Strikers Series |
•Luigi | 3,600 | Wuhu Island (Swordplay Colosseum) | •Item: Soccer Ball | •Take your strongest team into this no-frills battle | Country Field: Away Team | |||
133 | Luigi (Mario Tennis Aces) | Mario Tennis Aces | •Luigi •Daisy |
3,400 | Pokémon Stadium 2 (hazards off) | N/A | •The enemy favors smash attacks | Stadium Theme - Mario Tennis Aces | |||
257 | Linebeck | The Legend of Zelda Series | •Luigi •Toon Link |
9,000 | Wuhu Island (The boat) | •Buoyancy Reduced | •No one knows how to swim | The Great Sea / Menu Select | |||
440 | Slowpoke | Pokémon Series | •Luigi | 3,300 | Mushroom Kingdom II | •Hazard: Left Is Right, Right Is Left •Move Speed ↓ |
•Left and right controls will suddenly reverse after a little while •All fighters have reduced move speed |
Pokémon Red / Pokémon Blue Medley | |||
578 | Dungeon Man | EarthBound Series | •Giant Luigi (140 HP) | 4,200 | Mushroomy Kingdom | N/A | •Stamina battle •The enemy is giant |
Magicant (for 3DS / Wii U) | |||
584 | Duster | EarthBound Series | •Luigi | 2,500 | Pac-Land (Battlefield form) | •Item: Smoke Ball •Hazard: Fog |
•The stage is covered in fog •The enemy's kicks and knee strikes have increased power |
You Call This a Utopia?! | |||
834 | Don | Animal Crossing Series | •Luigi | 3,200 | Smashville | •Earthquake | •The enemy starts the battle with a Hammer •Periodic earthquakes will shake the stage •The enemy can swing the Hammer for a long time |
Title Theme - Animal Crossing: Wild World | |||
847 | Kapp'n (Wild World) | Animal Crossing Series | •Luigi (140 HP) | 3,600 | New Donk City Hall (hazards off) | •Assist Trophy Enemies (Kapp'n) | •Stamina battle •Hostile assist trophies will appear |
Kapp'n's Song | |||
855 | Dr. Shrunk | Animal Crossing Series | •Luigi | 4,100 | Town and City | •Item: Bananas | •Timed battle (1:00) •The enemy loves to taunt |
Tour - Animal Crossing: New Leaf | |||
935 | Glass Joe | Punch-Out!! Series | •Luigi (120 HP) | 1,700 | Boxing Ring | N/A | •Stamina battle •The enemy loves to taunt |
Minor Circuit (Original) | |||
1,189 | Yama | SimTower SP | •Luigi •Villager ×2 |
2,000 | Tomodachi Life | •Item: Ore Club •Hazard: Heavy Wind |
•Dangerously high winds are in effect after a little while •The enemy is easily distracted by items |
Title Theme - NES Remix 2 | |||
1,225 | Hsien | Sujin Taisen: Number Battles Series | •Luigi | 1,800 | Windy Hill Zone | •Assist Trophy Enemies (Dr. Kawashima) | •Hostile assist trophies will appear | Yūyūki Medley | |||
1,354 | L-Tetrimino & J-Tetrimino | Tetris Series | •Luigi | 3,700 | Mario Bros. (Battlefield form) | •Hazard: Left Is Right, Right Is Left •Assist Trophy Enemies (Waluigi) |
•Left and right controls will suddenly reverse after a little while •Hostile assist trophies will appear |
Fever | L-Tetrimino | ||
1,492 | Luigi (Mario Golf: Super Rush) | Mario Golf: Super Rush | •Luigi Team ×10 | 4,500 | Wuhu Island (bridge section) | •Move Speed ↑ •Item: Balls |
•The enemy has increased move speed •The enemy starts the battle with a Fire Bar •Defeat an army of fighters |
Mario Tennis / Mario Golf |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
81 | Goo-Goo Buggy | Mario Kart Series | •Mario •Luigi |
3,400 | Figure-8 Circuit | •Assist Trophy Enemies (Chain Chomp) | •Hostile assist trophies will appear •The enemy has increased move speed |
Mushroom Gorge - Mario Kart Wii | Baby Luigi | ||
101 | Dimentio | Paper Mario Series | •Meta Knight •Giant Luigi |
3,800 | Paper Mario | •Attack Power ↑ | •The enemy has increased attack power after a little while •The enemy deals damage when falling •The enemy is giant |
Battle! - Paper Mario: Color Splash | Mr. L | ||
108 | Starlow | Mario & Luigi Series | •Pac-Man •Luigi •Mario |
3,300 | Brinstar (Battlefield form) | •Tiny •Giant |
•The enemy is giant •The enemy is tiny after a little while |
Tough Guy Alert! | Luigi | ||
128 | MC Ballyhoo & Big Top | Mario Party Series | •Mario •Yoshi •Peach •Luigi |
1,600 | Mario Circuit | •Item Tidal Wave | •Certain items will appear in large numbers after a little while | Pandemonium | Luigi | ||
1,132 | Hockey Players | Ice Hockey | •Dr. Mario •Donkey Kong •Luigi |
1,500 | Pokémon Stadium (Ω form) | •Slippery Stage | •The stage's platforms are very slippery | Core Luge | Tall thin hockey player | ||
1,154 | Dion, Max, & Jack | Marvelous: Mouhitotsu no Takarajima | •Villager •Luigi •Wario |
1,800 | Tortimer Island | •Item: Beastball | •Take your strongest team into this no-frills battle | Village of the Blue Maiden | Jack | ||
1,321 | Peachette | Super Mario Series | •Peach •Mii Brawler (Moveset 2121, Super Mushroom Hat, Yellow Toad Outfit, High Voice Type 7) •Luigi •Mario |
10,000 | Mushroom Kingdom U (hazards off) | •Easy to Launch •Hazard: Low Gravity |
•All fighters are easy to launch •Timed battle (1:00) •Gravity is reduced |
Ground Theme - New Super Mario Bros. U | Luigi |
Alternate costumes
Gallery
Hitting Cloud with a sweetspotted Super Jump Punch on Battlefield.
Hitting Snake with the third hit of his neutral attack on Coliseum.
Walking in front of Bewear on Pilotwings.
Hitting Wario with his neutral aerial on Bridge of Eldin.
Taunting alongside Pikmin and Olimar on Distant Planet.
Being hit by Inkling's forward smash on Luigi's Mansion.
Ken using Hadoken against Luigi on Mario Galaxy.
Fighter Showcase Video
Trivia
- Oddly, the physics of the Poltergust G-00 are different when the game speed is modified, which reduces the grab ranges of all of Luigi's grabs.
- In Simon's reveal trailer, Luigi was shown having his soul taken by Death, which led to humorous posts from the community claiming that Luigi had been officially "killed off". In turn, BBC News wrote a mock obituary for Luigi. Nintendo UK eventually responded with a short message of "Luigi is okay" as a nod to this event.
- Luigi was not shown from the rest of the Super Smash Bros. Ultimate Direct (not counting menus and the like) of August 8th, 2018. Despite this, Mario and Mega Man were present in this Direct, even after being killed in Ridley's reveal trailer.
- Luigi is also one of three characters to not appear in any in-battle footage in the Direct, the others being R.O.B. and the Mii Fighters.
- Luigi was not shown from the rest of the Super Smash Bros. Ultimate Direct (not counting menus and the like) of August 8th, 2018. Despite this, Mario and Mega Man were present in this Direct, even after being killed in Ridley's reveal trailer.
- Luigi's Mansion 3 was teased before it was officially announced through Simon's trailer, as Luigi can be seen using the new Poltergust G-00 from the aforementioned game.
- Luigi can be seen performing Green Missile in the panoramic artwork for Ultimate, similar to his pose in a group artwork for Super Smash Bros. Melee.
- Luigi is the first and only veteran in the series to have his standard grab be changed into a tether grab between installments.
- In a promo screenshot for the game depicting Luigi in his Waluigi-inspired costume, the "L" on his cap was green, but in the final game, it is purple, like in Super Smash Bros. 4.
- Luigi is one of two characters to represent an upcoming game at the time of the game's release through his moveset.
- The other character with this distinction is Yoshi through his Yoshi's Crafted World alternate costume.
- Luigi's yellow alternate costume has a light blue L on his cap in-game, as opposed to it being yellow and matching the rest of the cap in his render.[2] The head icon, however, properly colors the L.
- Prior to 3.1.0., Luigi's pipe during his on-screen appearance does not appear to have any lighting effects, unlike Mario's.
- Luigi is the only Super Smash Bros. veteran to be unlocked in the Dark Realm in Adventure Mode, and the only one to be unlocked in a sub-area.
- In the Super Smash Bros. Ultimate Direct of November 1, 2018, Sakurai noted during the part where he described Ken that Luigi is the original Echo Fighter, as he was initially introduced as a simple palette swap of Mario in 1983's Mario Bros. with identical abilities. Likewise, Luigi was originally a full clone of Mario in SSB, though he has since been heavily de-cloned to the point of becoming a pseudo-clone as of Ultimate.
- Alongside Greninja and Kazuya, Luigi is one of three characters in Ultimate with a taunt that cannot be canceled, due to the fact that their non-cancelable taunts have hitboxes.
- Interestingly, however, it is still possible to cancel Snake's taunts despite them also possessing a hitbox.
- Luigi's official artwork is based on the third hit of his neutral attack, albeit featuring him with a scared expression.
- Through unlocking through versus mode and awakening all fighters in World of Light, Luigi is the last SSB veteran to be unlocked. However, via Mario's unlock tree in Classic Mode, Luigi may be the first SSB veteran to be unlocked.
- Despite having all of his animations mirrored, Luigi has different animations when using moves that involve Poltergust G-00, so he may not face the screen when he uses his grabs and his Final Smash. He is the only character with mirrored animations to hold this distinction.
- If Luigi blocks an attack with his shield, he reverts to his shielding pose from SSB4.
- If Luigi is currently under the effects of a Superspicy Curry or the curse from Eiha / Eigaon, there is a glitch which results in his curry expression overlapping his angry expression if he performs either his forward aerial or charges up his Green Missile.
- If Luigi gets countered by Blade Counter while facing left, he will be forced to show his back[3] due to Blade Counter forcing him to use the wrong grab release animation.
- There is a minor sound effect oversight regarding Green Missile where the popping sound effect plays after Luigi has already removed his head from the wall. This is due the animation being sped up from last game without the sound effect being modified to match the animation.
References