Super Smash Bros. Melee

Luigi (SSBM): Difference between revisions

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|game=SSBM
|game=SSBM
|neutralcount=3
|neutralcount=3
|neutralname=Left Jab ({{ja|左ジャブ|Hidari Jabu}}) / Right Jab ({{ja|右ジャブ|Migi Jabu}}) / Plumber's Rump ({{ja|配管工の尻|Haikan Kō no Shiri}})
|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=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=Plumber Kick ({{ja|配管工キック|Haikan-Kō Kikku}})
|ftiltname=Plumber Kick ({{ja|ミドルキック|Midoru Kikku}}, ''Middle Kick'')
|ftiltdmg=10%
|ftiltdmg=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.
|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.
|utiltname=Cat Punch ({{ja|ネコパンチ|Neko Panchi}})
|utiltname=Cat Punch ({{ja|ねこパンチ|Neko Panchi}})
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=Swipes over his head with his fist. Its upward trajectory makes this move well-suited for [[juggle|juggling]], especially against [[fast-faller]]s.
|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=Heel Kick ({{ja|かかとげり|Kakato Geri}})
|dtiltname=Heel Kick ({{ja|かかとげり|Kakato-Geri}})
|dtiltdmg=9%
|dtiltdmg=9%
|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.
|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=Fists of Fear ({{ja|恐怖の拳|Kyōfu no Ken}})
|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=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.
|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.
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|usmashdmg={{ChargedSmashDmgSSBM|17}}
|usmashdmg={{ChargedSmashDmgSSBM|17}}
|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.
|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=Breakdance Sweep ({{ja|ブレイクダンス スイープ|Bureikudansu Suīpu}})
|dsmashname=Breakdance Sweep ({{ja|ダブルキック|Daburu Kikku}}, ''Double Kick'')
|dsmashdmg={{ChargedSmashDmgSSBM|17}}
|dsmashdmg={{ChargedSmashDmgSSBM|17}}
|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.
|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=Plumber's Boot ({{ja|配管工のブーツ|Haikan Kō no Būtsu}})
|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, 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'').
|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=Chop Chop ({{ja|チョップチョップ|Choppu Choppu}})
|fairname=Chop Chop ({{ja|脳天チョップ|Nōten Choppu}}, ''Brain Chop'')
|fairdmg=12%
|fairdmg=12%
|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]].
|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=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|bairname=Drop Kick ({{ja|後方ドロップキック|Kōhō Doroppu Kikku}}, ''Back Drop Kick'')
|bairdmg=11%
|bairdmg=11%
|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.
|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=Bicycle Kick ({{ja|バイシクルキック|Baishikuru Kikku}})
|uairname=Bicycle Kick ({{ja|エアスラッシュ|Ea Surasshu}}, ''Air Slash'')
|uairdmg=13%
|uairdmg=13%
|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.
|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=Screwdriver Kick ({{ja|スクリュードライバキック|Sukuryūdoraiba Kikku}})
|dairname=Screwdriver Kick ({{ja|ドリルキック|Doriru Kikku}})
|dairdmg=16%
|dairdmg=16%
|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.
|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=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc= 
|grabdesc= 
|pummelname=Clutch Headbutt ({{ja|クラッチ頭突き|Kuratchi Zudzuki}})
|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=Heave-Ho ({{ja|ヘーブホー|Hēbuhō}})
|fthrowname=Heave-Ho ({{ja|ヒコーキ投げ|Hikōki Nage}}, ''Airplane Throw'')
|fthrowdmg=8%
|fthrowdmg=8%
|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.
|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.
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|bthrowdmg=10% (throw), 8% (collateral)
|bthrowdmg=10% (throw), 8% (collateral)
|bthrowdesc=Spins around three times and throws his opponent backwards. Luigi's strongest throw, often being used for throwing enemies offstage and getting KOs.
|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=Luigi Launch ({{ja|ルイージ起動|Ruīji Kidō}})
|uthrowname=Luigi Launch ({{ja|スルーアップ|Surū Appu}}, ''Throw Up'')
|uthrowdmg=7%
|uthrowdmg=7%
|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.
|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=Down the Drain ({{ja|ダウン・ザ・ドレイン|Daun za Dorein}})
|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.

Revision as of 22:29, August 13, 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 having 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. 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 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 SHFFLs in the game) and his extremely poor aerial mobility (the worst in the game). 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.

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: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

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.

Unlike in Smash 64 where Luigi was a clone of Mario, his moveset has received an overhaul from Melee, while still sharing some moves with Mario. The change in his moveset 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 and 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 and Super Jump Punch covers much less distance especially horizontally. In addition, Super Jump Punch is both slower and much weaker especially the aerial version and it is 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, a worse auto-cancel window and 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

  • 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

  • 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 slightly faster (1.33 (40) → 1.396).
  • Buff Luigi's traction is slightly higher (0.0233 (0.7) → 0.025), though it still remains the lowest in the game by a wide 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 greatly 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 weak set knockback (10 (base), 0 (set), 100 (scaling) → 2/1/100) now making it easily 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

  • 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

  • Buff Luigi has been given an up throw, a down throw, and a pummel, along with the rest of the Super Smash Bros. veterans, significantly improving 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

  • 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 moderate 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

PAL

Moveset

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) 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

NTSC

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
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

PAL

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
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

Announcer call

Taunt

  • 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

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

Crowd cheer

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

Victory poses

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

Most historically significant players

See also: Category:Luigi players (SSBM)

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 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

Classic Mode

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

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

Luigi and his allies are fought on Mushroom Kingdom.

Event Matches

Luigi is featured in the following event matches:

Ending Images

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 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

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

Gallery

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.
    • 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