Luigi (PM): Difference between revisions
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(Clarified Green Missile buff description and expanded upon Luigi Cyclone buff description) |
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*{{buff|Down tilt inflicts considerably more damage (now being one of the strongest down tilts) and acts like a [[Mr. Saturn]], dealing weak set knockback with high [[hitstun]] and playing the "Pwaaah" sound effect.}} | *{{buff|Down tilt inflicts considerably more damage (now being one of the strongest down tilts) and acts like a [[Mr. Saturn]], dealing weak set knockback with high [[hitstun]] and playing the "Pwaaah" sound effect.}} | ||
*{{buff|[[Fireball]] travels faster and can be followed up quicker.}} | *{{buff|[[Fireball]] travels faster and can be followed up quicker.}} | ||
*{{buff|[[Green Missile]] misfire mechanics changed. One in six uses of the attack is guaranteed to be a misfire: if | *{{buff|[[Green Missile]] misfire mechanics changed. One in every six uses of the attack is guaranteed to be a misfire, and after a misfire is performed the next misfire will be guaranteed to appear in one of the six subsequent uses of the move (for example: at the beginning of the match the fourth of the six uses of the move is the misfire; after the misfire is used, the next misfire will occur in the second of the next six uses of the move). This means that if 5 missiles are used without a misfire then the sixth will be guaranteed to misfire. If the attack will misfire, Luigi flashes green during the startup and charging frames, allowing players to see when a misfire will occur. While charging a missile that will misfire, the player can hold the shield button as the missile is released to use a normal missile, with the misfire being "stored" for the next use of the attack. The attack's charge can also be held indefinitely like in ''Brawl''.}} | ||
*{{buff|Better [[air speed]] when helpless after a [[Super Jump Punch]], allowing Luigi to recover efficiently with the move like in ''Brawl''.}} | *{{buff|Better [[air speed]] when helpless after a [[Super Jump Punch]], allowing Luigi to recover efficiently with the move like in ''Brawl''.}} | ||
*{{buff|[[Luigi Cyclone]] acts like in ''Melee'', but when the special button is mashed it gives better height (between that of ''Melee'' and ''Brawl'') | *{{buff|[[Luigi Cyclone]] acts like in ''Melee'', but when the special button is mashed in midair it gives better height (between that of ''Melee'' and ''Brawl''). Additionally, when used from the ground, mashing the special button will cause Luigi to rise (unlike in ''Melee'') in a manner similar to ''Brawl'', which allows the move to be safer and more useful in combos. Gaining aerial height with the move also no longer requires "charging" it by using it on the ground first.}} | ||
*{{buff|Keeps horizontal momentum when [[grab]]bing opponents, making throws KO more easily when combined with [[wavedash]]ing.}} | *{{buff|Keeps horizontal momentum when [[grab]]bing opponents, making throws KO more easily when combined with [[wavedash]]ing.}} | ||
*{{nerf|Super Jump Punch gives slightly less vertical distance.}} | *{{nerf|Super Jump Punch gives slightly less vertical distance.}} |
Revision as of 04:23, July 26, 2014
Luigi in Project M and Project+ | |
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Universe | Mario |
Base game appearance | Brawl |
Moveset inspiration | Luigi (SSBM) |
Alternate costume | Mr. L |
Luigi is a playable character in the Brawl mod Project M. His gameplay is based on his appearance in Melee.
Attributes
Luigi's moveset boasts a powerful set of aerials, rapid approach methods, and spontaneous power. With his incredibly long wavedash, Fireballs, and the mobility of Luigi Cyclone, Luigi can take advantage of any lapse in defense. His wavedash (the longest in the game) couples well with his collection of deadly smash attacks, allowing him to approach and immediately put out a powerful hit. He can space out opponents using his fireballs, and his combo game, especially in the air, is very potent. His neutral aerial is an extremely long lasting sex kick.
Luigi suffers, however, in recovery and his speed in some areas. His low ground speed can be covered by substituting wavedashing for normal dashing, but his low aerial and falling speeds can hinder usage of his otherwise good aerials. Off stage, Luigi must deal with a fairly predictable and easy to edge hog return.
Changes from Melee to PM
- Dash attack uses Melee trajectories, but hits faster and seven times (as opposed to six) like in Brawl, being better at racking up damage (also because of the different staleness).
- Down tilt inflicts considerably more damage (now being one of the strongest down tilts) and acts like a Mr. Saturn, dealing weak set knockback with high hitstun and playing the "Pwaaah" sound effect.
- Fireball travels faster and can be followed up quicker.
- Green Missile misfire mechanics changed. One in every six uses of the attack is guaranteed to be a misfire, and after a misfire is performed the next misfire will be guaranteed to appear in one of the six subsequent uses of the move (for example: at the beginning of the match the fourth of the six uses of the move is the misfire; after the misfire is used, the next misfire will occur in the second of the next six uses of the move). This means that if 5 missiles are used without a misfire then the sixth will be guaranteed to misfire. If the attack will misfire, Luigi flashes green during the startup and charging frames, allowing players to see when a misfire will occur. While charging a missile that will misfire, the player can hold the shield button as the missile is released to use a normal missile, with the misfire being "stored" for the next use of the attack. The attack's charge can also be held indefinitely like in Brawl.
- Better air speed when helpless after a Super Jump Punch, allowing Luigi to recover efficiently with the move like in Brawl.
- Luigi Cyclone acts like in Melee, but when the special button is mashed in midair it gives better height (between that of Melee and Brawl). Additionally, when used from the ground, mashing the special button will cause Luigi to rise (unlike in Melee) in a manner similar to Brawl, which allows the move to be safer and more useful in combos. Gaining aerial height with the move also no longer requires "charging" it by using it on the ground first.
- Keeps horizontal momentum when grabbing opponents, making throws KO more easily when combined with wavedashing.
- Super Jump Punch gives slightly less vertical distance.
- Luigi now has two helplessness animations: one for air dodging, and the other for Super Jump Punch, taken from Melee and Brawl respectively.
- Forward air emits a Fan sound effect and uses a slash effect, like the forward smash.
- Down smash has its Melee trajectory, but uses the Brawl animation.
- Green Missile displays additional green flames coming from Luigi's back.
Mr. L
Mr. L (from Super Paper Mario) appears as Luigi's alternate costume. When wearing the costume, Luigi wears a black mask, his outfit becomes black and green instead of blue and green, and the "L" on his cap is reversed.
Revisions
2.1
- Fixed Luigi's inability to fall through platforms during Super Jump Punch's fall.
- Super Jump Punch can now only grab the edge facing forward when falling after Luigi starts blinking.
2.5b
- Luigi's angled forward smash animations matched to Melee's.
- Luigi Cyclone's final hit duration increased to match Melee's.
2.6b
- Super Jump Punch's vertical distance and ledge grab duration is closer to Melee Luigi's. He now also stops rising when he reaches the apex, allowing for faster edge sweetspots.
- Pivot grab had its range reduced, and the hitbox comes slightly later to better match animation.
3.0
- Storing misfires for Green Missile now requires a shield button to be held, but the player can either misfire or store it for the next use during any part of the charging animation. The misfire's green indicating flash now repeats until the charge is full.
- Increased the size of down taunt's hitbox to hit below ledges better.
Moveset
Up to date as of version 3.0.
Name | Damage | Description | |
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Neutral attack | Left Jab, Right Jab, Plumber's Rump | 3%, 2% then 5% (10% total) | A quick three-hit attack that does little knockback. |
Forward tilt | Plumber Kick | 10%, 11% (angled up), 9% (angled down) | A quick kick with a long range to it. Has little ending lag. Can be angled; inflicts more damage angled up, and less angled down. |
Up tilt | Cat Punch | 9% | Does a wide reached pity hit. Not much range, but covers a wider area than Mario's up tilt. |
Down tilt | Leg Sweep | 15% | A quick, short-ranged kick. Little range and knockback, but high hitstun and damage. Causes a Mr. Saturn sound effect upon connecting. The second strongest down tilt in the game, losing only to Bowser's. |
Dash attack | Fists of Fear | 7 hits of 2% (14% total) | Does a frenzy of small hits that chain into one another. Very poor compared to other dash attacks, and also one of Luigi's worst moves, though it's one of the most damaging. |
Forward smash | Trowel Stab | 13%, 14% (angled up), 12% (angled down) | A long reach stab with good knockback. Deals low damage, but has a high knockback growth that makes it an excellent finisher. Can be angled; causes more damage if angled upwards. |
Up smash | Lead Headbutt | 15% | A quick flick of the head. Excellent finisher at around 110%. |
Down smash | Breakdance Sweep | 17% | A sweep on both sides of Luigi. Does great vertical knockback and has good range. Can easily lead into combos at low percentages if used after a wavedash. |
Neutral aerial | Plumber's Boot | 15% (clean), 8% (late) | A sex kick. Has strong, entirely vertical knockback, serving as a powerful vertical finisher at high precentages. |
Forward aerial | Chop Chop | 12% | A karate style hand chop. High horizontal knockback, and is one of his primary KOing aerial attacks. It is also a good option when wavelanding. |
Back aerial | Drop Kick | 11% | A long ranged double kick. Commonly used in a short hop to then perform a quick waveland. |
Up aerial | Bicycle Kick | 13%-7% | A back flip kick. |
Down aerial | Screwdriver Kick | 16% | A single hit spin kick. This move meteor smashes at the upper hitbox (located at his waist) with strong knockback. If sourspotted, it results in powerful horizontal knockback, making it a great edgeguarding attack. |
Grab | Grab | Grabs the opponent with both hands. | |
Pummel | Clutch Headbutt | 3% | Luigi hits the opponent with a headbutt. A very slow pummel, but can be quickly used again after hitting the foe. |
Forward throw | Heave-Ho | 8% | Throws the opponent forward. |
Back throw | Airplane Swing | 12% | The opponent is hurled backwards with three quick spins. |
Up throw | Luigi Launch | 7% | Luigi throws his opponent in the air with full force. |
Down throw | Down the Drain | 7% | The opponent is thrown onto the floor head-first. |
Floor attack (front) | Double Punch | 6% each punch | Luigi does a quick double-hit spin. |
Floor attack (back) | Sweep Kick | 6% each kick | Luigi does an attack similar to his down smash. |
Floor attack (trip) | Double Kick | 5% | Does a low-ranged kick to the front and back. |
Edge attack (fast) | Quick Kick | 8% | Does a half-flip kick to the opponent. |
Edge attack (slow) | Slow Kick | 10% | Luigi gets up slowly and kicks the opponent. |
Neutral special | Fireball | 7% | Shoots a fireball from his fingers. Has less range than Mario's, but is not affected by gravity. |
Side special | Green Missile | 8-25% | Luigi fires himself like a rocket to cause flame damage. It can be charged for about 2.5 seconds, and the charge can then be held in place. If Luigi glows green, then the attack will be a misfire, which is faster and always deals 25% damage with powerful knockback. One-in-six uses is guaranteed to be a misfire. A great move for recovering. |
Up special | Super Jump Punch | 25% (grounded sweetspot), 21% (aerial sweetspot), 1% (sourspot), | Luigi goes straight up into the air. If he does not connect with an opponent instantly, he will get one pity coin, but directly hitting the enemy results in a Fire Jump Punch, which is much stronger and has the most KO potential of all of his attacks, though it is very difficult to land. |
Down special | Luigi Cyclone | 8% then 12% (20% total) | Luigi spins around, hitting the opponent. First hit occurs during the spin, then the other during the ending pose, both having vertical knockback. Mashing the special button causes Luigi to rise up in the air, which can be used for recovery, and can sometimes carry opponents into the upper blast line as an attack. It has much better horizontal movement than Mario Tornado, but gives less vertical distance. |
Final Smash | Negative Zone | 1% gradually | Luigi dances, and a large, greenish-tint void surrounds him. Inside the void, the colors of the environment, characters inside the void and Luigi himself become inverted. Can cause various negative status effects if the opponents is caught in the void, these being: flowering, dizziness, sleep, greater launch distance (which makes a lot of Luigi's moves (such as his Fire Jump Punch) effective finishers even at low and mid percentages), and forced taunting. |
In competitive play
Notable players
Palette swaps
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |