Luigi (SSBM): Difference between revisions
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While Luigi may initially appear to be a clone of his older brother Mario, similar to {{SSBM|Dr. Mario}}, Luigi is a [[clone|semi-clone]] of Mario who exchanges mobility for extra power, despite the inverse being true in the ''Mario'' games. Many significant differences are present between their ground, aerial, and special attacks, and Luigi possesses several unique moves. Luigi's attributes can also wildly vary from Mario's; Luigi's air speed, dashing speed, and traction are among the lowest in the game, whereas Mario's are about average. Luigi's jumps are also much higher than Mario's. Luigi has the longest wavedash in the game as a result of his low traction. | While Luigi may initially appear to be a clone of his older brother Mario, similar to {{SSBM|Dr. Mario}}, Luigi is a [[clone|semi-clone]] of Mario who exchanges mobility for extra power, despite the inverse being true in the ''Mario'' games. Many significant differences are present between their ground, aerial, and special attacks, and Luigi possesses several unique moves. Luigi's attributes can also wildly vary from Mario's; Luigi's air speed, dashing speed, and traction are among the lowest in the game, whereas Mario's are about average. Luigi's jumps are also much higher than Mario's. Luigi has the longest wavedash in the game as a result of his low traction. | ||
Luigi's primary advantage in this regard is his impressive | Luigi's primary advantage in this regard is his impressive KO potential in his grounded moveset. Luigi's wavedash functions as his primary method of approaching and movement on the ground, allowing him to traverse large distances very quickly and with a great deal of maneuverability. Luigi can combine his excellent wavedash with a variety of powerful smash attacks to produce some of the best [[Wavedash#Wavesmashing|wavesmashes]] in the game. His down smash is highly versatile, acting as combo starter due to its completely vertical knockback, as a juggling move, or as a KO move at high percentages. His forward smash has extremely high knockback scaling (135; the highest in the game), making it a powerful KO move (if a risky one due to its high ending lag). His up smash has intangibility on his head and is effective at KOing on the upper blast line and on floaty opponents, in addition to outprioritizing attacks from above Luigi.Luigi's up special can act as a powerful vertical finisher if sweetspotted, though it leaves Luigi in a helpless state and is very laggy; it is very punishable if the sweetspot is missed or the opponent avoids the attack (such as by shielding it). As a result, its use is often restricted to punishing very laggy moves (such as {{SSBM|Sheik}}'s [[Vanish]]) unless it can be [[Ledge-canceling|edge cancelled]]. | ||
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 {{SSBM|Fox}} and {{SSBM|Falco}} are generally more susceptible to up throw, while down throw is more suitable for floaty characters like Marth. Up throw is also a viable chain grab on fast-fallers at low percentages. His forward throw and back throws can set up a variety of edgeguards, with his back throw having sufficiently high knockback to function as a kill move at high percentages. | Luigi's grab game is also good. Although his grab range is merely average, it is still much longer than Mario's and his aforementioned long wavedash allows Luigi to extend its reach. His throws have many varied uses. Both his down throw and up throw function as combo starters, leading into juggles with moves like up tilt, neutral air, and down smash; fast fallers such as {{SSBM|Fox}} and {{SSBM|Falco}} are generally more susceptible to up throw, while down throw is more suitable for floaty characters like Marth. Up throw is also a viable chain grab on fast-fallers at low percentages. His forward throw and back throws can set up a variety of edgeguards, with his back throw having sufficiently high knockback to function as a kill move at high percentages. | ||
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Luigi's strange variety of attributes, however, acts as a double-edged sword. Despite a highly effective wavedash, Luigi's movement without wavedashing is poor; while his [[moonwalk]] is decent, his dash is slow and his short initial dash animation gives him a very short dash-dance. Additionally, Luigi's projectile, [[Fireball]]s are poor; they have low hitstun, travel slowly, and have high ending lag, making them some of the more situational projectiles in the game. In addition, Luigi's air game, despite his powerful aerials, lacks much needed synergy with his stellar ground movement due to his low air speed. Furthermore, it, along with his low falling speed, leaves him highly vulnerable to juggles, as he cannot reach the ground effectively to escape them (this is one of the major factors in his poor matchup with Marth, who is capable of both starting and maintaining juggles on Luigi very effectively). A very high short hop and a low falling speed also gives Luigi among the worst SHFFLs in the game, even with his low-lag aerials. Finally, his low falling speed is what makes him vulnerable to being KOed off the top blast line (especially by characters with powerful vertical finishers, like Fox and {{SSBM|Ganondorf}}), and being juggled in the air. | Luigi's strange variety of attributes, however, acts as a double-edged sword. Despite a highly effective wavedash, Luigi's movement without wavedashing is poor; while his [[moonwalk]] is decent, his dash is slow and his short initial dash animation gives him a very short dash-dance. Additionally, Luigi's projectile, [[Fireball]]s are poor; they have low hitstun, travel slowly, and have high ending lag, making them some of the more situational projectiles in the game. In addition, Luigi's air game, despite his powerful aerials, lacks much needed synergy with his stellar ground movement due to his low air speed. Furthermore, it, along with his low falling speed, leaves him highly vulnerable to juggles, as he cannot reach the ground effectively to escape them (this is one of the major factors in his poor matchup with Marth, who is capable of both starting and maintaining juggles on Luigi very effectively). A very high short hop and a low falling speed also gives Luigi among the worst SHFFLs in the game, even with his low-lag aerials. Finally, his low falling speed is what makes him vulnerable to being KOed off the top blast line (especially by characters with powerful vertical finishers, like Fox and {{SSBM|Ganondorf}}), and being juggled in the air. | ||
Luigi | 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 is recovery easy to edgeguard on reaction, undermining his otherwise relatively long recovery. While Fireball can be used as a potentially potent edgeguard breaker, characters with reflectors can easily punish and gimp Luigi as a result, on top of its high ending lag. His Super Jump Punch also makes for one of the poorest [[meteor cancel]]s in the game. He can also recover using the [[Luigi Cyclone]], which gives vertical and horizontal distance, but strangely, the Cyclone needs to be "charged" before it allows Luigi to rise while using it (the move becomes "charged" when it is completed or is interrupted while Luigi is touching the ground). In comparison to [[Mario Tornado]] and [[Dr. Tornado]], it also requires intense [[button mashing]] to rise; many Luigi players must hold the controller in a different way to normal (such as balancing it on their leg) to be able to press the B button fast enough to utilize the Cyclone as an effective recovery move. | ||
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.]]''== | ==Changes from ''[[Super Smash Bros.]]''== |