Super Smash Bros. 4

Luigi (SSB4): Difference between revisions

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Like [[Mario (SSB4)|his brother]], Luigi can be very difficult to punish, thanks to all but two of his regular moves (forward smash and down aerial) hitting before frame 10. This, in turn, gives his frame data the distinction of being the fastest in the game in regard to start-up lag and when excluding [[special move]]s. Luigi's excellent frame data is complemented by the impressive utility of his overall moveset. Neutral attack's damage output and [[range]] are decent, and it can be [[jab cancel]]ed reliably even at high percentages. Luigi's tilt attacks also have their own perks: forward tilt can be angled and be used for [[Lock#Jab lock|jab locking]]; up tilt has excellent combo and juggling potential; and down tilt can [[trip]] opponents or hinder their attempts at grabbing the edge.
Like [[Mario (SSB4)|his brother]], Luigi can be very difficult to punish, thanks to all but two of his regular moves (forward smash and down aerial) hitting before frame 10. This, in turn, gives his frame data the distinction of being the fastest in the game in regard to start-up lag and when excluding [[special move]]s. Luigi's excellent frame data is complemented by the impressive utility of his overall moveset. Neutral attack's damage output and [[range]] are decent, and it can be [[jab cancel]]ed reliably even at high percentages. Luigi's tilt attacks also have their own perks: forward tilt can be angled and be used for [[Lock#Jab lock|jab locking]]; up tilt has excellent combo and juggling potential; and down tilt can [[trip]] opponents or hinder their attempts at grabbing the edge.


Forward smash, sweetspotted up smash and down smash's back hit are reliable KOing options, but each of these moves also have some utility. Forward smash can be angled, and deals extra [[shield damage]]. Up smash renders Luigi's head [[Intangibility|intangible]] throughout its duration, and has set-up potential at 0%-5% because of its launching angle. Lastly, down smash is very useful for punishing rolls, thanks to its minimal lag, respectable damage output and long range. However, it is also a reliable follow-up from down throw against heavyweights and [[Falling speed#Fast-faller|fast-fallers]] at 0%, while its front hit has set-up potential at 0%-5%.
Forward smash, sweetspotted up smash and down smash's back hit are reliable KOing options, but each of these moves also have some utility. Forward smash can be angled and deals extra [[shield damage]]. Up smash renders Luigi's head [[Intangibility|intangible]] throughout its duration, while it has set-up potential at 0%-5% thanks to its launching angle. Lastly, down smash is very useful for punishing rolls, thanks to its minimal lag, respectable damage output and long range. However, it is also a reliable follow-up from down throw against heavyweights and [[Falling speed#Fast-faller|fast-fallers]] at 0%, while its front hit has set-up potential at 0%-5%.


Luigi's aerial attacks are also very useful, as each of them can be [[Auto-canceling|auto-canceled]] with a [[short hop]], and possess specific perks. Neutral aerial is a [[sex kick]] and, like in previous installments, the only sex kick that launches opponents vertically, which benefits its clean and late hitboxes: the former is a great combo breaker and a situational KOing option near the upper blast line, whereas the latter is a very useful combo starter when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d. Forward aerial is the fastest 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.
Luigi's aerial attacks are also very useful, as each of them can be [[Auto-canceling|auto-canceled]] with a [[short hop]], and possess specific perks. Neutral aerial is a [[sex kick]] and, like in previous installments, the only sex kick that launches opponents vertically, which benefits its clean and late hitboxes: the former is a great combo breaker and a situational KOing option near the upper blast line, whereas the latter is a very useful combo starter when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d. Forward aerial is the fastest 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.

Revision as of 21:01, November 29, 2017

This article is about Luigi's appearance in Super Smash Bros. 4. For the character in other contexts, see Luigi.
Luigi
in Super Smash Bros. 4
Luigi
MarioSymbol.svg
Universe Mario
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Poltergust 5000
Tier C (26)
Luigi (SSB4)

Luigi (ルイージ, Luigi) is a playable character in Super Smash Bros. 4. His return to the series was announced during a Nintendo Direct on August 7th, 2013, which coincided with the announcement of Mario & Luigi: Dream Team[1] and commemorated the Year of Luigi.[2] Charles Martinet reprises his role as Luigi's voice actor, albeit via voice clips recycled from Super Smash Bros. Brawl.[3]

Luigi is currently ranked 26th out of 58 in the tier list, placing him in the C tier. This is a considerable improvement over his placement in Brawl, where he was ranked 28th out of 38, and is his best proportional placement in the series. Luigi's most notable strength is the utility of his moveset: his overall fast frame data makes him difficult to punish and supplements his very consistent combo game, his very potent air game is supplemented by a number of his grounded moves having favorable launching angles, and his Fireball is a fairly quick projectile with decent range.

Luigi's attributes have also been improved: he dashes much faster, while his air game and aerial mobility benefit from his much faster fast falling speed, higher gravity, lower short hop, and higher jump. Lastly, Luigi's recovery remains unpredictable and long-distanced, as Green Missile and Luigi Cyclone are both risky to intercept.

However, Luigi has retained his noticeable weaknesses from previous installments. Luigi's mobility is still slow and awkward in spite of its improvements: his faster dashing speed is slightly below-average at best, while his low traction and slow air speed still largely hinder his out of shield options, punishment ability, and the versatility of his recovery. Despite having Fireball, the majority of Luigi's range is still short, which prevents him from racking up damage from a safe distance, especially against characters that have disjointed hitboxes and/or projectiles.

Overall, Luigi tends to run hot-and-cold like in previous installments. He initially had a large playerbase and excellent results, such as J.Miller winning B.E.A.S.T 5 with him. Although update 1.1.1 nerfed Luigi's combo game to the point that his results and playerbase decreased, he has continued to achieve excellent results at local and regional tournaments, and respectable results at national tournaments. This has been most evident with Elegant, whose consistent success has caused Luigi's current tier placement to become somewhat debatable.

Attributes

Luigi is a middleweight whose attributes differ noticeably from other characters of the same weight class. Although he has average walking speed, he has slightly below-average dashing speed and the lowest traction. Luigi's aerial attributes are also very atypical for a middleweight: he has very slow falling and air speeds, low gravity, above-average air acceleration, the fourth highest jump, and the seventh highest double jump. As a result of these attributes, Luigi has overall slow mobility and is floaty.

Like his brother, Luigi can be very difficult to punish, thanks to all but two of his regular moves (forward smash and down aerial) hitting before frame 10. This, in turn, gives his frame data the distinction of being the fastest in the game in regard to start-up lag and when excluding special moves. Luigi's excellent frame data is complemented by the impressive utility of his overall moveset. Neutral attack's damage output and range are decent, and it can be jab canceled reliably even at high percentages. Luigi's tilt attacks also have their own perks: forward tilt can be angled and be used for jab locking; up tilt has excellent combo and juggling potential; and down tilt can trip opponents or hinder their attempts at grabbing the edge.

Forward smash, sweetspotted up smash and down smash's back hit are reliable KOing options, but each of these moves also have some utility. Forward smash can be angled and deals extra shield damage. Up smash renders Luigi's head intangible throughout its duration, while it has set-up potential at 0%-5% thanks to its launching angle. Lastly, down smash is very useful for punishing rolls, thanks to its minimal lag, respectable damage output and long range. However, it is also a reliable follow-up from down throw against heavyweights and fast-fallers at 0%, while its front hit has set-up potential at 0%-5%.

Luigi's aerial attacks are also very useful, as each of them can be auto-canceled with a short hop, and possess specific perks. Neutral aerial is a sex kick and, like in previous installments, the only sex kick that launches opponents vertically, which benefits its clean and late hitboxes: the former is a great combo breaker and a situational KOing option near the upper blast line, whereas the latter is a very useful combo starter when SHFF'd. Forward aerial is the fastest 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 a very powerful clean hitbox and long 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, since 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. Lastly, down aerial is the third fastest of its kind, surpassed only by Meta Knight and Little Mac's, while its clean hitbox is a meteor smash.

Like Mario, Luigi's grab game is among the most effective in the game. His grabs are among the fastest in the game, while his pummel is tied with Mr. Game & Watch's as the fourth most damaging in the game. Down throw is not only Luigi's most useful throw, but also his most useful move. Although update 1.1.1 removed its ability to set up safe KOs, down throw's combos are still among the most versatile and consistent in the game, regardless of the opponent's weight, falling speed and gravity.[4] In regard to middleweights, it can be followed up with forward smash at 0%-10%; up tilt, up smash, any aerial attack and Luigi Cyclone at low percentages; forward and reverse aerial rushed clean back aerials at medium percentages; and clean up aerial at medium to high percentages. Despite being weakened since Brawl, back throw is as strong as Lucas', and thus remains a reliable KOing option at high percentages. Lastly, forward and up throws have minimal utility, but are quick and deal respectable damage.

As a semi-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, which makes it somewhat less effective at hindering an opponent's recovery or edge-guard attempt. Super Jump Punch has very quick start-up 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 virtually useless sourspot and very high ending lag.

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. However, it is also possible for Green Missile to misfire; in this case, it becomes even stronger than the fully charged version, and covers approximately 60% of Final Destination. Lastly, Luigi Cyclone can function as an approach option, a KOing option near the upper blast line and, with sufficient button mashing, a recovery option. Although difficult to perform, it can even gimp recoveries as well.

However, Luigi has noticeable weaknesses, with the most significant one being his recovery. Green Missile is slow and can be stopped by opponents willing to endure its hitbox, while Luigi Cyclone requires a considerable amount of button mashing to be effective without prior momentum. Lastly, Super Jump Punch is the least effective recovery option in his arsenal, owing to its lack of any sort of horizontal movement as Luigi ascends. This results in Luigi being overly reliant on his double jump to recover, similarly to Yoshi. Unlike Yoshi, however, Luigi has very slow air speed, which in turn makes his recovery very susceptible to gimps.

As in previous installments, Luigi's mobility prevents him from approaching quickly, especially from the air. This makes it significantly difficult for him to keep up with faster opponents, such as Sheik, Zero Suit Samus and Sonic, which in turn hinders his otherwise excellent neutral game. As a result, Luigi is heavily reliant on using either short hopped neutral, forward and back aerials to approach, or Fireball to force approaches. However, there are a few methods that, at varying degrees, alleviate Luigi's problematic traction. Shield-stopping negates his dash's noticeable skid, which makes his approach safer. Fox-trotting enables Luigi to dash while enduring only a very slight skid; although this makes it slightly risky, it allows him to go on the offensive more reliably, and even enables him to play mindgames. The last method is simply walking: although Luigi's walking speed is average, it is not as glaringly susceptible to his slippery traction like his dash is. When coupled with proper usage of Fireball, this method can also enable him to maintain stage control. A notable user and proponent of the walking method is J.Miller.[5]

Lastly, Luigi's moveset has noticeable weaknesses in spite of its impressive strengths. Due to most of his range being short and his lack of a reflection move, opponents with disjointed hitboxes and/or projectiles are very difficult for Luigi to fight against effectively. Luigi's unimpressive overall mobility also hinders his moveset. Down throw is an essential aspect of his playstyle, yet his dash grab and especially his shield grab are hindered by his slightly below-average dashing speed and very low traction, respectively. Similarly, forward and clean back aerials are reliable for edge-guarding, yet they are risky to use as such while far from the edge because of his very slow air speed.

The majority of Luigi's custom moves are useful, with his most notable ones being Floating Missile and Quick Missile. Floating Missile is much riskier to intercept because it propels Luigi in a perfectly straight line, charges much faster, and is only slightly weaker than Green Missile. Quick Missile travels much farther and moves much faster, similarly to how Green Missile functioned in Melee. However, it is slightly weaker, while its considerably higher ending lag and lack of traction upon landing on a stage or platform make it much more punishable.

Ice Ball has a slightly lower damage output, slightly higher start-up lag, slightly shorter range, and travels slower. However, it momentarily freezes opponents beginning at 50%, while its slower speed enables Luigi to fire multiple Ice Balls in immediate succession. True to its name, Burial Header buries grounded opponents, but also covers much more vertical height, descends much faster, and has much less landing lag. However, it deals much less damage and lacks KO potential. Mach Cyclone covers almost no horizontal distance, and possesses a windbox and a concluding hitbox instead of multiple hitboxes. However, it covers a tremendous amount of vertical distance, while its lone hitbox is very powerful, making it very useful for edge-guarding. Aside from these, the rest of Luigi's custom moves are generally not worth using because of their advantages being situational at best.

Overall, Luigi can be a force to be reckoned with as long as his significant flaws are circumvented. Although his tournament representation has lowered somewhat following update 1.1.1's nerf to his down throw, Luigi has continued to achieve impressive results in tournaments regardless.

Changes from Brawl

Luigi has been buffed significantly in the transition from Brawl to SSB4. The combination of his improved mobility and the changes to hitstun canceling collectively grant him one of the most potent and consistent combo games among the cast. Luigi's neutral game has also been buffed in numerous ways aside from his improved mobility: neutral attack is better at spacing, late neutral aerial is much better at starting combos when SHFF'd, forward aerial and Fireball have longer ranges, and dash grab has much less lag.

The majority of Luigi's damage output has decreased, which both contributes to his combo game and slightly worsens his KO potential. Up tilt is the best example of this ambivalence: it has much better combo potential than in Brawl, but cannot function even as a situational KOing option. However, since rage alleviates Luigi's weakened KOing options to the point of making them only slightly less effective than in Brawl, his lower damage output is ultimately a mixed bag instead of a definitive nerf.

However, Luigi also received some nerfs. The changes to shield mechanics significantly hinder his already problematic out of shield potential, while a handful of his attacks have shorter durations, increased lag and/or smaller hitboxes. Lastly, Luigi's recovery has worsened because of Super Jump Punch and Luigi Cyclone each covering noticeably less distance. Overall, Luigi's buffs heavily outweigh his nerfs, and have enabled him to attain consistent success in competitive play.

Aesthetics

  • Change Due to the aesthetic used in SSB4, Luigi has a sleeker design, and his overall color scheme is more vibrant. His overalls' pant legs are also no longer rolled up around his ankles. Altogether, these changes make Luigi appear virtually identical to his appearance as of Super Mario 3D Land.
  • Change Luigi is significantly more expressive. He now smiles during his defeated/No Contest animation, sports a toothy grin during Fireball and the last hits of his neutral attack and Luigi Cyclone, smiles nervously during his pivot grab, sports an oohing expression during Luigi Cyclone's loop hits, appears alarmed during his down aerial and screen KO, and winces depressingly during his back and up aerials, standing and dash grabs, back throw, and childish punching victory pose. Luigi also now sports humorously quirky expressions during his sidestep and up taunt.

Attributes

  • Buff Luigi dashes faster (1.34 → 1.5).
  • Buff Luigi's traction is higher (0.022 → 0.024), although it is still the lowest in the game.
  • Buff Luigi's air speed is faster (0.7332 → 0.7341766).
  • Change Luigi's falls faster (1.22 → 1.25). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.
  • Buff Luigi's fast falling speed is faster (1.708 → 2.0). This improves his air game and makes him less susceptible to juggling.
  • Buff Luigi's gravity is higher (0.065 → 0.075). This improves his aerial mobility and somewhat alleviates the drawbacks of his floatiness.
  • Buff Short hop is lower and jump is higher, improving his air game and aerial mobility.
  • Change Dash's animation has slightly changed. Luigi now has a slightly different stance upon skidding to a stop.
  • Change Jump's animation has changed. Luigi now performs the Scuttle,[6] one of his signature techniques that debuted in Super Mario Bros. 2 and has appeared in a number of other Mario games.
  • Change Crawl has updated sound effects. Luigi's footsteps now emit the running sound effect from Mario Bros.
  • Change Dash attack makes a higher-pitched sound effect.
  • Change Victory pose's animation has slightly changed. Luigi now keeps both eyes open during his finger gun victory pose, instead of winking each eye in sync with the direction he sways his hands toward.

Ground attacks

  • Buff Neutral attack's last hit has increased base knockback (50 → 65), improving its spacing potential. It also has decreased ending lag (frame 32 → 31).
  • Change Neutral attack's last hit's animation has slightly changed. Luigi now moves slightly farther forward to perform the hip thrust. This new animation increases its range, but increases its start-up lag (frame 5 → 6).
  • Nerf Forward tilt deals 2% less damage (10% → 8%), hindering its spacing potential. It also has a shorter duration (frames 5-10 → 5-7).
  • Change Up tilt deals 3% less damage (9% → 6%), although its knockback was somewhat compensated (30 (base)/127 (growth) → 8/150). This significantly improves its combo potential, but significantly hinders its KO potential.
  • Nerf Down tilt deals 1% less damage (9% → 8%), although its knockback was somewhat compensated (30 (base)/50 (growth) → 20/65). Additionally, due to its angle being altered (270° → 361°), down tilt no longer meteor smashes grounded opponents. Lastly, its chance of tripping has decreased (35% → 25%). Altogether, these changes significantly hinder its utility.
  • Buff Down tilt has decreased ending lag (frame 35 → 27).
  • Buff Dash attack's loop hits have altered knockback (1 (base)/80 (growth) → 26/10) and their angles have been altered (361° → 65°/10°). This makes its hits connect together significantly better. Dash attack's last hit also has increased knockback (50 (base)/100 (growth) → 60/128), improving its spacing potential.
  • Buff The weakening of SDI makes dash attack significantly more difficult to escape from.
  • Buff Forward smash now deals consistent damage (15% (upward)/14% (non-angled)/13% (downward) → 15% (all)), although its knockback growth was compensated (135 (all) → 121 (upward)/116 (non-angled)/117 (downward)).
  • Nerf Forward smash has increased ending lag (frame 29 → 42).
  • Change Non-angled forward smash's angle has been altered (55° → 53°).
  • Change Forward smash now has a stab effect, instead of a slash effect.
  • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve forward smash's shield pressuring potential.
  • Nerf Sweetspotted up smash deals 1% less damage (15% → 14%), slightly hindering its KO potential.
  • Nerf Down smash deals less damage (16% (legs)/17% (body) → 14%/15%), although its knockback growth was compensated (80 (both) → 85 (front)/104 (back)). It also has increased start-up lag (frame 3 → 6 (front), frame 12 → 14 (back)).
  • Change Down smash's second hit's angle has been altered (70° → 60°).

Aerial attacks

  • Nerf Clean neutral aerial deals 2% less damage (14% → 12%) and has decreased knockback growth (100 → 90), hindering its KO potential. It also has a shorter duration (frames 3-6 → 3-5). Neutral aerial has smaller hitboxes (4.5u/4.5u (clean/late) → 4.5u/4u (clean), 3u/2.5u (late)).
  • Buff Late neutral aerial's angle has been altered (90° → 80°), significantly improving its combo potential.
  • Nerf Neutral, back and down aerials have increased landing lag (10 frames → 14 (neutral), 12 frames → 16 (back), 12 frames → 20 (down)).
  • Nerf Due to Luigi's lower short hop, neutral and back aerials can no longer be performed twice with a short hop.
  • Change Forward aerial deals 2% less damage (10% → 8%). This improves its combo potential, but hinders its edge-guarding potential.
  • Buff Forward aerial has increased range, improving its approach potential.
  • Buff Clean back aerial deals more damage (12% → 14%), improving its KO potential.
  • Nerf Clean back aerial has a shorter duration (frames 6-10 → 6-7) and its legs' sweetspot is now a sourspot that deals 4% less damage (12% → 8%), hindering its reliability. Additionally, late back aerial has smaller hitboxes (4.5u/5.76u → 4u/5u). Lastly, back aerial has increased ending lag (frame 37 → 46).
  • Change Up aerial deals 2% less damage (13% → 11%). This slightly improves its combo potential, but slightly hinders its juggling potential.
  • Nerf Down aerial deals less damage (11% → 10% (clean)/8% (late)). Clean down aerial also has less knockback growth (100 → 80) and a smaller hitbox (5u → 2.5u) compared to the previous hitboxes.
  • Buff Due to consisting of a clean hitbox and late hitbox instead of consistent hitboxes, down aerial now meteor smashes opponents based on timing, instead of positioning. When coupled with the removal of meteor canceling, this significantly improves its reliability.

Throws/other attacks

  • Buff Dash grab has decreased start-up (frame 12 → 8) and ending lag (frame 39 → 36).
  • Change All grabs' animations have changed. Luigi now reaches out with one hand, instead of using both to clinch the opponent.
  • Buff Pummel deals 0.2% more damage (3% → 3.2%).
  • Nerf The removal of chain grabbing significantly hinders forward throw's damage racking potential.
  • Nerf Back throw deals 2% less damage (12% → 10%), hindering its KO potential.
  • Buff Luigi has a new down throw, a Ground Pound. Compared to the previous down throw, it has altered knockback (75 (base)/30 (growth) → 55/83). When coupled with the changes to hitstun canceling, this makes it significantly better for combos at low to high percentages.
  • Buff Floor attacks deal 1% more damage (6% → 7%).
  • Change Luigi has a new edge attack, a double-footed legsweep.

Special moves

  • Nerf Due to consisting of a clean hitbox and a late hitbox instead of a consistent hitbox, Fireball no longer deals consistent damage (6% → 6% (clean)/5% (late)). It also has increased ending lag (frame 41 → 44).
  • Buff Fireball has increased range.
  • Change Fireball is lower pitched.
  • Buff Uncharged Green Missile deals ≈1% more damage (5% → ≈6%). Green Missile's hitbox has also been re-positioned to cover Luigi's entire head, instead of only his neck.
  • Nerf Fully charged Green Missile deals ≈5% less damage (26% → ≈21%).
  • Change Holding a fully charged grounded Green Missile past a certain point will now cancel it, instead of holding the charge indefinitely. Upon being overcharged, Luigi will be vulnerable very briefly. This allows Luigi to no longer be stuck in a position that could potentially be punishable, but makes it impossible to use Green Missile to stall opponents and thus force them to go into Luigi's line of fire if they want to continue fighting.
  • Change Green Missile's chance of misfiring has decreased (12.5% → 10%). This improves its safety while near edges, but hinders its offensive and recovery potential.
  • Change Green Missile has updated sound effects.
  • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Green Missile, misfired Green Missile and sweetspotted Super Jump Punch's shield pressuring potentials.
  • Nerf Grounded sweetspotted Super Jump Punch has altered knockback (70 (base)/73 (growth) → 50/77), hindering its KO potential.
  • Change Grounded sweetspotted Super Jump Punch's angle has been altered (90° → 88°).
  • Buff Grounded Super Jump Punch covers less vertical distance, slightly improving its safety.
  • Nerf Aerial Super Jump Punch has increased start-up (frame 6 → 8) and landing lag (35 frames → 40). It also covers less horizontal distance after ascending and significantly less vertical distance, hindering its recovery potential.
  • Nerf Due to consisting of six hits instead of eight, Luigi Cyclone deals 3% less damage (12% → 9%). However, its last hit's knockback was compensated (60 (base)/115 (growth) → 80/130 (grounded)/120 (aerial)). Luigi Cyclone also has increased start-up lag (frame 7 → 10).
  • Buff Luigi Cyclone's loop hits' angles have been altered (160°/20°/90° → 366°). This makes them connect together better.
  • Buff The weakening of SDI makes Luigi Cyclone significantly more difficult to escape from.
  • Nerf Aerial Luigi Cyclone covers significantly less vertical distance. It is also very difficult to ascend with without a jump, and requires significantly more button mashing in order to ascend. Altogether, these changes hinder its recovery potential.
  • Change Luigi has a new Final Smash, Poltergust 5000.[7] Luigi equips the Poltergust 5000 and vacuums nearby opponents into it before powerfully ejecting them. Unlike Negative Zone, Poltergust 5000 traps nearby opponents, deals considerable damage, and has very high knockback, instead of affecting a very wide area and granting Luigi easy openings to deal more damage and/or possibly score KOs.

Update history

Luigi has been nerfed via game updates. Although he received a number of buffs, most notably to down smash, down aerial and Super Jump Punch, the nerfs that he received overwhelmingly offset them. Update 1.0.6 made Fireball's damage output inconsistent by making it consist of a clean hitbox and a late hitbox like Mario's, which in turn hinders its zoning potential. Update 1.1.0 further nerfed Fireball by increasing its ending lag, and almost completely removed down tilt's set-up potential by altering its angle. Most notably, update 1.1.1 altered down throw's knockback to the point of removing Luigi's guaranteed KO set-ups.

Luigi was also indirectly nerfed by the updates. The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 make it even more difficult for him to punish from out of shield because of his very low traction, and they do not benefit his offense because the overwhelming majority of his moveset does not have a noticeable amount of hitlag. Although these nerfs have resulted in Luigi becoming somewhat less effective than he was during the initial release of SSB4, his viability has remained largely intact.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Forward smash damage: 14%15%
  • Change Forward smash's side angle: 55° → 53°
  • Change Down smash's second hit angle: 70° → 60°
  • Buff Down smash's second hit knockback scaling: 80 → 100
  • Buff Forward aerial's hand hitbox radius: 4.8 → 5.6
  • Change Order of hitboxes of forward aerial reversed (no practical effect).
  • Buff Super Jump Punch (default) ground sweetspot radius: 1.6 → 1.7
  • Change Super Jump Punch (default) ground sweetspot z-offset: 6.1 → 7.0
  • Buff Super Jump Punch (default) air sweetspot radius: 2.1 → 2.2
  • Change Super Jump Punch (default) air sweetspot z-offset: 4.7 → 5.5


Super Smash Bros. 4 1.0.6

  • Nerf Fireball deals 1% less damage the farther it goes: 6% → 5% (late).


Super Smash Bros. 4 1.1.0

  • Change Forward aerial deals less damage (9% → 8%). While this slightly worsens its edgeguarding abilities, it also slightly improves its combo abilities.
  • Nerf Fireball's ending lag is increased (total: 40 → 43 frames).
  • Buff Fiery Jump Punch (custom 2) knockback growth increased (40 → 50).
  • Buff Super Jump Punch's default grounded hitbox size increased (1.7u → 2.2u).
  • Buff Super Jump Punch's default aerial hitbox size increased (2.2u → 2.7u).
  • Nerf Down tilt's angle altered from 74° to the Sakurai angle significantly hindering its function as a combo starter or set-up.
  • Buff Down tilt's knockback growth increased (54 → 65).
  • Buff Down tilt's ending lag is decreased (29 → 26).


Super Smash Bros. 4 1.1.1

  • Nerf The changes to shield mechanics have been detrimental to Luigi, as the increase in shieldstun makes it much harder for him to punish from out of shield due to his already low traction. Additionally, only a very select few of his moves benefit from these changes, with the most notable example being a fully charged or misfired Green Missile.
  • Nerf Down throw's knockback has been altered (75 base/30 growth → 55 base/83 growth). The new knockback scaling removes Luigi's most notable follow-ups (very few moves are now only semi-guaranteed KO set-ups), particularly outside of medium percents.
  • Buff Down aerial spike hitbox increased (1.8 → 2.5).
  • Buff Down smash knockback growth increased (80/100 → 82/104 first/second strikes)
  • Buff Fiery Jump Punch hitbox size increased (3.8 → 4.0).
  • Buff Fiery Jump Punch horizontal displacement (6.4 → 7.0).
  • Change Luigi Cyclone initial hitbox hitlag increased (1.0 → 1.3).
  • Change Luigi Cyclone angle 90° → 89°.
  • Nerf Aerial Luigi Cyclone final hitbox growth decreased 130 → 120.
  • Buff Clothesline Tornado damage increased (8% → 10%/12% depending on the hitbox.)
    • Buff The sweetspot hitbox is larger.
    • Buff The sweetspot has more base knockback: 60 → 100.
    • Nerf The sweetspot has drastically decreased growth: 120 → 70.


Moveset

  Name Damage Description
Neutral attack   3% A one-two combo followed by a hip thrust. It hits on frame 2, its last hit slightly moves Luigi forward, and it has a decent overall damage output. These traits makes it a safe, yet reliable damage racking option. However, its first hit is also reliable for jab locking or jab canceled combos, with follow-ups including tilt attacks, down smash, standing grab and Super Jump Punch, the latter of which is effective even at high percentages. Its first two hits are based on the Punch + Punch + Kick combo from Super Mario 64.
2%
5%
Forward tilt   8% A wheel kick. It can be angled and is useful for jab locking. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 55%.
Up tilt   6% An overhead swipe. Due to its almost nonexistent base knockback, very high knockback growth and minimal overall lag, it is very useful for combos and juggling, similarly to Mario's up tilt. Compared to Mario's, it has longer horizontal range and is more effective at setting up aerial combos. However, its ending lag is very slightly higher than Mario's. When coupled with its knockback values, its combo into itself at 0% is less safe compared to Mario's.
Down tilt   8% A low-angle back kick. It can potentially trip opponents at low percentages, and is able to hit opponents that are trying to grab the edge. However, it is much less effective for set-ups than in Brawl because of its lower chance of tripping and the removal of its ability to meteor smash grounded opponents.
Dash attack   1% (hits 1-6), 2% (hit 7) A series of rapid, childish punches. Due to it hitting on frame 4, it is the third fastest dash attack in the game, surpassed only by Pac-Man and Little Mac's. It hits multiple times, while its last hit's very high knockback growth also makes it decent at spacing. However, it has a very punishable amount of ending lag.
Forward smash   15% A knifehand thrust. In addition to being Luigi's most damaging smash attack, it has very high knockback growth and can be angled like his forward tilt. While near the edge of Final Destination in Super Smash Bros. for Nintendo 3DS, it KOs middleweights at 99% when angled upward, and at 101% when not angled or angled downward. In comparison, it KOs middleweights at 91% when angled upward, and at 92% when not angled or angled downward in Super Smash Bros. for Wii U. However, it hits on frame 12, which is the highest amount of start-up lag out of Luigi's smash attacks. It also has noticeable ending lag and very short range, although the latter can be somewhat alleviated with pivoting, thanks to Luigi's pivot being tied with Little Mac's as the second longest in the game.
Up smash   14% (head), 12% (body) An upward arcing headbutt. It hits on frame 9, which is quite fast for a smash attack. Its sweetspot is located on Luigi's head and is strong enough to KO middleweights at 121% from anywhere on Final Destination in the 3DS version, and at 112% in the Wii U version. Like Mario and Dr. Mario's up smashes, it renders his head intangible throughout its duration. It can also function well as a slide smash, thanks to Luigi's very low traction. However, its sourspot is much weaker because of its lower damage output, which also makes it very unreliable for KOing. The angle at which opponents are launched changes depending on when they were hit during its animation: opponents will be launched forward when they are behind Luigi, whereas they will be launched backward when they are in front of him.
Down smash   14% (legs), 15% (body) A modified version of the Sweep Kick from Super Mario 64. Due to it hitting on frame 6, it has the lowest amount of start-up lag out of Luigi's smash attacks. It also hits on both sides, which makes it very useful for punishing rolls. Its back hit's very high knockback growth enables its legs' hitbox to KO middleweights at 115% while near the edge of Final Destination in the 3DS version, and at 109% in the Wii U version. Although its body hitbox KOs slightly earlier, it is difficult to hit with. In addition, its front hit is much weaker because of its average knockback growth.
Neutral aerial   12% (clean), 6% (late) A flying kick. Due to it hitting on frame 3, it has the lowest amount of start-up lag out of Luigi's aerials, and makes it a very useful anti-pressure option. It is also the only sex kick in the game that has a vertical launching angle. As a result, its clean hitbox KOs middleweights at 122% while near Final Destination's upper blast line in the 3DS version, and at 118% in the Wii U version. In comparison, its late hitbox is a very useful combo starter and approach option when SHFF'd.
Forward aerial   8% A downward knifehand strike. It is a reliable follow-up from down throw at low to medium percentages, and is also useful for edge-guarding or approaching. Its hitbox is positioned not only on Luigi's hand, but also slightly around his body. Unlike the hand portion, the body portion of its hitbox launches opponents in the opposite direction.
Back aerial   14% (clean feet), 8% (clean legs, late) A dropkick. It hits on frame 6, while its clean feet's hitbox has both an impressive damage output and very high knockback growth. These traits make it one of Luigi's most reliable KOing options, as its clean feet hitbox KOs middleweights at 119% while near the edge of Final Destination in the 3DS version, and at 108% in the Wii U version. It is also useful for approaching when used as part of a reverse aerial rush. Like forward aerial, its clean legs and late hitboxes are positioned slightly around Luigi's body up to his front side, and have the same quirk of launching the opponent in the opposite direction if the body portion of their hitboxes hits them.
Up aerial   11% (clean), 7% (late) A bicycle kick. It is useful for combos like Mario's up aerial, and is Luigi's only reliable follow-up from down throw at high percentages. Thanks to it having the lowest amount of landing lag out of his aerials, its clean hitbox can start combos at low percentages when SHFF'd. However, its launching is lower than Mario's, which makes it less effective at combos and juggling past low percentages.
Down aerial   10% (clean), 8% (late) A diagonal corkscrew dropkick. Its sweetspot is a meteor smash, though it only lasts for 1 frame. Unlike in previous games, its sweetspot is now based on timing instead of positioning, making it much easier to land. When coupled with down throw, its meteor smash can extend combos, or even act as a KO combo while near the edge. Conversely, its late hitbox is less effective for extending combos. Despite having much higher knockback growth, it is also less effective for edge-guarding because of its slightly lower damage output.
Grab   Reaches out. Luigi's standing grab has average range. However, each of his grabs have minimal lag, with his standing grab being particularly notable for being the fastest in the game. Thanks to his pivot being tied with Little Mac's as the second longest in the game, Luigi's pivot grab is also very effective.
Pummel   3.2% A headbutt. Moderately slow, but tied with Mr. Game & Watch's as the fourth most damaging pummel in the game.
Forward throw   9% Spins the opponent around once and throws them forward. Very fast and Luigi's second most damaging throw, but has very minimal utility outside of dealing damage. Its only other benefits are acting either as an edge-guard set-up at high percentages, or as a set-up into dash attack. However, this combo is only effective against lightweights and middleweights at 0%, and against heavyweights until low percentages, depending on the latter's DI.
Back throw   10% (throw), 6% (collateral) Spins the opponent by their legs three times before throwing them backward. It also can hit other opponents while spinning, which deals minor damage and knockback. Due to its damage output lowering since Brawl, its KO potential has been toned down. However, it is still a reliable KOing option, as it KOs middleweights at 151% while near the edge of Final Destination in the 3DS version, and at 145% in the Wii U version. It is based on the throw that Mario uses against Bowser in Super Mario 64.
Up throw   8% Heaves the opponent directly overhead with both hands. Like his forward throw, it is fast, but has very minimal utility outside of dealing damage. Its only other benefit is acting as a set-up into a short hopped forward aerial and a short hopped Luigi Cyclone, which are only effective on heavyweights and fast-fallers at 0%-10%.
Down throw   6% Shoves the opponent under himself and Ground Pounds them. It is Luigi's most useful move and one of the most effective combo starters in the game, thanks to its below-average base knockback, average knockback growth, and diagonal launching angle. It can combo reliably against any opponent; in regard to middleweights, follow-ups include forward smash at 0%-10%; up tilt, up smash, any aerial attack and Luigi Cyclone at low percentages; forward and reverse aerial rushed clean back aerial at medium percentages; and clean up aerial at medium to high percentages. Although its combo potential wanes past 100% and/or while Luigi is affected by a high level of rage, Luigi Cyclone can also function as a mix-up against an opponent's air dodge at high percentages.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Performs a modified version of the Sweep Kick from Super Mario 64 before getting up.
Floor attack (back)
Floor getups (back)
  7% Punches behind himself and then in front of himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Performs a wheel kick while getting up.
Edge attack
Edge getups
  7% Performs a double-footed legsweep while climbing up.
Neutral special Default Fireball 6% (clean), 5% (late) Throws a Green Fireball. It is fairly spammable, which enables it to pressure, zone, hinder approaches, and act as a set-up for a grab. Unlike in previous installments, it now deals less damage as it covers more distance, similarly to Mario's Fireball. Due to being unaffected by gravity, it is less suitable at edge-guarding compared to Mario's.
Custom 1 Bouncing Fireball 6% (clean), 5% (mid), 4% (late) Functions almost identically to Mario's Fireball, although its bouncing arc is more vertical compared to his. However, it has more ending lag, and its late hit deals slightly less damage.
Custom 2 Ice Ball 4% Throws an Ice Ball. It freezes opponents beginning at 50%, but deals slightly less damage and has slightly more start-up lag and slightly shorter range. It also travels slower, but this allows Luigi to fire multiple Ice Balls in very quick succession.
Side special Default Green Missile ≈6% (uncharged), ≈21% (fully charged), 25% (misfired) Crouches and then shoots himself forward to perform a flying battering ram. It takes 1.17 seconds (70 frames) to fully charge, but deals impressive damage when fully charged, to the point that it KOs middleweights at 91% while near the edge of Final Destination in the 3DS version, and at 82% in the Wii U version. If charged on the ground for too long, the charge is canceled, which can allow for mindgames. It also has a 10% chance to misfire, which deals considerably more damage and has much higher knockback growth, to the point that it KOs middleweights at 50% while near the edge of Final Destination in the 3DS version, and at 42% in the Wii U version. 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.
Custom 1 Floating Missile ≈4.3% (uncharged), ≈18% (fully charged), 23% (misfired) Flies directly straight, which improves its accuracy, and charges faster. Although it deals slightly less damage, this is largely negligible, as it is still strong enough to KO reliably when fully charged or misfired. When fully charged, it KOs middleweights at 102% while near the edge of Final Destination in the 3DS version, and at 100% in the Wii U version. In comparison, a misfired Floating Missile KOs them at 52% while near the edge of Final Destination in the 3DS version, and at 50% in the Wii U version.
Custom 2 Quick Missile ≈5.15% (uncharged), ≈20% (fully charged), 20% (misfired) Flies much farther and faster, which make it much better for recovering. However, it takes longer to charge, and it a misfired Quick Missile is much weaker than the misfired versions of Green Missile and Floating Missile. It is also much more punishable, thanks to having noticeably more ending lag, and Luigi sliding upon the ground after landing. Although it deals slightly less damage, it is still strong enough to KO reliably when fully charged or misfired. When fully charged, it KOs middleweights at 97% while near the edge of Final Destination in the 3DS version, and at 87% in the Wii U version. In comparison, a misfired Quick Missile KOs them at 85% while near the edge of Final Destination in the 3DS version, and at 63% in the Wii U version.
Up special Default Super Jump Punch 25% (grounded sweetspot), 20% (aerial sweetspot), 1% (sourspot) A jumping uppercut. Its grounded sweetspot emits a ping sound effect upon hitting, whereas its aerial sweetspot does not. Its grounded sweetspot's outstanding damage output makes it capable of KOing grounded middleweights at 64% from anywhere on Final Destination in the 3DS version, and at 57% in the Wii U version. Its aerial sweetspot is larger, yet weaker, and does not emit a ping sound effect upon hitting. Despite its lower damage output, it is nevertheless strong enough to KO middleweights at 99% while near the upper blast line of Final Destination in the 3DS version, and at 77% in the Wii U version. Both sweetspots also grant intangibility on frames 8-10. However, it is very punishable because of its considerable ending lag and abysmally weak sourspot. In addition, its vertical recovery potential is most effective when preceded by a double jump.
Custom 1 Fiery Jump Punch 18% (grounded sweetspot), 15% (aerial sweetspot), 1% (sourspot) Covers more horizontal distance, grants slightly more intangibility, and its sweetspots are easier to hit. However, it covers less vertical distance and has noticeable ending lag, which make it less ideal for recovering. Its sweetspots also deal considerably less damage, but are powerful regardless, as both of them KO middleweights at 109% from anywhere on Final Destination in the 3DS version. Unlike Super Jump Punch, it launches opponents at a slight angle, instead of directly upward. It is comparable to how Luigi's Super Jump Punch functioned in Melee.
Custom 2 Burial Header 8% (descent), 8% (landing), 1% (sourspot) Covers significantly more vertical distance, to the point that it allows him to reach the top platform on Battlefield, and even more vertical distance when preceded by a double jump. Upon descending, Luigi buries grounded opponents, and diagonally launches aerial ones. When coupled with its much lower ending lag, its burying hitbox allows for reliable follow-ups. However, it lacks KO potential because of its significantly lower damage outputs.
Down special Default Luigi Cyclone 1.5% (hits 1-5), 3% (hit 6) Rapidly spins around, trapping the opponent and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. Like Dr. Tornado, it enables Luigi to move along the ground, albeit at a much faster speed, which makes make it decent as a surprise approach option. While in the air, button mashing grants it two special quirks: it will enable Luigi to ascend after his first jump, which also carries his double jump's momentum to enable an easier ascent, or it can act as a pseudo-spike, though the latter technique is quite difficult to perform. Outside of these two quirks, its last hit's very knockback growth enables it to KO middleweights at 135% while near the upper blast line of Final Destination in the 3DS version, and at 119% in the Wii U version. It resembles the Spin Jump.
Custom 1 Mach Cyclone 6% Covers significantly more vertical distance, especially when button mashed, and has slightly less start-up lag. Unlike Luigi Cyclone, it consists of a windbox and a hitbox, the latter of which deals twice as much damage and has significantly more knockback than Luigi Cyclone's last hit. Altogether, these traits make it more efficient at recovering and edge-guarding compared to Luigi Cyclone, as it KOs middleweights at 75% while near the left/right blast lines of Final Destination in the 3DS version. However, it does not cover any horizontal distance, cannot punish rolls because of its windbox, and has more ending lag.
Custom 2 Clothesline Cyclone 10% (hit 1), 12% (hit 2) Deals more damage and has much higher knockback. Its first hit has deceptive range and is a semi-spike, which allows it hinder approaches. Conversely, its last hit launches opponents vertically and is extremely powerful, as it KOs middleweights at 95% from anywhere on Final Destination in the 3DS version. However, its first hit does not KO middleweights until 168% while near the edge of Final Destination in the 3DS version, whereas its second hit is very difficult to land because of its first hit's long duration. Additionally, it has significantly more start-up and ending lag, which make it unusable for recovering or edge-guarding. It is comparable to how Luigi Cyclone functioned in SSB.
Final Smash Poltergust 5000 30% (maximum captured), 10% (ejection) Wields the Poltergust 5000 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. It is also very strong, as it KOs middleweights at 33% while near the edge of Final Destination in the 3DS version.

On-screen appearance

  • A green Warp Pipe appears and Luigi leaps out of it while hesitantly saying "Let's-a go!" and sporting a frightened expression that is very similar to his expression on the cover of Luigi's Mansion.[3]
LuigiOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Strikes a variety of poses in the following order: he faces the screen with one hand on his waist while displaying the V sign with the other, referencing his animation from Luigi's Mansion when he would find a key. Then he turns to the right slightly, pointing his hands that direction while giving a frightened look on his face. Then, he places his left hand just below his nose, similarly to his pose in official artwork for Mario & Luigi: Partners in Time. Then he turns away from the screen and crouches depressingly, similarly to his Bogey animation in Mario Golf. Finally, he faces the screen once more and places both hands on his face while sporting a frightened look, similarly to his expression on the cover of 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.[8]
  • Down taunt: Bashfully kicks the ground while sighing. It deals 2% on contact, but also has drastically different effects depending on the opponent's position. If it hits an opponent that that is hanging on an edge or is off-stage, it will powerfully meteor smash them.[9] Conversely, if the opponent is on-stage, it weakly launches them vertically. It is similar to the animation Luigi performs when he loses a minigame in Mario Party 2.
Up taunt Side taunt Down taunt
LuigiUpTauntSSB4.gif LuigiSideTauntSSB4.gif LuigiDownTauntSSB4.gif

Idle poses

  • Rubs the back of his head sheepishly.
  • Pulls his nose, which stretches slightly and then snaps back into place.
LuigiIdlePose1WiiU.jpg LuigiIdlePose2WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Wee-gee! Rui-ji!
Pitch Group chant Group chant

Victory poses

A flourished remix of the Course Clear Fanfare used in Super Mario Bros.
  • Planks twice, similarly to his side taunt.
  • Throws a series of rapid, childish punches, similarly to his dash attack, then exhaustively gasps afterward. It appears very similar to his "character chosen" animation in SSB.
  • Turns around and then makes finger gun gestures with both hands while saying "Bang! Bang!"
LuigiPose1WiiU.gif LuigiPose2WiiU.gif LuigiPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Luigi (SSB4) Luigi 1311 1211 3311 3211 3111
1312 3312 3212 2311 3231

Notable players

Active

Inactive

  • Japan Aki - The best Luigi player in Japan before switching to Sheik after update 1.1.1.
  • USA ANTi - Co-mained Luigi alongside Mario before switching exclusively to Mario after update 1.1.1.
  • USA False - Co-mained Luigi alongside many other characters before switching to Marth and Sheik after update 1.1.1.
  • USA Larry Lurr - Used Luigi as a secondary prior to update 1.1.1.
  • USA Poltergust - Co-mained Luigi alongside Yoshi before switching exclusively to Yoshi after update 1.1.1.
  • USA Shel - Co-mained Luigi alongside Ryu before switching exclusively to Ryu after update 1.1.1.
  • USA ZD - The best Luigi player in MD/VA before switching to Fox.

Tier placement and history

Since SSB4's release, Luigi's placement was a topic of debate, as his buffs were quickly acknowledged in his transition from Brawl and saw him perceived as a mid-tier character. Players took into account his combination of a strong combo game, good projectile, and quick frame data, yet noticed the retention of his poor mobility and predictable recovery. Positive opinions on Luigi, however, saw a sudden rise from early to mid-2015, as players recognized the potency of his combos and KO set-ups from his down throw. Additionally, he was noted for having an even matchup against Diddy Kong, who was then considered the best character in the game, due to multiple high-profile cases of a Luigi player defeating a noteworthy Diddy Kong player in tournaments. The most notable instance of this was Mr. ConCon achieving a bracket reset against ZeRo. These traits resulted in Luigi achieving niche status as a strong main and counterpick, and even a position as a top-tier character in the eyes of the community. Despite having fairly limited usage at high-level play, he was quite common at low-level and mid-level play, and many of the players who dropped Diddy Kong following his nerfs in updates 1.0.6 and 1.0.8 moved on to Luigi.

However, Luigi's perception underwent a noticeable drop after update 1.1.1 brought about changes to shield mechanics that made it harder for him to punish out of shield, and nerfed his down throw to the point of heavily altering his powerful guaranteed follow-ups and removing his down throw's guaranteed KO set-ups. Despite this, Luigi's down throw retained its ability to perform combos even up to high percentages. When coupled with his impressive performances up to update 1.1.1, he was ranked 16th on the first tier list, his best ranking in the series at the time.

Although Luigi's combo remained largely potent, many players who mained him dropped him in favor of other characters because of the intensity of his nerfs from update 1.1.1. This, in turn, was further compounded by the release of the DLC characters Corrin and Bayonetta, two matchups considered unfavorable for him. By the time of the second tier list, Luigi was ranked 29th, resulting in him going from being the third highest ranked mid-tier character to the middle of the mid-tier, and being roughly tied with his placement in Melee. While respectable, Luigi's placement was nevertheless a considerable downturn, as his drop was tied with Wario's for the second largest between the first and second tier lists.

However, Luigi's consistently strong results in some regions resulted in him rising to 26th on the third and current tier list. Incidentally, this placement is roughly similar to where he was viewed as being in accordance to popular opinion during the very early months of SSB4's lifespan. This would continue to last until Elegant placed 2nd at GameTyrant Expo 2017 while exclusively using Luigi. Due to such a performance being widely perceived as unfathomable for Luigi because of the nerf to his down throw, his tier status has once again become debatable.

Trophies

Luigi
Ntsc Super Smash Bros. for Nintendo 3DS Luigi recently celebrated his 30th anniversary with the Year of Luigi, but all that attention just made him even more shy and awkward. In Smash Bros., Luigi takes a lot of cues from his brother in fighting style, adding flair to moves like Super Jump Punch. His taunts, however, are truly unique.
Ntsc Super Smash Bros. for Wii U Luigi recently celebrated his 30th anniversary with the Year of Luigi, but all that attention just made him even more shy and awkward. In Smash Bros. (as in life), Luigi tends to follow his brother's lead, but he adds his own flair to moves like Super Jump Punch. His taunts, however, are 100% Weegee.
Pal With the Year of Luigi long gone now, it's up to you to prove to everyone that Mario's cowardly co-star is still awesome. He may share a lot of moves with his brother, but he still puts his own spin on things. When you Super Jump Punch a foe just right, for example, the noise he makes is epic. His taunts are pretty funny too. Try them!
Mario Bros. 1983
3DS: Luigi's Mansion: Dark Moon 03/2013
Luigi (Alt.)
Ntsc Luigi may sulk when his down taunt is used, but his little dejected kick can actually hurt a nearby enemy fighter. It can even trigger a meteor smash! Notice an enemy leisurely hanging from the edge? Run over and pout on the edge—that foe will be the one with something to pout about!
Pal Luigi might look a bit sulky when you use his down taunt, but when he does it next to another fighter, it can get in a little hit - well, a "little hit" that can also sometimes be a meteor smash! Say you spot a fighter hanging off the edge of the stage. Just give them a pout and a kick with this taunt, and they'll fall to their doom.
Mario Bros. 1983
3DS: Luigi's Mansion: Dark Moon 03/2013
North AmericaLuigi (With Poltergust 3000)
EuropeLuigi (With Poltergust 5000)
Ntsc A ghost-sucking vacuum cleaner created by Professor E. Gadd. In Luigi's ghostly adventures, it's the only thing standing between him and complete terror. In this game, it sucks in enemies, damages them, and then fires them diagonally upward. If it's used in an area with no ceilings, you might send them soaring right off the screen!
Pal A ghost-sucking vacuum cleaner created by Professor E. Gadd. In Luigi's ghostly adventures, it's the only thing standing between him and abject terror. In this game, it sucks in enemies, damages them, then fires them diagonally upward. Use it in an area with no ceilings, and you might send them soaring right off the screen!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Luigi Palette (SSB4).png
Luigi (SSB4) Luigi (SSB4) Luigi (SSB4) Luigi (SSB4) Luigi (SSB4) Luigi (SSB4) Luigi (SSB4) Luigi (SSB4)

Gallery

Trivia

References