Luigi (SSBM): Difference between revisions
"Attributes" section: changed wording, corrected things like suggesting that Luigi has a good approach, that his side-B is a viable kill move, and that down throw is "situational at best". Added more about his recovery and combos.
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("Attributes" section: changed wording, corrected things like suggesting that Luigi has a good approach, that his side-B is a viable kill move, and that down throw is "situational at best". Added more about his recovery and combos.) |
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==Attributes== | ==Attributes== | ||
While Luigi initially | While Luigi may initially appear to be a clone to his older brother Mario, similar to {{SSBM|Dr. Mario}}, Luigi is a [[clone|semi-clone]] of Mario. Many significant differences are present between their ground, aerial, and special attacks (including several moves completely unique to Luigi). Luigi's attributes can also wildly vary from Mario's; Luigi's air speed, dashing speed, and traction are amongst the lowest in the game, whereas Mario's are about average; to further the idea that the two aren't completely alike, Luigi's jumps are higher than Mario's. Luigi has the longest and fastest wavedash in the game as a result of his low traction. | ||
Luigi's primary advantage in this regard is his impressive ground | Luigi's primary advantage in this regard is his impressive ground movement. Luigi's wavedash functions as his primary method of 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, 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 invincibility on his head and is effective at KOing floaty opponents and outprioritising attacks from above Luigi. | ||
Luigi also has a variety of powerful attacks in his arsenal | Luigi also has a variety of powerful attacks in his arsenal; all of Luigi's aerial attacks are extremely solid and can wreak havoc on opponents. His neutral aerial has high, completely vertical knockback, making it excellent for both starting and continuing combos, and his forward aerial has quick startup and high knockback, making it a useful attack for both KOing and edgeguarding. In addition to these, Luigi's down aerial is among the most flexible edgeguarding/KO attacks in the game; its sweetspot, though somewhat difficult to land, has meteor smash properties, while its sourspot has strong horizontal knockback similar to high forward aerial, making it a good choice to force opponents off the stage as well. 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 a down or neutral aerial on floaty opponents. 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). | ||
Luigi's grab game is also good. Although his grab range is merely average, it is much longer than Mario's and his aforementioned long wavedash serves as a wonderful way Luigi can extend its reach. His | Luigi's grab game is also good. Although his grab range is merely average, it is much longer than Mario's and his aforementioned long wavedash serves as a wonderful way Luigi can 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 | 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; his short initial dash animation gives him a very short dash-dance. Additionally, Luigi lacks a particularly useful projectile for use on the ground; his [[Fireball]]s 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 need synergy with his stellar ground movement due to his low air speed. Furthermore, it 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. | ||
Luigi also suffers from a poor recovery. While his two primary recovery moves, [[Super Jump Punch]] and [[Green Missile]] have long range, they are extremely linear in trajectory; Super Jump Punch does not move Luigi horizontally and Green Missile | Luigi also suffers from a poor recovery. While his two primary recovery moves, [[Super Jump Punch]] and [[Green Missile]] have long range, 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. He can also recover using the [[Luigi Cyclone]], which gives vertical and horizontal distance. However, 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; the charge will be lost if the move finishes or is interrupted while Luigi is not touching the ground. It also requires intense [[button mashing]] to rise (with the maximum height being attained at 14 presses of the B-button per second). | ||
Luigi also suffers from being a character that relies heavily on situational attacks and technical gameplay; a majority of Luigi's attacks have to timed properly with a wavedash to be at their most effective | Luigi also suffers from being a character that relies heavily on situational attacks and technical gameplay; a majority of Luigi's attacks have to timed properly with a wavedash to be at their most effective. Additionally, Luigi is over-reliant on wavedashing; a highly effective Luigi player must have perfect control over his wavedash distance. Using a long wavedash does him little good for offensive purposes up close, and a short wavedash hampers safe retreat. Furthermore, the frequency with which a Luigi player needs to wavedash increases the chances of jumping or airdodging accidentally compared to other characters, which increases the number of opportunities for the opponent to punish. Despite his mobility, Luigi has few ways to safely approach on the ground, generally leaving him vulnerable to characters with good zoning ability. | ||
==Moveset== | ==Moveset== |