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
Luigi (SSB4)

Luigi (ルイージ, Luigi) is a playable character in Super Smash Bros. 4. He was announced during the Nintendo Direct on August 7th, 2013, as part of Nintendo's "Year of Luigi".[1] Charles Martinet provides his voice as well as Mario's and Wario's, although through the same voice clips that were used in Super Smash Bros. Brawl.[2]

Traditionally, Luigi has always been an unlockable character revealed after the game's release. This installment is the first to break that tradition,[1] as he was both revealed before release and is a starter now.

Attributes

Luigi is a variation of the usual character archetypes for his weight class: although he is a middleweight, he has very helpful smash attacks, as they are effective for either comboing, KOing, or maintaining stage control. All three are also relatively fast and have little startup or ending lag, which further shows their excellent utility. His KOing potential is not limited to his smashes, however, as his air game, particularly his neutral aerial, is great for ending combos and can easily set up into KOs off the upper blast line with Luigi Cyclone. Additional benefits of his air game include all of his aerials being capable of being auto-cancelled when used with a short hop and his recovery game being fairly capable, as he has a wide variety of options with Luigi Cyclone (though it requires button mashing to be utilized to its fullest), Super Jump Punch, and Green Missile. These specials can also be utilized in numerous mix-ups, allowing him to trick his opponents as he can arrange by himself the order of his recovery moves and can recover high or low at will.

Luigi's Fireball is very useful for spacing out opponents, as they have little lag and can be fired faster than most other projectiles; his custom Ice Ball works even better to help him keep pace of the match. Fireball can also be utilized as an aid to get back on stage, by firing it so the opponent has to deal with it while he himself recovers. He is also granted with very fast yet powerful attacks that deals high damage output. This lets Luigi, once he gets in on opponent, to be able to rack up damage very quickly, especially since his comboing ability is among the best in the game.

His grab game is among the best in the game, with his forward throw capable of edgeguarding and his back throw being a viable KOing option, especially at the edge. His up throw can lead into an aerial combo, and his back throw is a relatively potent KOing option. His down throw, however, is the most notable of his throws, as it has immense combo potential even when the opponent is in excess of 70%. With this throw, Luigi also possesses two pseudo-chain grabs: one is involving two forward airs from a down throw to keep enemy in hitstun and thus render them able to be grabbed again upon landing. The other involves him constantly using the meteor smash of his down air to pin opponents to the ground while he performs a fast fall into another grab. The first one is significantly easier, although it can be interrupted and only works on certain characters. The latter is much harder to perform, but works against every character in the game except for Bowser and yields better rewards as it is much trickier to DI. His grab game is further complimented by him having the second longest perfect pivot with a value of 5.5, leaving him tied with Little Mac and only losing out to Captain Falcon.

Nonetheless, Luigi still has some of the significant drawbacks that limited him in previous installments, mainly in regard to his mobility. While his dashing speed is average and Luigi Cyclone provides him a great amount of horizontal coverage when used on the ground, his air speed is not fast at all, with his aerial mobility being among the worst due to the retention of his trademark floaty jumps from his home series. While he does have high jumps that can help his combos, they make him hard to maneuver, and he can sometimes lose control of matches with speedy opponents such as Sonic.

Also, despite being long-distanced and varied, his recovery can be problematic as his options are predictable, and Green Missile is usually slow enough to easily be gimped. Luigi Cyclone's requirement of button mashing forces most players to burn out their double jump along with it to be able to rise easier if they cannot mash as fast, and it can be interrupted, sometimes fairly easy for some characters and particularly those with disjointed or strong projectile games. His recovery mostly depends on his double jump, forcing Luigi to preserve it and taking care to not have it burned it out for nothing. Luigi also has short range in most of his attacks, making it hard to get in against characters with strong zoning abilities or disjoint in their hitboxes. The lack of solid traction also hinders him, as he will be pushed back the farthest on shield (though his sidestep is very fast), holding back his usually amazing punish game.

Overall, Luigi has certainly become a very viable character in the transition to SSB4 in spite of his flaws, courtesy of his outstanding combo game, great air game, capable grab game, and the excellent utility of his smash attacks.

Changes from Brawl

Luigi has been significantly buffed in the transition from Brawl to Super Smash Bros. 4. His neutral and comboing games have been improved, with the latter in particular being among the best and most versatile in the entire game. Additionally, he is more agile overall, which further supplements these improved traits. However, Luigi did receive a number of nerfs. His recovery was worsened moderately, some of his moves (including all his KOing options) had their power weakened and most of his moves deal less damage. Nonetheless, his buffs largely outweigh his nerfs to the point that he is now considered to be among the best characters in the game.

Aesthetics

  •   Like Mario, Luigi has a more cartoonish and sleeker appearance instead of the more realistic look he had in Brawl, which more closely resembles his appearances in the Mario games as well as the new aesthetic used in SSB4. Like Mario, his appearance is more inline with recent 3D Mario games such as Super Mario Galaxy and Super Mario 3D World.
  •   Like King Dedede and several other characters, his facial expressiveness has been exaggerated. Additionally, he appears to be less depressing overall than how he was in Brawl; an example being that he no longer frowns when losing or quitting a match on the results screen. He has also undergone many visual changes to his attacks, some of which have new animations. Unlike previous installments, Luigi's chest will always be facing the foreground, just like Mario.
  •   Like Mario, the coin from his Super Jump Punch is now rendered in 3D and designed to look closer to the Star Coins from the New Super Mario Bros. series.
  •   Luigi has a new jumping animation where he pedals his legs back and forth, a reference to his Scuttle that debuted in Super Mario Bros. 2 and is shown in a certain number of other Mario games.

Attributes

  •   Luigi dashes faster (1.34 → 1.5).
  •   Luigi's air speed is slightly faster (0.7332 → 0.73418).
  •   Luigi's short hop is lower and his full jump is higher.
  •   Luigi's traction has been slightly increased (0.022 → 0.024), though it is still the lowest in the game.
  •   Luigi's falling speed is slightly faster (1.22 → 1.25).
  •   Luigi's fast falling speed has increased (1.708 → 2.0).
  •   Luigi's gravity has increased (0.065 → 0.075). While this is typically a nerf due to it affecting a character's recovery, it is a buff in Luigi's case due to it somewhat alleviating the negatives that his floatiness provides.

Ground attacks

  •   Neutral attack's first two jabs have new animations.
  •   One of the hitbox for second jab has 1 less base knockback (16 → 15).
  •   Neutral attack's final hit now sends Luigi forward, increasing its range. Additionally, it has much more base knockback (30 → 65) and one less interruptibility frame (From frame 32 to 31).
  •   Third strike of neutral attack comes out one frame later (From frame 5 to 6}.
  •   All tilt attacks deal less damage (Up tilt 9% → 6%, forward tilt 10% → 8%, and down tilt 9% → 8%).
  •   Forward tilt lasts for shorter duration (From 6 frames to 3).
  •   Up tilt deals much less base knockback but more growth (30 base/127 growth → 8 base/150 growth). This makes it much better at juggling and starting combos at low percents while still KOing at high percents while under the effect of the rage mechanic. As a result, it is considered to have much more utility overall.
  •   Down tilt now knocks opponent upwards and slightly to the side, giving it marginal comboing ability, although this comboing ability was hindered in update 1.1.0.
  •   Dash attack's first hits link together much better, with opponents no longer able to evade the final hit. Furthermore, the last hit has much more knockback (50 base/100 growth → 60 base/128 growth).
  •   Forward smash has much less knockback growth (135 → 116).
  •   All angles of forward smash deal the same amount of damage rather than each one having a different damage value.
  •   Up smash (sweetspotted) and down smash deal less damage (15% → 14% and 16% → 14% respectively).
  •   First hit of down smash comes out 1 frame slower (From frame 5 to frame 6).
  •   The properties of Luigi's down smash have been reversed, with the back end of it dealing more knockback than the front end.
  •   Due to this change, the back hit of down smash has much more knockback growth (80 → 100).

Aerial attacks

  •   Neutral, forward, up, and down aerials all deal less damage (14%, 10%, 13% and 11% → 12%, 8%, 11% and 8%/10%).
  •   Neutral and back aerials have 3 more frames of landing lag (From frame 11 to 14 and from frame 13 to 16, respectively.
  •   Neutral aerial has lower knockback growth on the clean hit (100 → 90). Also, it can no longer be performed twice from a single short hop. Furthermore, neutral aerial's strong hitbox lasts for 1 less frame (From frame 6 to frame 5.
  •   Neutral aerial's lower power makes it a better combo starter.
  •   Neutral aerial's late hit has different launching angle (90° → 80°).
  •   Forward aerial has greater range. The move also has 1 less frame of landing lag (From frame 23 to 22).
  •   Back aerial deals 2% more damage (12% → 14%).
  •   Back aerial has more ending lag (interruptibility frame 37 to 46). This, when combined with Luigi's lower short hop, prevents it from being used twice from one short hop. The move also has shorter duration, with the strong hit and the move's hitboxes each lasting for 3 less frames (From frame 5 to frame 2 and from frame 16 to frame 13, respectively.
  •   Up aerial has 2 less frames of landing lag (From frame 14 to 12).
  •   Down aerial has a slightly larger hitbox, making it much easier to meteor smash with.
  •   Down aerial has 7 more frames of landing lag. Furthermore, the meteor smash hitbox has less knockback growth (100 → 80).

Throws/other attacks

  •   His grab has less ending lag.
  •   Dash grab has its start-up increased by 4 frames (From frame 8 to frame 12).
  •   Luigi now grabs with one hand as opposed to two.
  •   Pummel inflicts 0.2% more damage (3% → 3.2%).
  •   Back throw deals 2% less damage, making it weaker as a KOing option.
  •   The removal of hitstun cancelling makes down throw an excellent combo starter.
  •   Down throw has a new animation, where Luigi throws the opponent on the ground and Ground Pounds them, similar to Peach and Wario's down throws.
  •   During his up taunt, Luigi's facial expressions are different than in Brawl.
  •   Luigi's floor attacks deal more damage than in Brawl (6% → 7%).

Special moves

  •   Fireball goes slightly farther and is shot faster.
  •   Green Missile deals more damage when uncharged (5% → 10%). The hitbox has been repositioned, now covering Luigi's head instead of his neck, allowing for much better hit and coverage.
  •   A fully charged Green Missile deals slightly less damage.
  •   Charging Green Missile past a certain point on the ground will cancel the move, instead of being able to hold the charge indefinitely. Overcharging this will make Luigi pant and be vulnerable for a second. This also makes it impossible to stall out using it and forcing opponents to go into Luigi's line of fire if they want to continue the fight, but it also makes it so that Luigi will not be stuck in a position that could potentially prove fatal.
  •   Green Missile has a 1 in 10 chance of misfiring instead of a 1 in 8 chance. Additionally, a misfired Green Missile now emits a fiery aura around Luigi, making the misfire easier to notice.
  •   Super Jump Punch does not go as far horizontally after ascent. It also gains much less vertical distance (now being unable to reach the top platform in Battlefield) and has more landing lag. Also, grounded Fire Jump Punch has much less base knockback (70 → 40), aerial version of Fire Jump Punch also had its knockback decreased (58 base/72 growth → 40 base/66 growth). The hit comes out 2 frames later, coming out at frame 8 instead of frame 6.
  •   Super Jump Punch's decreased vertical distance does, however, make Luigi less vulnerable after use. The grounded sweetspot also has more knockback growth (73 → 77).
  •   Super Jump Punch now has a spark at the start of the move to represent the sweetspot. The move also has altered angle of launch (90° → 88°).
  •   Luigi Cyclone's last hit has more knockback (60 base/115 growth → 80 base/130 growth) and the hits link together better.
  •   Luigi Cyclone gains much less altitude when used in the air. It also deals less damage (12% → 9% total) and is also extremely hard to rise without a jump as it requires much more button mashing. Furthermore, the first hit comes out 3 frames later (From frame 7 to frame 10).
  •   Luigi Cyclone has new visuals. It now has whirlwind-like effects instead of silvery trails like in Brawl. Luigi also no longer closes his eyes in fear when executing the move. The re-hit rate has been reduced to six instead of eight.
  •   Luigi has a new Final Smash, Poltergust 5000. Unlike Negative Zone, Luigi's previous Final Smash, Poltergust 5000 only affects nearby opponents rather than covering a very wide area. However, it compensates for this by being purely offensive rather than purely supportive like Negative Zone is, as it traps the nearby opponents (even multiple ones at once) by sucking them into the Poltergust 5000 before launching them upwards and dealing both high damage and tremendous KOing power, rather than enabling Luigi easy openings to only inflict more damage or only possibly secure KOs.

Update history

  1.0.4

  •   Forward smash's damage increased: 14%15%.
  •   Forward smash's side angle was slightly changed: 55° → 53°.
  •   Back hit of down smash's angle was slightly changed: 70° → 60°.
  •   Back hit of down smash's knockback scaling increased: 80 → 100.
  •   Forward aerial's hand hitbox's radius increased: 4.8 → 5.6.
  •   Order of hitboxes of forward aerial reversed. This has no practical effect.
  •   Super Jump Punch's ground sweetspot radius increased: 1.6 → 1.7.
  •   Super Jump Punch's ground sweetspot z-offset increased: 6.1 → 7.0.
  •   Super Jump Punch's aerial sweetspot radius increased: 2.1 → 2.2.
  •   Super Jump Punch's aerial sweetspot z-offset increased: 4.7 → 5.5.

  1.0.6

  •   Like Mario's Fireball, Luigi's Fireball now does 1% less damage the farther it goes.

  1.1.0

  •   Forward aerial deals 1% less damage: 9% → 8%. While this slightly worsens its edge-guarding ability, it also slightly improves its comboing ability.
  •   Fireball's ending lag was increased: 40 → 43 frames.
  •   Fiery Jump Punch's knockback growth increased: 40 → 50.
  •   Super Jump Punch's default grounded hitbox's size increased: 1.7u → 2.2u.
  •   Super Jump Punch's default aerial hitbox's size increased: 2.2u → 2.7u.
  •   Down tilt's angle altered from 74° to the Sakurai angle.
  •   Down tilt's new angle change can result in a much greater chance to trip, allowing Luigi to follow up with a grab or dash attack.
  •   Down tilt's new angle significantly hinders its function as a combo starter or set-up.
  •   Down tilt's knockback growth increased: 54 → 65.
  •   Down tilt's ending lag decreased: 29 → 26 frames.

  1.1.1

  •   Down throw knockback scaling drastically increased. reducing followups outside of low percents while not being given KO ability.
  •   Down throw base knockback significantly reduced, making it better for deadly low percent combos.

Moveset

  Name Damage Description
Neutral attack   3% Luigi jabs twice before performing a hip thrust.
2%
5%
Forward tilt   8% Luigi performs a reverse roundhouse kick. This move can be angled.
Up tilt   6% Luigi swipes over his head with his fist. Great for starting combos.
Down tilt   8% Luigi crouches and performs a shin kick with his heel. Can trip at lower percents.
Dash attack   1% (hits 1-6), 2% (hit 7) Luigi wildly and rapidly swings his arms towards the opponent, launching them away with both hands.
Forward smash   15% Luigi bends his elbow before thrusting his arm out with to perform a knifehand thrust. The move can be angled.
Up smash   14% (head), 12% (body) Luigi performs an upward headbutt. The side which opponents fly changes depending on where they were hit. Hitting in Luigi's front will cause them to be launched to the back and vice versa.
Down smash   14% (legs), 15% (body) Luigi swings along the floor and performs a legsweep. The back hit is much stronger.
Neutral aerial   12% (clean), 6% (late) Luigi performs a flying kick. It is the only sex kick in the game to have vertical knockback.
Forward aerial   8% Luigi performs a downward knifehand strike. A hitbox exists where it is located on Luigi's body that sends enemies the opposite way.
Back aerial   14% (clean feet), 8% (clean legs, late) Luigi performs a dropkick. The move's hitbox barely extends across Luigi's body to his front side, making it possible (though very difficult) to unexpectedly hit the enemy in the opposite direction.
Up aerial   11% (clean), 7% (late) Luigi performs a bicycle kick.
Down aerial   10% (clean), 8% (late) Luigi performs a downward corkscrew kick. This moves has a sweetspot that meteor smashes the opponent; unlike previous games, it is timing-based instead of position-based, making it much easier to control.
Grab   Luigi's grab range is relatively short, but it has little lag and is the fastest grab in the game.
Pummel   3.2% Headbutts the opponent.
Forward throw   9% Luigi spins his opponent around once and tosses the opponent forward. Extremely fast animation.
Back throw   10% (throw), 6% (collateral) A powerful throw that has Luigi spinning the opponent several times and throwing the opponent in the opposite direction grabbed. Originates from Super Mario 64. It also can hit other enemies when spinning, which deals minor damage and knockback.
Up throw   8% Luigi throws his opponent high into the air with both hands.
Down throw   6% Luigi shoves his opponent under him and Ground Pounds them. An excellent combo starter and can be followed up by any other aerial.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets up then kicks behind him, then in front of him.
Floor attack (back)
Floor getups (back)
  7% Gets up then punches behind him, then in front of him.
Floor attack (trip)
Floor getups (trip)
  5% Kicks behind him, then in front of him while getting up.
Edge attack
Edge getups
  7% Flips over the edge, kicking the opponent during the flip.
Neutral special Default Fireball 6% (clean), 5% (late) Luigi fires a weak, green ball of flame that ignores gravity which weakens at certain distance.
Custom 1 Bouncing Fireball 6% (clean), 5% (mid), 4% (late) Luigi fires a fireball that bounces similar to Mario's. However, the bouncing arc is more vertical. This move weakens with distance. Has a large amount of end lag.
Custom 2 Ice Ball 4% Luigi fires a slow moving ice ball. Freezes enemies at higher percents.
Side special Default Green Missile 10% (uncharged), ~19.8% (fully charged) 25% (misfire) Luigi crouches and charges up before shooting forward like a missile. If used on the ground for too long, it cancels the charge. This move has a 1 in 10 chance to misfire, which has greater damage, knockback, and always goes the same distance no matter the charge.
Custom 1 Floating Missile ~4.3% (uncharged), ~18% (fully charged), 23% (misfire) This variation only goes straight, which can be more accurate for hitting enemies and getting back on stage. It also charges quicker. However, it deals less damage and knockback.
Custom 2 Quick Missile ~5.15% (uncharged), ~20% (fully charged), 20% (misfire) Luigi flies much farther and faster, but missing causes him to slide across the ground and be open for an attack.
Up special Default Super Jump Punch 25% (ground sweetspot), 20% (air sweetspot), 1% (sourspot) Luigi performs a strong, jumping uppercut. It deals flame damage and knockback if sweetspotted, but pitiful damage and no knockback if sourspotted. The sweetspot is bigger in midair and the attack has more height had the player used Luigi's double jump beforehand, though it comes at the cost of being slightly weaker. Regardless and although somewhat risky, the midair sweetspotted Super Jump Punch is a viable KOing option around the 105%-110% range against the majority of the cast when used as a follow-up from his down throw. The midair sweetspot also does not produce the ping sound.
Custom 1 Fiery Jump Punch 18% (ground sweetspot), 15% (air sweetspot), 1% (sourspot) Makes it easier to hit the sweetspot at the expense of dealing less damage having lowered height, though it also has higher height when double jumped. It does not make the ping sound effect when sweetspotted. More horizontal movement and slightly more invincibility, but has a lot of end lag.
Custom 2 Burial Header 8% (descent), 8% (landing), 1% (sourspot) Instead of a fiery sweetspot, Luigi deals burying damage as he falls down faster. Luigi will also get up much faster, allowing for follow-ups. Compared to his other up specials, this one has the best vertical distance of the three (able to reach the top platform in Battlefield), and has even higher height when paired with his double jump.
Down special Default Luigi Cyclone 1.5% (loop hits), 3% (last hit) Luigi rapidly spins around, trapping and dealing damage to the opponent before sending them flying. Can be mashed to gain height, and carries Luigi's double jump momentum to enable easier rise.
Custom 1 Mach Cyclone 6% Pushes back opponents who are close, and can rise a great amount compared to the other variations. However, only the ending does any damage, and knocks opponent sideways instead upwards. Much less horizontal movement, but jumps at the end.
Custom 2 Clothesline Cyclone 8% Slower, only hits once, and can barely float, but is stronger. Acts similar to Luigi's version of this move in Super Smash Bros. Has a lot of ending lag.
Final Smash Poltergust 5000 30% (captured; maximum), 10% (throw) The Poltergust 5000 from Luigi's Mansion: Dark Moon suddenly appears on Luigi's back. He then proceeds to suck up nearby opponents and then launches them out. The sooner the foes are vacuumed in, the more damage they incur before being launched.

Taunts

  • Up Taunt: Initiates a variety of poses. In order: he faces the screen with one hand on his waist while the other gives the V sign, referencing his animation from Luigi's Mansion when he'd find a key; he turns to the right slightly, pointing his hands that direction, and what's new in this installment is the look of terror on his face while in this pose. Then, he places his right hand just below his nose, as seen in his artwork for Mario & Luigi: Partners in Time. Then he turns away from the screen, crouching, as if he's sad, just like his Bogey animation in Mario Golf and finally, he faces the screen once more, with both hands on his face, giving a frightened look from the cover of Luigi's Mansion.
  • Side Taunt: Luigi has his arms straight down and his body fully erect. The pose causes Luigi to fall forward and briefly balance on his belly. He says "pow pow". It is based off of one of his victory poses from Super Smash Bros. Melee. Moves Luigi towards the screen as such some attacks may miss, such as Fox's and Falco's Blaster.
  • Down Taunt: He bashfully kicks the ground and sighs. If it contacts with an opponent that is hanging on a ledge or off-stage, Luigi can perform a powerful meteor smash; if the opponent is on the stage, then they receive set knockback. It is similar to the action Luigi performs when he misses in certain mini-games in Mario Party 2.

On-Screen Appearance

A green Warp Pipe appears. Luigi leaps out with his hands on his head and hesitantly says "Let's-a go!"[2]

Idle Poses

  • Rubs the back of his head sheepishly.
  • Pulls on his nose, stretching it and snapping it back.

Victory Fanfare

A flourished remix directly from Brawl based on the sound clip that would play when Luigi reaches the end of a level in Super Mario Bros. It is shared with Mario, Peach, and Dr. Mario.

Victory Poses

  • Falls twice, stiff as a board. It is also similar to his side taunt and character art.
  • Childishly swings his arms at the air, then gasps twice with exhaustion. It is also the same animation used when he is selected in Super Smash Bros..
  • Turns around and makes gun motions with his fingers, saying "Bang, bang!".

In Competitive Play

Official Custom Moveset Project

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

Notable players

Trophies

Luigi
    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.
    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.
  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
 : Luigi's Mansion: Dark Moon 03/2013
Luigi (Alt.)
  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!
  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
 : Luigi's Mansion: Dark Moon 03/2013
Poltergust 5000
  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!
  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

 
               

Gallery

Trivia

  • His official artwork is based on his side taunt.
  • Early in development, Luigi could wall jump, but not in final release.
  • He has a different expression while jumping, spotdodging, and getting Screen KOed in the Wii U version of the game.
  • The trophy description for Luigi in the North American version of Super Smash Bros. for Wii U suggests a reference to Weegee, a popular internet meme. Though it could just be a reference to calling himself "Weegee" in several games when excited.
  • Luigi's All-Star trophy in the 3DS version resembles his Adventure Mode trophy from Melee, though with a different costume.
    • In addition, Luigi's alt trophy in the Wii U version resembles his Melee artwork.

References