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Luigi (SSB4)

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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)
LuigiHeadSSB4-U.png

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.

luigi is bad

Luigi is bad

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.[4]
  • 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.[5] 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
LuigiHeadSSB4-U.png 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 LOE1 - Mained Luigi before switching mains to Diddy Kong in 2017.
  • 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 and 5th at 2GG Championship while exclusively using Luigi. Due to such performances 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
LuigiHeadSSB4-U.png LuigiHeadOrangeSSB4-U.png LuigiHeadPinkSSB4-U.png LuigiHeadCyanSSB4-U.png LuigiHeadWhiteSSB4-U.png LuigiHeadPurpleSSB4-U.png LuigiHeadBlueSSB4-U.png LuigiHeadYellowSSB4-U.png

Gallery

Trivia

References