Luigi (SSB4)
Luigi in Super Smash Bros. 4 | |
---|---|
Universe | Mario |
Other playable appearances | in SSB in Melee in Brawl |
Availability | Starter |
Final Smash | Poltergust 5000 |
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 down throw is one of the best comboing moves in the game, having low knockback and ending lag, and also allowing for two pseudo-chain grabs. 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 combo game has been noticeably improved overall, he is more agile overall, and his neutral game was improved. However, Luigi did receive a number of nerfs. His recovery was worsened moderately and some of his moves (including all his KOing options) had their power weakened. Nonetheless, his buffs 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 from certain Mario games.
Attributes
- Luigi dashes faster (1.34 → 1.5).
- Luigi's air speed is slightly higher (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 has been slightly increased (1.22 → 1.25).
- Luigi's fast falling speed has been moderately increased (1.708 → 2.0).
- Luigi's gravity has been increased (0.065 → 0.075).
Ground attacks
- Neutral attack's first two jabs have new animations.
- One of the hitbox for second jab has 1 less base knockback (From 16 to 15).
- The final hit of neutral attack now sends Luigi forward, increasing its range. Additionally, it has much more base knockback (From 30 to 65) and one less IASA frames (From 32 to 31).
- Third strike of neutral attack comes out one frame later (From 5 to 6}.
- All tilts 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 rage. As a result, it is considered to have much more utility overall.
- Down tilt now knocks opponent upwards and to the side a bit, giving it slight combo ability.
- 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% and 16% → 14% and 14%).
- 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 aerial all deal less damage (14%, 10%, 13%, and 11% → 12%, 8%, 11%, and 8%/10%).
- Neutral and back aerial have 3 more frames of landing lag (Neutral aerial from 11 to 14. Back aerial from 13 to 16.
- Neutral air has lower knockback growth on the clean hit (100 → 90). Also, it can no longer be performed twice in a single short hop. Furthermore, neutral aerial's strong hitbox lasts for 1 less frame (Lasting to frame 5 instead of 6).
- Neutral air's lower power makes it a better combo starter.
- Neutral air's late hit has different launching angle (From 90 to 80).
- Forward aerial has greater range. The move also has 1 less frame of landing lag (From 23 to 22.)
- Back air deals 2% more damage (12% → 14%).
- Back air has more ending lag (IASA from 37 to 46). This, when combined with Luigi's lower short hop, prevents it from being used twice in one short hop. The move also has shorter duration, the strong hit lasting for 2 frames as opposed to 5, and the move's hitboxes lasts for 13 frames instead of 16.)
- Up aerial has 2 less frames of landing lag (From 14 to 12).
- Down aerial has a slightly larger hitbox. It is 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 much faster startup by 4 frames (Grabbing at frame 8 as opposed 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 finisher. However, it is still one of the strongest throws in the game.
- 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
- Fireballs go slightly farther and are 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 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 (From 73 to 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 (From 90 to 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). It is also extremely hard to rise without a jump as it requires much more 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 rehit rate has been reduced to 6 instead of 8.
- Luigi's Final Smash has been changed to the Poltergust 5000. Instead of inflicting negative afflictions like Negative Zone, this new move traps opponents before launching them with high damage and tremendous KO power, possessing drastically better offensive use.
Update history
- Forward smash's damage increased: 14% → 15%.
- Forward smash's side angle was slightly changed: 55 → 53.
- Down smash's angle was slightly changed: 70 → 60.
- Down smash's knockback scaling was increased: 80 → 100.
- Forward aerial's hand hitbox radius was increased: 4.8 → 5.6.
- Order of hitboxes of forward aerial reversed. This has no practical effect.
- Super Jump Punch's ground sweetspot radius was increased: 1.6 → 1.7.
- Super Jump Punch's ground sweetspot z-offset was increased: 6.1 → 7.0.
- Super Jump Punch's air sweetspot radius was increased: 2.1 → 2.2.
- Super Jump Punch's air sweetspot z-offset was increased: 4.7 → 5.5.
- Like Mario's, Luigi's Fireball now does 1% less damage the farther it goes.
- Forward aerial deals 1% less damage: 9% → 8%. While this slightly worsens its edge-guarding abilities, it also slightly improves its comboing ability.
- Fireball's ending lag was increased: 40 → 43 frames.
- Fiery Jump Punch's knockback growth was increased: 40 → 50.
- Super Jump Punch's default grounded hitbox size was increased: 1.7u → 2.2u.
- Super Jump Punch's default aerial hitbox size was increased: 2.2u → 2.7u.
- Down tilt's angle altered from 74 degrees to the Sakurai angle.
- Down tilt's knockback growth was increased: 54 → 65.
- Down tilt's ending lag was decreased: 29 → 26 frames.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | Luigi jabs twice before performing a hip trust. | ||
2% | ||||
5% | ||||
Forward tilt | 8% | Luigi performs a spinning 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, turns around, and kicks his heel out behind him. | ||
Dash attack | 1% (hits 1-6), 2% (hit 7) | Luigi wildly and rapidly swings his arms towards the opponent, then launching them away with both hands. | ||
Forward smash | 15% | Luigi bends his elbow before thrusting his arm out with to perform a four-fingered thrust. The move can be angled. | ||
Up smash | 14% (head), 12% (body) | Luigi performs an upward headbutt. | ||
Down smash | 14% (legs), 15% (body) | Luigi swings along the floor and does devastating kicks to both sides. | ||
Neutral aerial | 12% (clean), 6% (late) | Luigi performs a sex kick. It is the only sex kick in the game to have vertical knockback. | ||
Forward aerial | 8% | Luigi performs a downward karate chop. 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 turns around and does 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 kicks his feet below him dealing a power strike. 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. | ||
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. A great 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. |
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. | |
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 charges up and shoots forward like a missile. If used on the ground for too long, it cancels the charge. This move has a 1/10 chance to misfire, which has greater damage, knockback, and always go the same distance no matter the charge. |
Custom 1 | Floating Missile | ~4.3% (uncharged), ~18% (fully charged), 23% (misfire) | This only goes straight, which can be more accurate to 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 an uppercut from a super jump that deals massive amounts of flame damage and knockback if sweetspotted but pitiful damage and no knockback if sourspotted. The sweetspot is bigger in midair, but it's weaker and it does not produce the ping sound. More horizontal movment. |
Custom 1 | Fiery Jump Punch | 18% (ground sweetspot), 15% (air sweetspot), 1% (sourspot) | Makes it easier to hit the sweetspot at the expense of its power and the move's height. It doesn't make the ping sound effect when sweetspotted. | |
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 followups. | |
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. 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. | |
Final Smash | Poltergust 5000 | 30% (captured), 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. |
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 gently 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.
- 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
- LuigiPose1WiiU.png
- LuigiPose2WiiU.png
- LuigiPose3WiiU.png
- Turns around and makes gun motions with his fingers, saying "Bang, bang!"
- 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..
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Luigi | 1311 | 1211 | 3311 | 3211 | 3111 |
1312 | 3312 | 3212 | 2311 | 3231 |
Notable players
- Anti
- Boss
- False
- Geward
- J.Miller
- Larry Lurr
- LOE1
- Luigi_player
- Mr. ConCon
- Poke
- Poltergust
- Poyo
- Tee
- WiiASE
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. (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!
- Luigi (Alt.)
- 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.
- 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!
- LuigiAllStarTrophy3DS.png
Alt. (3DS)
- LuigiAllStarTrophyWiiU.png
Alt. (Wii U)
In Event Matches
Solo Events
- All-Star Battle: Secret: Luigi is one of the opponents fought in this event. All opponents are characters that have been unlockable in previous Super Smash Bros. games.
- Family Ties: The player controls Bowser Jr., who is aided by a giant Bowser, and must defeat Mario and Luigi.
- Oh Yeah, Luigi Time!: Luigi must defeat a giant Wario. After some time, a giant Mario will arrive to help the player.
Co-op Events
- A Lurking Menace: Mario and Luigi must defeat Bowser Jr. If they wait too long, a giant Bowser will arrive and the players must defeat him as well.
- Solidarity: Olimar and Rosalina & Luma must defeat Mario and Luigi. When they are defeated, Bowser and Bowser Jr. must be defeated as well.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
- Wrecking Bros.: Mario and Luigi must destroy all of the building on Wrecking Crew. Wario and King Dedede will try to stop the players.
Alternate costumes
Gallery
Luigi's amiibo.
Neutral attack third hit.
His dash attack.
His neutral aerial.
His forward smash.
His Fireball.
Luigi taunting.
The same taunt in Skyloft.
The same pose, with a Crash Bomb attached to Luigi.
Luigi poses, in a manner seen in Mario & Luigi: Partners in Time artwork.
Luigi using his down taunt to meteor smash Kirby.
Luigi throwing back a Metal Blade at Mega Man.
Mario and Luigi jumping.
Mario and Luigi in a section of 3D Land.
Green Missile with Kirby and a Smash Ball.
Luigi with the Poltergust 5000.
Luigi with a Screw Attack.
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
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |