Super Smash Bros. Ultimate

Luigi (SSBU)

Revision as of 07:58, February 28, 2019 by 75.141.86.254 (talk)
This article is about Luigi's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Luigi.
Luigi
in Super Smash Bros. Ultimate
Luigi SSBU.png
MarioSymbol.svg
Universe Mario
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Unlockable
Final Smash Poltergust G-00
Luigi (SSBU)
He can jump higher than his brother, Mario. His Up Special, Super Jump Punch, will gain maximum damage and launching power when hitting the opponent right at the start. It truly is a "Special" move. He also uses his new Poltergust for his throw!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Luigi (ルイージ, Luigi) is a playable character in Super Smash Bros. Ultimate. He was revealed for the game along with the rest of the veterans on June 12th, 2018. Like in games prior to Super Smash Bros. 4, he reprises his role as an unlockable character instead of a starter character. Luigi is classified as fighter #09, just behind the eight starter characters.

As in Smash 4, Charles Martinet's portrayal of Luigi from Super Smash Bros. Brawl was repurposed for Ultimate.

How to unlock

Complete one of the following:

  • Play VS. matches, with Luigi being the 33rd character to be unlocked.
  • Clear Classic Mode with Mario or any character in his unlock tree, being the fifth character unlocked after Ike.
  • Have Luigi join the player's party in World of Light in the dark world.

With the exception of the third method, Luigi must then be defeated on Luigi's Mansion.

Attributes

Luigi is a middleweight who is somewhat floaty, and has attributes that deviate from most characters of his weight class. Luigi has average walking and dashing speeds, the second slowest air speed, average air acceleration, slightly below-average gravity, and below-average falling speed, fastfalling speed and traction. Luigi also sports a very high jump and double jump. Overall, Luigi is a floaty character who is sluggish in some aspects, especially in the air.

Like his brother, Luigi can be very difficult to punish, thanks to all but two of his regular moves (forward smash and down aerial) hitting before frame 10. This, in turn, gives his frame data the distinction of being among the faster ones in the game in terms of start-up lag when excluding special moves. Luigi's excellent frame data is complemented by the impressive utility of his overall moveset. Neutral attack's damage output and range are decent, and Luigi's tilt attacks also have their own perks: forward tilt can be angled and, when angled downward, is capable of jab locking; up tilt has excellent combo and juggling potential while possessing decent vertical range; and down tilt is an incredibly quick and highly spammable move that can combo into itself. Finally, Luigi's dash attack has quick start-up, and with its reduced ending lag as well as its increased damage output and knockback, it is a much better move for approaching and attacking than in previous titles.

Luigi's smash attacks are all among the fastest of their kind, have below-average ending lag, and possess enough knockback to be reliable finishers, allowing them to quickly and effectively punish opponents close to him, while being difficult to punish themselves on shield. Forward smash can be angled for higher power and deals extra shield damage, up smash is an effective anti-air attack due to rendering Luigi's head intangible while its hitboxes are active, and down smash is very useful for punishing rolls thanks to its minimal lag, respectable damage output and long range. Both up smash and down smash also have set-up potential at low percents if Luigi successfully covers the opponent's options afterward, and the latter is a reliable follow-up from down throw against heavyweights and fast-fallers.

Luigi's aerial attacks are also very useful, due to their combination of fast startup, quick interruptibility (except for neutral and back aerials), and ability to auto-cancel in a short hop. Neutral aerial is a sex kick and, like in previous installments, the only one that launches opponents vertically, which benefits its clean and late hitboxes: the former is a great combo breaker and a situational KOing option near the upper blast line, whereas the latter is a very useful combo starter when SHFF'd. Forward aerial has the fastest duration of its kind and launches at the Sakurai angle; at low to medium percentages, these traits make it very reliable for approaching or down throw-initiated combos into itself, neutral aerial and up aerial, as well as a reliable edge-guarding option at high percentages. Back aerial has a very powerful clean hitbox and long range, which enable it to function as a safe and reliable KOing and edge-guarding option, or as an approach option via reverse aerial rush. Up aerial is useful for combos, since it can either extend them or, thanks to having the lowest amount of landing lag out his aerials, use its clean hitbox to start them at low percentages when SHFF'd. Lastly, down aerial is among the fastest of its kind, while its clean hitbox is a meteor smash.

Much like his brother, Luigi has a useful grab game, though he has a vastly different tether grab where he uses the Poltergust G-00 to grab his opponents, firing a toilet plunger at the opponent. The plunger can grab opponents from a decent distance, preventing the necessity for Luigi to get up close to his foes. Even beyond his grab, the toilet plunger functions as a projectile, dealing minor damage and knockback, giving it some edgeguarding potential. This is further compounded by the fact that it cannot be absorbed or reflected by opponents. Like Mario, Luigi has an incredibly quick pummel, being able to deal multiple hits to the opponents, and still follow up with his useful throws. Luigi's forward throw deals respectable damage, being able to combo into itself to a decent degree, or set up edgeguards against opponents at higher percents. Back throw also deals respectable damage, but it deals very high knockback, allowing it to KO at a mere 120%, or even earlier with rage. Back throw is also quick, making it safe to use, and enabling Luigi to follow up with other attacks. Up throw also deals average damage and knockback, and possesses follow-up potential into forward or up aerials at mid percents, while having a collateral hitbox to harm bystanders. Lastly, there is down throw, which is Luigi's single most useful attack in the game. Down throw deals average knockback, quick overall lag, and vertical angle, enabling it to repeatedly string itself for high damage. Down throw can combo into moves such as up tilt, up smash, all of Luigi's aerials and Super Jump Punch, due to its aforementioned traits.

As a pseudo-clone of Mario, Luigi has two special moves that are derived from his older brother, yet his versions deviate in noticeable ways. Fireball is a projectile that is useful for pressuring, hindering an opponent's approach, or setting up an attack. Unlike Mario's Fireball, Luigi's is unaffected by gravity, which makes it somewhat less effective at hindering an opponent's recovery or edge-guard attempt. Super Jump Punch has very quick startup like Mario's, but propels him vertically instead of diagonally. By extension, it consists of a sweetspot and sourspot, instead of multiple hitboxes like Mario's. Its sweetspot boasts devastating power, which makes it a very potent punishment option, yet it is very risky because of its virtually useless sourspot.

Aside from these, Luigi's other special moves are completely distinct from Mario's. Green Missile deals damage and covers horizontal distance, both of which can be increased thanks to its ability to be charged. However, it is also possible for Green Missile to misfire; in this case, it becomes even stronger than the fully charged version, and travels much further. Lastly, Luigi Cyclone can function as a KOing option near the upper blast line, and is a fairly useful follow-up out of his down throw.

However, Luigi has some notable disadvantages. He has fairly sluggish mobility compared to his brother Mario, with his extremely low air speed and floaty physics making landing much more difficult, especially against faster characters such as Fox or Pichu. While he has slightly more range than Mario, he is still susceptible to getting zoned out by characters with disjointed hitboxes such as Lucina and Ike, and his lack of a reflector makes it harder for him to deal with projectile camping from characters such as Mega Man and Link. Additionally, his terrible air physics make it difficult for him to contest with characters with better horizontal movement airborne despite his high jumps, such as Peach and Wario. His recovery is also sub-par, as Luigi Cyclone no longer gives much vertical distance, leaving him to deal with his poor air speed and linear Super Jump Punch and Green Missile moves.

Changes from Super Smash Bros. 4

Luigi has received a mix of buffs and nerfs in the transition from Smash 4 to Ultimate. A notable buff to Luigi is his faster mobility, which both contributes to his approach and recovery; his faster dash, and the ability to now use any grounded attack out of a run, allows Luigi to overwhelm his opponents with fast attacks; Luigi's improved air speed, combined with his high jumps, allows him to easily traverse great aerial distances. Luigi's air game is also improved, due to his aforementioned air speed, the reduced short hop timing, and the decreased landing lag in his aerials. Thus, Luigi's aerials have greater safety, and easier times setting up combos on opponents.

Luigi's down tilt and dash attack also have much less ending lag, resulting in better combo potential for both attacks, in spite of the former's drastic damage decrease; the latter, however, deals significantly more damage now. Some of Luigi's main KOing options are buffed: his forward smash, perhaps one of Luigi's best finishers, has its knockback increased when inputting its standard and down angled versions, making its KO potential more consistent, while his down smash, another one of his best KOing attacks, has its sweetspots outprioritize its sourspots, resulting in more consistent KOing ability.

Luigi also receives a tether grab in the form of his Poltergust G-00, offering much greater range than his former grab, but in exchange for greater startup and ending lag. The Poltergust G-00 can also be used in the air, but it has much greater ending lag, and it cannot be used to recover with. However, it fires a toilet plunger, which disconnects from the Poltergust G-00 and has a hitbox that can gimp. Luigi's Fireballs have greater range, and come out quicker, increasing their utility. Luigi's Super Jump Punch travels higher, making it a better recovery option, while its landing lag is also decreased. Luigi Cyclone is more rebalanced, however: it deals greater damage, grants Luigi intangibility on its early frames, its hits connect better, it gains a windbox that drags opponents into the attack, and comes with less ending lag.

However, Luigi has had a couple of notable nerfs as well. His most notable nerf is to one of his recovery tools, being Luigi Cyclone, which travels much less vertical distance when button mashed thus making his already vulnerable recovery even more linear and exploitable. This nerf also removes the ability to gimp with the move, which was an important part of his playstyle in the previous Smash game. While Luigi’s grab remains one of the best in the game, it has noticeably more startup and ending lag making it more difficult to grab opponents in certain situations while also being more punishable if whiffed.

Overall, Luigi has had moderate tournament success in Ultimate so far.

Aesthetics

  •   As with all veterans returning from Smash 4, Luigi's model features a more subdued color scheme. His hair and clothing now features simple detailing, similar to his design in Brawl.
  •   Like most of the returning roster, Luigi has become much more expressive than in the previous games.
  •   Luigi's idle animation has been slightly altered, with his head turned toward the screen. However, he reverts to his previous idle animation when picking up light items.
  •   Luigi has a new dashing animation akin to how he runs in Luigi's Mansion.
    •   Luigi's backward jumping animations were slightly altered: he now performs one somersault instead of two; he performs less somersaults during his backward midair jumping animation.
  •   Luigi's attacks that involve fire, such as his Fireball, have been given brighter, flashier particle effects.
  •   Luigi's victory animation where he throws rapid punches was slightly altered, with a different animation for gasping at the end.

Attributes

  •   Like all characters, Luigi's jumpsquat animation now takes 3 frames to complete (down from 5).
  •   Luigi walks faster (1.08 → 1.134).
  •   Luigi runs faster (1.5 → 1.65).
    •   Luigi's initial dash is significantly faster (1.28 → 1.815).
  •   Luigi's air speed is slightly higher (0.7341766 → 0.77).
  •   Luigi falls faster (1.25 → 1.32). This improves his vertical endurance, but makes him more susceptible to combos.
  •   Luigi's fast falling speed is faster (2 → 2.112). This improves his air mobility and makes him less susceptible to juggles.
  •   Luigi's gravity is higher (0.075 → 0.083). This makes his jumps faster, but worsens his vertical endurance.
  •   Luigi has significantly higher traction (0.024 → 0.096), no longer being the lowest in the game. This allows him to punish out of shield much more easily.
  •   Forward roll has less ending lag (FAF 31 → 30).
  •   Forward roll grants less intangibility (frames 4-17 → 4-15).
  •   Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
  •   Spot dodge has less ending lag (FAF 27 → 26).
  •   Luigi has a slightly altered pose during air dodge, and has a scared expression on his face.
  •   Air dodge grants more intangibility (frames 3-27 → 3-29).
  •   Air dodge has significantly more ending lag (FAF 33 → 58).

Ground attacks

  • Neutral attack:
    •   The first hit can be held for a consecutive jab, akin to Mario's.
    •   The first and third hits deal less damage (3% → 2% (hit 1), 5% → 4% (hit 3)), with the third hit also dealing less knockback.
    •   The first and second hits have altered angles and knockback to keep opponents close to Luigi, akin to other neutral attacks. This allows them to connect better and jab lock, but removes their guaranteed jab cancel setups.
  • Forward tilt:
    •   Forward tilt has an altered animation, now being a side kick instead of a spinning hook kick.
    •   It deals more damage (8% → 9%).
    •   It has more base knockback, increasing its safety on hit at low percents.
  • Up tilt:
    •   Luigi has a new up tilt, a short uppercut, similar to the one he possessed in the original Super Smash Bros..
    •   It has more vertical and horizontal range in front of Luigi, now being able to hit opponents on the lower platforms of Battlefield, and hit opponents further in front of him.
    •   It has less ending lag (FAF 31 → 28), improving its combo potential.
    •   It can no longer hit opponents behind Luigi.
  • Down tilt:
    •   Down tilt has significantly less ending lag (FAF 27 → 14), dramatically improving its safety and granting it combo ability.
    •   It deals less damage (8% → 5%), although with knockback compensated.
    •   It no longer has a bonus trip chance.
  • Dash attack:
    •   Dash attack has drastically less ending lag (FAF 76 → 48).
    •   It consists of five hits instead of seven, which deal drastically more damage (1% (hits 1-6), 2% (hit 7) → 2% (hits 1-4), 4% (hit 5)), improving its KO potential.
  • Forward smash:
    •   Non-angled and downward angled forward smash deal more knockback.
  • Up smash:
    •   Luigi's nose is now intangible along with his head while the hitboxes are active, instead of only his head being intangible.
  • Down smash:
    •   Down smash's sweetspots on both hits take priority over the sourspots, making them easier to land.
    •   The front hit launches opponents away from Luigi rather than towards him. This improves its edgeguarding potential, but hinders its setup potential.

Aerial attacks

  •   All aerials have reduced landing lag (14 frames → 8 (neutral), 22 frames → 13 (forward), 16 frames → 10 (back), 12 frames → 7 (up), 20 frames → 12 (down)).
  • Neutral aerial:
    •   Neutral aerial has one frame less ending lag (FAF 46 → 45).
    •   Luigi's head is slightly repositioned when using it.
  • Back aerial:
    •   Back aerial now always launches opponents towards Luigi's back, akin to most other back aerials, improving its reliability for edgeguarding.
    •   Its sweetspot is larger.
    •   It has one frame less ending lag (FAF 46 → 45).
    •   Luigi has a neutral expression instead of having a scared expression on his face.
  • Up aerial:
    •   Up aerial has less ending lag (FAF 30 → 27), improving its combo potential. This also allows Luigi to perform two up aerials in a short hop and autocancel the second one, like in Brawl and Smash 64.
    •   Up aerial auto-cancels earlier (frame 19 → 18) and has an initial auto-cancel window (frames 1-3).
  • Down aerial:
    •   Down aerial's clean hit deals more knockback.
  •   Luigi now has a grab aerial, effectively gaining an extra attack. Unlike other grab aerials, it has considerable landing lag and cannot be used as a tether recovery, but produces a projectile in the form of a plunger that drops a distance downward, and can be shot even during landing lag depending on timing, allowing it to be used for edgeguarding and starting combos from low to high percents.

Throws/other attacks

  •   Luigi now has a tether grab, using his new Poltergust G-00 from Luigi's Mansion 3 and shooting a plunger attached to a rope. His pummel and all his throws except down throw have also received new animations reflecting this change.
    •   Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).
    •   However, all grabs have noticeably increased startup (frame 6/8/9 (standing/dash/pivot) → 14/16/17) and ending lag (FAF 29/36/34 → 48/52/50), making them riskier to use at close range, and easier to punish if they miss.
  • Pummel:
    •   Pummel now has Luigi squeeze the opponent with the Poltergust.
    •   It is much faster, but deals significantly less damage (3.2% → 1.3%).
  •   Luigi's throws are no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
  • Forward throw:
    •   Forward throw now has Luigi slam the opponent onto the ground in front of him.
    •   It releases opponents slower (frame 13 → 19) and has more ending lag (15 frames → 23).
  • Back throw:
    •   Back throw now has Luigi turn around to slam the opponent onto the ground behind him.
    •   It releases opponents much faster (frame 44 → 19), making it harder to DI.
    •   Its collateral hitbox has been removed. As a result, it can no longer hit bystanders.
  • Up throw:
    •   Up throw now has Luigi shoot opponents upward with the Poltergust.
    •   It has increased combo ability due to Luigi's faster jumpsquat and jump speed.
    •   It has gained a collateral hitbox in front of Luigi that deals 6% damage and has similar knockback to the throw, allowing it to hit and even start combos against bystanders.
  • Down throw:
    •   Down throw now has a hitbox before the throw, akin to Peach and Daisy's, with its damage redistributed (6% → 3% (hit 1 and throw)) and knockback compensated on the throw. This allows it to hit bystanders.
    •   It has less ending lag (21 → 12 frames), further improving its combo potential at higher percents.
  • Edge attack:
    •   Edge attack deals more damage (7% → 9%).

Special moves

  • Fireball:
    •   Fireball travels slightly faster, making it more likely to hit opponents. It also covers slightly more range.
  • Green Missile:
    •   Green Missile has less ending lag in the air (FAF 86 → 81) and on hit (FAF 42 → 33).
    •   The regular version of the move now has intangibility after releasing the charge (frames 1-5).
    •   Luigi's charging animation has been changed, and he now spins when the move misfires. In addition, he appears angrier and has an altered pose while charging the move.
  • Super Jump Punch:
    •   Super Jump Punch has significantly decreased landing lag (68 frames → 45).
    •   It grants more vertical distance.
    •   It has less aerial drift when Luigi starts facing downwards, making it riskier to use farther away from the ledge.
    •   The grounded version's sweetspot is fairly harder to land.
    •   Like several other powerful attacks in the game, the grounded version's sweetspot triggers the Special Zoom when it successfully hits an opponent.
  • Luigi Cyclone:
    •   Luigi Cyclone now grants Luigi full invincibility on frames 4-8 for the grounded version and frames 1-7 for the aerial version. This allows it to tank through opposing attacks and break combos very effectively.
    •   Luigi Cyclone deals more knockback.
    •   The last hit comes out faster (frame 44 → 40), allowing it to connect more reliably, and giving the move faster interruptibility as a result (FAF 90 → 86).
    •   It deals more damage (1.5% → 2% (hits 1-4), 3% → 4% (hit 5); 9% → 12% (total)) with knockback not fully compensated on the last hit, improving its KO potential.
    •   It has gained a windbox that pulls opponents into the move, and its linking hits have lower, set knockback, allowing it to connect more reliably.
    •   Luigi Cyclone has much less horizontal maneuverability on the ground.
    •   It gains significantly less height from button mashing, hindering its usefulness in recovery.
    •   The addition of the windbox to the move and the linking hits' lower knockback completely remove its ability to gimp opponents offstage.
    •   Luigi Cyclone now has a more opaque vortex form around Luigi when used.
    •   The aerial version now uses the same ending lag animation as the grounded version.
  • Final Smash:
    •   While Luigi's Final Smash is the same as in Smash 4, he uses his new Poltergust from Luigi's Mansion 3, the Poltergust G-00.[1]
    •   Poltergust G-00 releases opponents much slower reducing its efficiency against 8-player smash.

Update history

  1.1.0

  •   Up aerial has less ending lag (FAF 30 → 27).

  1.2.0

  •   The plunger from his grab aerial now disappears when used while crossing a platform instead of getting stuck inside it.

  2.0.0

  •   Up smash deals more knockback.
  •   Down aerial's clean hit no longer affects grounded opponents. As a result, it has more startup against them (frame 10 → 11) and can no longer meteor smash them, greatly hindering its combo potential and removing its zero-to-death setups.
  •   Standing and pivot grabs have longer durations (frames 14-19 → 14-20 (standing)/17-22 → 17-23 (pivot)), and increases their range as a result.
  •   Green Missile has less ending lag.
  •   Luigi Cyclone deals more knockback.

Moveset

  • Luigi can crawl.
  • Luigi possesses a tether grab.
    • It can also be used as an attack, but it is unable to grab ledges.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% A one-two combo followed by a butt slam. It hits on frame 2 and its last hit slightly moves Luigi forward, making it a safe option at close range. The first two hits can also be used for jab locking opponents. The first two hits originate from the Punch + Punch + Kick combo.
2%
4%
Forward tilt   9% A side kick. It can be angled and is useful for locking opponents.
Up tilt   6% A leaping uppercut, similar to Mario's, but more in front of Luigi rather than directly above himself. It is a potent combo starter, leading into itself at low percents and all of Luigi's aerials at mid to high percents. Compared to Mario's, it deals more damage, has more frontal range and less ending lag, but its much lower base knockback makes it less safe at very low percents.
Down tilt   5% A crouching kick. It has short range, and deals low damage and knockback. However, its very minimal lag allows it to be quickly used in succession to combo into itself and whittle down shields if the opponent is close enough to Luigi.
Dash attack   2% (hits 1-4), 4% (hit 5) Performs a flurry of punches, all while wincing nervously. It has been considerably buffed from previous games, having significantly less ending lag and dealing both more damage and knockback, while still being one of the fastest dash attacks in the game in terms of startup.
Forward smash   15% A knifehand thrust. Luigi's most powerful smash attack, dealing high damage and knockback on all angles. However, it is also his slowest smash attack, and has short range, making it difficult to land.
Up smash Lead Headbutt 14% (clean), 12% (late) An upward arcing headbutt. It is quite fast for a smash attack, making it one of Luigi's fastest KO options, and launches opponents at a vertical angle towards him. Like Mario and Dr. Mario's up smashes, it renders his head intangible throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot, the latter which is located closer to Luigi.
Down smash   15% (body), 14% (legs) A breakdancing kick, hitting on both sides of himself. Luigi's fastest smash attack, rivaling his tilts in speed, but also his weakest. In an opposite fashion to his up smash, both hits possess sweetspots located closed to Luigi, with the sourspots covering the rest of his legs.
Neutral aerial Luigi Kick 12% (clean), 6% (late) A flying kick. It has the fastest startup out of Luigi's aerials, making it very useful for breaking out of combos. It also launches at a vertical angle, allowing it to start combos when SHFF'd, especially with its late hit. The clean hit possesses decent KO ability.
Forward aerial   8% A downward knifehand strike. It is a reliable followup from down throw at low to medium percents, and is useful for edgeguarding and approaching due to its low ending lag. Its hitbox is positioned not only on Luigi's hand, but also slightly around his body.
Back aerial   14% (clean feet), 8% (clean legs, late) A dropkick. The clean hit's sweetspot deals high damage and knockback, making it one of Luigi's best KOing options. Conversely, the clean hit's sourspot and the late hit deal much less damage and knockback.
Up aerial   11% (clean), 7% (late) A bicycle kick. It is useful for combos like Mario's up aerial, due to its low ending and landing lag, while dealing above-average damage for a combo move. However, it launches at a lower angle than Mario's, which makes it less effective for combos and juggling past low percents.
Down aerial   10% (clean), 8% (late) A diagonal corkscrew dropkick. It has low ending and landing lag, and a clean hit that meteor smashes with respectable power, making it a safe edgeguarding option. However, said clean hit has very short range and only lasts one frame, whereas the late hit is much less reliable due to launching opponents horizontally away from Luigi. Prior to update 2.0.0, the clean hit could affect both grounded and aerial opponents, which allowed it to start combos at a wide variety of percents, even possessing KO setups into Super Jump Punch. From the update onward, it only affects aerial opponents, removing nearly all its potential as a combo starter; however, it can still function as a valuable combo extender from a down throw or neutral aerial, launching opponents back to the ground and into more followup attacks.
Grab aerial   5% Fires a plunger from his Poltergust G-00. It behaves unusually from other grab aerials in that it cannot be used as a tether recovery, and the plunger alongside its string detach from the Poltergust G-00 after being fired forward, behaving as a projectile that is affected by gravity and cannot be reflected or absorbed, which makes it useful for edgeguarding. The plunger falls down until either landing on the ground or traveling a set distance, disappearing afterwards, and does not restrict Luigi from using his grab while active. Unlike other grab aerials, this move has a much higher landing lag of 20 frames, but if Luigi lands before firing the plunger, it can come out and hit opponents during landing lag, allowing it to combo into several ground attacks at close enough range.
Grab   Fires a plunger from his Poltergust G-00. Has shorter range than other extended grabs, but less ending lag, with Luigi being able to act out of it before the plunger disappears.
Pummel   1.3% Squeezes the opponent with the Poltergust G-00.
Forward throw   9% Slams the opponent forward with the Poltergust G-00. Luigi's second most damaging throw, but has very minimal utility outside of dealing damage and setting up edge-guards at high percents.
Back throw   10% Turns around to slam the opponent behind himself with the Poltergust G-00. It is Luigi's most damaging and strongest throw, being able to KO middleweights under 120% at the edge.
Up throw   8% (throw), 6% (collateral) Swings the Poltergust G-00 upwards. It can combo into a forward aerial or up aerial at low to mid percents, and possesses a collateral hitbox that launches bystanders upwards alongside the thrown opponent.
Down throw   3% (hit 1 and throw) 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 average knockback, low ending lag and mostly vertical angle. It can combo into several moves, including an up tilt or up smash at low percents, and any of Luigi's aerials or Luigi Cyclone at low and up to high percents, as well as an aerial sweetspotted Super Jump Punch. Prior to update 2.0.0, its most effective followup at lower percents was infamously a clean down aerial, followed up by a neutral aerial into another clean down aerial to repeat the cycle and rack up more damage; however, the clean hit of Luigi's down aerial no longer works on grounded opponents, removing such combos. At higher percents, it has several potential KO setups, including an aerial Super Jump Punch, a back aerial near the edge, and Luigi Cyclone on platforms.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Performs a breakdancing kick 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
  9% Performs a double-footed legsweep while climbing up.
Neutral special Fireball 6% (clean), 5% (late) Throws a Green Fireball. It is fairly spammable, which enables it to pressure opponents from afar and hinder approaches. It deals more damage than Mario's Fireballs, but due to being unaffected by gravity, it is less suitable for edge-guarding.
Side special Green Missile ≈6.16% (uncharged), ≈21% (fully charged), 25% (misfired) Crouches and then shoots himself forward to perform a flying battering ram. It takes more than a full second to fully charge, but deals impressive damage upon doing so. Upon reaching full charge, it can be held for some time before being automatically canceled. It also has a 10% chance to misfire, which deals considerably more damage and knockback, KOing opponents at around 60% from the center of Final Destination; this is known as Overzealous Green Missile. 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.
Up special Super Jump Punch 25% (grounded sweetspot), 20% (aerial sweetspot), 1% (sourspot) A jumping uppercut. Its grounded sweetspot emits a ping sound and triggers a Special Zoom upon hitting, and boasts excellent damage output with impressive knockback, KOing opponents as early as 54.1% from ground level. Its aerial sweetspot is larger, yet deals less damage and knockback (though it is still powerful), and does not have the special effects of the grounded sweetspot. Both versions also grant intangibility on frames 8-10. However, it is very punishable because of its considerable landing lag, while its abysmally weak sourspot lacks KO potential.
Down special Luigi Cyclone 2% (hits 1-4), 4% (hit 5) Rapidly spins around as a vortex generates around himself, trapping the opponent and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. It allows Luigi to move horizontally on the ground, as well as rise by mashing the special move button, although both abilities are considerably weaker than in previous games. It also grants Luigi invincibility during startup (frames 4-8 grounded and 1-7 midair), and has windboxes around Luigi to pull opponents into the attack, making it a potent combo breaker that, compared to his neutral aerial, is more effective but slightly less rewarding. The final hit has respectable power, with the grounded version KOing middleweights at around 160%. It should also be noted that Luigi Cyclone now requires consistent mashing for all hits to connect.
Final Smash Poltergust G-00 30.1% (maximum captured), 10% (ejection) Wields the Poltergust G-00 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.

On-screen appearance

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

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 that is very similar 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.
  • Down taunt: Bashfully kicks the ground while sighing. One of the only taunts in the game to inflict damage, it deals 2% on contact, but also has drastically different effects depending on the opponent's position. If it hits an opponent that is hanging on an edge or is off-stage, it will powerfully meteor smash them. 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.

Idle poses

  • Rubs the back of his head sheepishly.
  • Pulls his nose, which stretches slightly and then recoils back into place.

Victory poses

  • Planks twice, much like in his side taunt. His nose occasionally twitches.
  • Turns around and makes gun motions with his fingers, saying "Bang, bang." Luigi, with his fingers still in gun motion, continuously rotates his hands in alternating circular motion, pointing left and right after each rotation.
  • Childishly swings his arms at the air, then gasps while holding his hand out. (Similar to his "character chosen" animation in Super Smash Bros. and his Dash Attack, but with a different ending animation.)
A flourished remix of the Course Clear Fanfare used in Super Mario Bros., slightly sped up.

In competitive play

Notable players

Classic Mode: Luigi's Nightmares

All of Luigi's opponents are creepy or scary characters or a character using a scary alternate costume.

Round Opponent Stage Music Notes
1 4 (Dark) Toon Links Luigi's Mansion Main Theme - Luigi's Mansion (Brawl) Despite all enemies sharing the same costume, their models weren't brightened or darkened to differ them.
2 Giant Ridley Brinstar Sector 1
3 Bayonetta Umbra Clock Tower The Legend of Aesir
4 6 Mii Fighters Luigi's Mansion (Battlefield form) Main Theme - Luigi's Mansion (Brawl)
5 (Dark) Link Midgar Death Mountain
6 (Wireframe) Little Mac, then Giant Mr. Game & Watch Luigi's Mansion (Ω form) On the Hunt -Gloomy Manor Ver- (Instrumental)
Bonus Stage
Final Dracula ? Nothing to Lose

Role in World of Light

Although Luigi does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

Luigi was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat, and he can be found in the Mysterious Dimension being guarded by the Link (The Legend of Zelda) spirit after Meta Knight has been awakened.

In Spirit battles

As the main opponent

As a minion

Spirits

Luigi's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Luigi in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, Luigi makes an appearance in a various Primary and Support Spirits.

Alternate costumes

 
               

Gallery

Character Showcase Video

Trivia

  • In Simon's reveal trailer, Luigi was shown having his soul taken by Death, which led to humorous posts from the community claiming that Luigi had been officially "killed off". In turn, BBC News wrote a mock obituary for Luigi. Nintendo UK eventually responded with a short message of "Luigi is okay" as a nod to this event.
    • Luigi was not shown from the rest of the Super Smash Bros. Ultimate Direct (not counting menus and the like) of August 8th, 2018. Despite this, Mario and Mega Man were present in this Direct, even after what happened in Ridley's reveal trailer.
      • Luigi is also one of three characters to not appear in any in-battle footage in the Direct, the others being R.O.B. and the Mii Fighters.
  • Luigi's Mansion 3 was teased before it was officially announced through Simon's trailer, as Luigi can be seen using the new Poltergust from the aforementioned game.
  • Luigi's pose in the panoramic artwork for Ultimate is reminiscent of his pose in a group artwork for Melee.
  • Luigi is the first and only veteran in the series to have his standard grab be changed into a tether grab between installments.
  • In a promo screenshot for the game depicting Luigi in his Waluigi-inspired costume, the L on his cap was green, but in the final game, it is purple, like in Super Smash Bros. 4.
  • Luigi is the only character to represent an upcoming game through his moveset.
    • Yoshi also holds this distinction, though only through his Yoshi's Crafted World alternate costume and not through an actual moveset change.
  • Luigi's yellow alternate costume has a light blue L on his cap in-game, as opposed to it being yellow and matching the rest of the cap in his render.[2] The head icon, however, properly colors the L.
  • Oddly, Luigi's pipe during his on-screen appearance does not appear to have any lighting effects, unlike Mario's.
  • Luigi is the only Smash 64 veteran to be unlocked in the Dark Realm on Adventure Mode.
  • In the Super Smash Bros. Ultimate Direct of November 1, 2018, Sakurai noted during the part where he described Ken that Luigi is the original Echo Fighter, as he was initially introduced as a simple palette swap of Mario in 1983's Mario Bros. with identical abilities. Likewise, Luigi was originally a full clone of Mario in Smash 64, though he has been heavily decloned to the point of becoming a pseudo-clone.
  • Luigi is the only non-third party character to face Dracula as his final boss.

References