Luigi in Super Smash Bros. Ultimate | |
---|---|
Universe | Mario |
Other playable appearances | in SSB in Melee in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Poltergust G-00 |
“ | 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 5th character unlocked after Ike.
- Have Luigi join the player's party in World of Light.
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, low 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, as only four of his moves have more than 9 frames of startup lag (forward smash, down aerial, Fireball, and Green Missile) and a multitude of moves that hit before frame 5, such as neutral aerial or neutral attack, giving him among the fastest frame data in the game, which is complemented by the impressive utility of his overall moveset. Neutral attack's damage output and range are decent, and the first two hits can lock. Luigi's tilt attacks also have their own perks: forward tilt can be angled, and is useful for spacing; up tilt has excellent combo and juggling potential; 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 are strong enough 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 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.
Luigi's aerial attacks are also very useful, due to their combination of fast startup, quick interruptibility (except for neutral and back aerials), and all of them can 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 edgeguarding 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. It's generous autocancel window and very low ending lag allow Luigi to use twice in a single short hop and still autocanceling it successfully. Lastly, down aerial is safe to use and has a clean hitbox which is a fast meteor smash, coming out on frame 10. Due to his powerful and fast aerials with generally very low ending lag, Luigi has an outstanding air game.
Luigi has an excellent grab game, though unlike Mario, he has a tether grab, using 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 average pummel, being able to deal multiple hits to opponents, and still follow up with his useful throws. Luigi's forward throw deals respectable damage, and is useful for repositioning opponents or setting up edgeguards against them at higher percents. Back throw also deals respectable damage, and great knockback, allowing it to KO at a mere 120%, or even earlier with rage. It is also quick, making it safer to use and more reliable for KOing compared to Mario's. 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 main combo throw, and one of his most useful attacks. Down throw deals average knockback, has quick overall lag, and launches at a vertical angle, enabling it to lead into potent and damaging combos. 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 and moves up and down, which makes it somewhat less effective at hindering an opponent's recovery or edgeguard attempt, but gives it deceptive vertical range. 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 and high ending lag.
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 renders Luigi invincible on startup, enabling him to break out of combos or contest opposing attacks effectively. Luigi Cyclone can also function as a KOing option near the upper blast line, and is a guaranteed follow-up out of down throw even at high percents; this even be a KO combo on platforms.
However, Luigi has some notable disadvantages. He has fairly sluggish mobility, with his extremely slow air speed and floaty physics making landing fairly difficult, especially against faster characters, thus possessing a subpar approach. His range, while better than Mario, it's still somewhat short, which makes him fairly susceptible to getting outspaced by characters with disjointed hitboxes, and compared to Mario, his lack of a reflector makes it more difficult for him to deal with projectile camping and projectile-heavy playstyles in general when combined with his awkward mobility. Additionally, his terrible air physics make it difficult for him to contest with characters with better horizontal movement airborne despite his high jumps. His recovery is also linear and predictable, as Luigi Cyclone no longer gives much vertical distance, leaving him to deal with his poor air speed and Super Jump Punch and Green Missile moves, which while both covering long distance, they are linear, leaving him vulnerable to edgeguards.
Overall, Luigi is a solid character, though he often tends to run hot-and-cold, unlike his brother. His terrifyingly quick frame data, air game and combos make him a force to be reckoned with, provided his opponents make careless mistakes. Luigi's combo game and KOing potential are easily superior to his brother's, having many different set-ups that can deal absurdly high damage within seconds, and then completely take stocks away. However, Luigi's short range - along with his only average ground mobility, abysmal aerial mobility, and predictable side and up specials - force him to fight at close-quarters all the time, hindering both his approach and recovery.
Changes from Super Smash Bros. 4
Luigi has received a mix of buffs and nerfs in his transition to Ultimate, but has been slightly nerfed overall. While Luigi received numerous buffs and changes that improve his strenghts and benefit him, he has also suffered from a few major nerfs; both points are also compounded by the universal changes to the game's engine, which were a mix bag for him.
In terms of direct changes, some of his least useful moves from Smash 4 have received significant buffs: down tilt has been made twice as fast, allowing it to poke opponents much more safely and increasing its combo potential, while dash attack has considerably decreased ending lag and increased power. Additionally, his existing KO options have been improved overall: forward smash has higher knockback and a lower trajectory across all angles, up smash and Luigi Cyclone have increased knockback, down smash's sweetspots are easier to land and launch lower, and his Super Jump Punch's signature sweetspot can KO at even lower percents. Further complementing these changes, his down throw, already one of his best moves in Smash 4, leads to deadlier combos due to its lower ending lag and Luigi's faster jumpsquat, having more consistent KO setups and even potential zero-to-deaths. Lastly, Luigi Cyclone has been repurposed, dealing greater damage with more knockback, pulling opponents in more consistently due to receiving windboxes, having more range, and granting invincibility on startup (especially in the air, which grants it as soon as frame 1), improving both its offensive and defensive capabilities, and with the addition of the Poltergust G-00 to Luigi's moveset, not only do his grabs have more range, but he has gained a grab aerial, which fires a plunger that can set up combos and edgeguard opponents.
Luigi also benefits from most of the universal changes. Like the rest of the veterans, Luigi has had decreased landing lag in all his aerial attacks and his mobility enhanced in most areas, but most importantly, his infamously low traction has been greatly increased, which somewhat alleviates his problems with approaching as well as significantly improving his out of shield options. The ability to dash cancel into any grounded move slightly improves Luigi's below average approach as well. Finally, the increased shieldstun on grounded moves in comparison to Smash 4 makes Luigi harder to punish on some of his moves, notably his newly improved down tilt.
However, while Luigi has received more buffs than nerfs, the few nerfs he received significant enough to counter the buffs. The most notable example is Luigi Cyclone traveling much less vertical distance via button mashing, removing all of its usefulness for recovery, as even with very fast mashing, Luigi barely gets any additional distance at the end of the move. Alongside the addition of windboxes to it, this also removes its ability to gimp opponents and KO them at virtually any percentage if timed correctly, which was a crucial technique to his success in Smash 4. Another notable example comes from the repurposal of his grabs: although they still have only moderate ending lag for their range, they possess much more startup, while still being prone to punishment due to the ability to cancel spot dodges earlier into attacks. This makes them much riskier to use and harder to land, especially since their increased startup removes many guaranteed setups into them and severely weakens Luigi's ability to shield grab, consequently limiting his defensive game and the usage of his pivotal down throw.
Lastly, the changes to air dodging have hurt Luigi overall: due to his floatiness, the reintroduction of directional air dodges now allow him to use one for recovery in a pinch. However, due to his floatiness, his air dodges now have more ending lag, especially relative to the rest of the cast, thus making them more punishable, while the ability to only use them once makes recovery mix-ups almost unfeasible. Combined with his air speed remaining extremely low, along with the severe distance nerf to Luigi Cyclone, his recovery is much more linear and easier to intercept, causing Luigi to become much more prone to edgeguarding and early offstage KOs, despite Super Jump Punch granting slightly more distance.
Overall, Luigi has become even more polarizing than his Smash 4 counterpart: while his combo and KO capabilities have been improved, the changes to the game's engine and nerfs to crucial aspects of his toolkit have made it harder for him to take advantage of his strengths, while also being easier to KO himself due to his worsened recovery. Luigi has had good tournament success in Ultimate so far, with respectable representation from players such as Elegant and Scot!, though as a whole, his tournament results are not as dominating as they were in Smash 4. This has lead to a more mixed reception of Luigi than in the previous game, although still somewhat positive: while several top players such as Dabuz, Mew2King, VoiD, Samsora and ZeRo either view him as an upper mid-tier character or a high tier character, ESAM thinks of him as a low tier character. As for now, Luigi's true viability remains uncertain, although he is still considered a viable choice.
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. He now has an angry expression when charging the Green Missile and using his forward aerial.
- 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 now 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 has a slightly altered pose during air dodge, and a scared expression on his face.
- 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.
- Luigi now faces the screen instead of away while sleeping.
Attributes
- Like all characters, Luigi's jumpsquat animation 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 and makes him less susceptible to juggling, 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 and makes him less vulnerable to juggles, while his faster falling speed compensates for its faster vertical knockback.
- 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).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 58).
- The removal of taunting online prevents Luigi from performing his down taunt meteor smash ability while playing online.
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 having less base knockback (65 → 60).
- The first hit has an altered animation in which Luigi doesn't lunge forward as much. In addition, its hitboxes were shrunk to match his arm and fist, reducing the attack's range (4.5u/3.0u/3.5u → 1.4u/1.7u/2.0u/2.0u).
- 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.
- Jab 3 now has static hitboxes with different sizes (4.5u/4.5u → 5u/3.5u). Overall it has slightly more reach.
- Forward tilt:
- Forward tilt has an altered animation, being a side kick instead of a spinning hook kick.
- It deals more damage (8% → 9%).
- It deals much more base knockback (2 → 50), with its knockback scaling reduced to partially compensate (100 → 75). This improves its safety on hit at low percents, while also generally increasing its KO potential.
- It has lost the smallest hitbox located at Luigi's torso, and its knee hitbox has been slightly reduced (4.8/4u/3.4u → 4.8u/3.8u), worsening its coverage in front of him.
- However, its outermost hitbox has been moved slightly further outwards (X offset: 3.6 → 4), slightly improving the move's range.
- Up tilt:
- Luigi has a new up tilt, a jumping 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%), with its knockback not fully compensated (20 base/65 scaling → 32/72).
- However, this further improves its combo potential.
- 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)) without compensation on knockback, improving its KO potential.
- The first four hits have a different angle (10°/65° → 0°) and base knockback (26/60 → 51/74). Combined with the increased traction across the cast, this helps them connect more reliably.
- Due to the change in angle for the first four hits, the final hit often whiffs when used at ledge and occasionally whiffs when used on stage.
- The first four hits have a higher hitlag multiplier (0.3× → 0.5×). Combined with the universally increased hitlag, this allows opponents to SDI them, which was previously impossible due to their lack of hitlag.
- The final hit has lost its closest hitbox (5.0u/4.0u/3.0u → 5.0u/4.0u), but its second innermost hitbox has been moved more inwards to compensate (Z offset: 6 → 5).
- Forward smash:
- Forward smash launches at a lower angle (65° (up)/53° (non-angled)/45° (down) → 52°/42°/37°), with the upward and non-angled variants also having higher knockback scaling (121 (up)/116 (non-angled) → 131/121), greatly improving their KO potential, despite the downward variant's slightly lower knockback scaling (117 → 116).
- Up smash:
- Up smash's animation has been reversed, with Luigi facing towards the screen rather than away from it.
- Up smash has increased knockback scaling (98 → 102), improving its KO potential.
- Luigi's nose is 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 sweetspot on the first hit has been moved slightly inwards (Z offset: 6.8 → 6.5), slightly reducing its range.
- Both hits launch at lower angles (120 (hit 1)/60° (hit 2) → 52°/48°), with the first one no longer launching opponents towards Luigi. This improves their edgeguarding and KO potential, but also hinders their setup potential.
Aerial attacks
- All aerials have less landing lag (14 frames → 8 (neutral), 22 → 13 (forward), 16 → 10 (back), 12 → 7 (up), 20 → 12 (down)).
- Neutral aerial:
- Neutral aerial has one frame less ending lag (FAF 46 → 45).
- Luigi's head is slightly repositioned when using it.
- Forward aerial:
- Luigi now sports an angry expression when using the move.
- The animation has been altered, with Luigi's arm swinging in a fuller arc ending slightly further down while the hitbox is active, increasing the move's range below Luigi.
- Back aerial:
- Back aerial always launches opponents towards Luigi's back, akin to most other back aerials, improving its reliability for edgeguarding.
- It has one frame less ending lag (FAF 46 → 45), allowing Luigi to act just before the animation ends.
- 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.
- Down aerial:
- Down aerial's clean hit has increased base knockback (20 → 30) and a bigger hitbox (2.5u → 3.0u).
- The clean hit has a lower hitlag multiplier (2× → 1.4×).
- Luigi now has a grab aerial, the Suction Shot, 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 set distance downward. It 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. Lastly, it can hit opponents at the ledge if the plunger is falling.
Throws and other attacks
- Luigi now has a tether grab, using his Poltergust G-00 from Luigi's Mansion 3 and shooting a plunger attached to a rope, called the Suction Shot. 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 because of this change, 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.
- Due to the Poltergust G-00 having a right-handed design, Luigi turns his back toward the screen when using the grab facing left.
- Pummel:
- Pummel now has Luigi squeeze the opponent with the Poltergust.
- It deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
- It deals much less damage (3.2% → 1.3%).
- The speed of Luigi's throws is no longer weight-dependent. This improves his up and down throws' combo potential on heavyweights, but reduces it on lightweights.
- Forward and back throws trigger a hitlag effect on both Luigi and the opponent prior to release, while down throw no longer inflicts hitlag on the opponent when released.
- Forward throw:
- Forward throw's animation has been changed; Luigi now slams the opponent onto the ground in front of him with the Poltergust.
- It releases opponents slower (frame 13 → 19) and has more ending lag (FAF 28 → 42).
- Back throw:
- Back throw's animation has been changed; Luigi now turns around to slam the opponent onto the ground behind him with the Poltergust.
- It releases opponents much faster (frame 44 → 19), with its total duration reduced as well (FAF 67 → 42), making it harder to DI and much more consistent for KOs.
- Luigi releases the opponent farther away from him, slightly improving its KO potential.
- Its collateral hitbox has been removed. As a result, it can no longer hit bystanders.
- Up throw:
- Up throw's animation has been changed; Luigi now flings his opponent 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's animation has been slightly changed; the Poltergust is now visible through the duration of the animation.
- Down throw now has a hitbox before the throw, akin to characters like Peach, with its damage redistributed (6% → 3% (hit 1 and throw)) and knockback compensated on the throw (55 base/83 scaling → 45/135). This allows it to hit bystanders.
- It releases the opponent slower (frame 18 → 29), with its total duration unchanged, reducing its effective ending lag despite no longer inflicting 6 frames of hitlag on the opponent. Combined with Luigi's faster jumpsquat and jump speed, this further improves its combo potential, granting it multiple KO setups at high percents.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Fireball:
- It has received negative shield damage (0 → -3 (clean)/-2.5 (late)), effectively dealing half its usual damage to shields.
- Green Missile:
- Green Missile has less ending lag in the air (FAF 86 → 81) and on hit (FAF 42 → 33).
- It travels farther when fully charged.
- The regular version has intangibility after releasing the charge (frames 1-5).
- The regular version has increased base knockback (20 → 30).
- The regular version has larger hitboxes (4.2u → 4.8u).
- Misfire covers more horizontal distance, but less vertical distance. Therefore, it's easier to land a misfire while grounded.
- Luigi's charging animation has been changed, and he 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.
- The sweetspot has increased knockback scaling (77 (grounded)/66 (aerial) → 88/80), greatly improving its KO potential.
- The sweetspot now reaches further into the Z axis, making it more consistent at hitting some fighters.
- It has less aerial drift when Luigi starts facing downwards, making it riskier to use farther away from the ledge.
- The sourspot has smaller hitboxes (7.68u/6.24u → 5.8u/4.7u).
- The move has issues connecting against certain characters due to characters now pushing each other away when too close.
- 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 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.
- 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)), and has increased knockback on the last hit (80 (base)/130/120 (scaling) → 85/140/130), considerably improving its KO potential.
- It has gained a windbox that pulls opponents into the move. The looping hits have a lower hitlag multiplier (1× (grounded)/1.3× (aerial) → 0.8×) and SDI multiplier (1× → 0.8×), and their aerial version has reduced knockback (60 base/120 scaling → 80/30), allowing them to connect more reliably.
- It has larger hitboxes (4.5u/5.0u/5.0u → 5.5u/5.5u/6.0u (multi-hits), 6.0u/6.0u/6.0u → 7.5u/7.5u/6.5u (last hit)) and the grounded version's stomach hitbox was moved down, greatly increasing its range and coverage around Luigi, while also allowing it to hit some characters hanging on the ledge.
- Luigi Cyclone has much less horizontal maneuverability on the ground.
- It gains significantly less height from button mashing, essentially removing its usefulness in recovery, and considerably weakening Luigi's recovery overall.
- The addition of the windbox to the move and the aerial loop hits' lower knockback completely remove its ability to gimp opponents offstage.
- Luigi Cyclone has a more opaque vortex form around Luigi when used.
- The aerial version uses the same ending 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]
- Much like his grabs and throws, the animation is slightly different; he turns his back to the screen when used while facing left.
- Poltergust G-00 releases victims slower. Therefore, this makes it a longer final smash, making its intangibility frames longer.
- The release deals less knockback (80 base/160 scaling → 70/142), noticeably weakening its KO potential.
Update history
Luigi has received a mix of buffs and nerfs via game updates. His up smash and Luigi Cyclone deal more knockback, increasing their potency as finishers (particularly the latter's as a followup at high percents), and his up aerial has less ending lag, further improving its combo potential. However, his down aerial has been nerfed much more noticeably, as it no longer meteor smashes grounded opponents (instead behaving like in Smash 4), removing a large part of its combo potential and making zero-to-deaths much harder to perform. Additionally, like many other projectiles, Fireball was changed in 3.0.0 to deal less damage to shields. Overall, while Luigi has lost his consistent zero-to-death setups, aside from that he has seen almost entirely buffs and has gained new finishers and seen improvements to his already powerful grab.
- Up aerial has less ending lag (FAF 30 → 27). This improves its combo potential.
- Grab aerial's plunger now disappears when used while crossing a platform, instead of getting stuck inside it.
- Up smash has increased knockback scaling (98 → 102). This improves its KO potential.
- Clean down aerial no longer affects grounded opponents. As a result, down aerial has more start-up lag against them (frame 10 → 11) and can no longer meteor smash them. This significantly hinders its combo potential.
- Standing and pivot grabs have longer durations (frames 14-19 → 14-20 (standing), frames 17-22 → 17-23 (pivot)). This increases their ranges.
- Green Missile has less ending lag.
- Luigi Cyclone has more knockback (80 (base)/130/120 (scaling) → 85/140/130).
- Fireball deals less shield damage (0 (both) → -3 (clean)/-2.5 (late)).
- The Warp Pipe used during Luigi's on-screen appearance now has lighting effects.
- Neutral attack's second hit transitions into its third hit faster.
- Neutral attack's third hit's hitbox has moved forward.
- Grab aerial's plunger has a bigger hitbox.
- When landing with grab aerial, its plunger has a higher position. This increases its duration before it touches the ground.
- Luigi Cyclone's invincibility no longer lasts for the move's entire duration when used on the ground and while ascending into the air with certain timing.
Moveset
- Luigi can crawl.
- Luigi possesses a tether grab.
- It can also be used as an attack, but it is unable to grab ledges.
For a gallery of Luigi's hitboxes, see here.
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 hip bash. 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. | ||
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 improved 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, coming out at frame 4. | ||
Forward smash | 15% | Does a small step backwards, then moves forward and quickly thrusts his hand in front of him to attack with his fingers and performing a knifehand thrust, a move used in karate. Luigi's most powerful smash attack, dealing high damage and very high knockback scaling on all angles. It is his slowest grounded attack, but it is one of the fastest forward smashes, coming out on frame 12. However, it 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, coming out on frame 9, 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, at frame 6, 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 at frame 3, 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 an above average damage output and high knockback, giving it good KO power. | |
Forward aerial | 8% | A downward knifehand strike, a move used in karate. Very fast, coming out on frame 7. It is a reliable followup from down throw at low to medium percents, and is useful for edgeguarding and approaching due to its extremely low ending lag, with only 14 frames. Its hitbox is positioned not only on Luigi's hand, but also slightly around his body. Overall one of the fastest moves of its type. | ||
Back aerial | 14% (clean feet), 8% (clean legs, late) | A dropkick. The clean hit's sweetspot is located on Luigi's feet and deals high damage and great 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. It comes out quickly on frame 6, but has noticeable ending lag, with 33 frames of lag, the highest of Luigi's aerials. | ||
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. It also comes out one frame later than Mario's, at frame 5 instead of 4. Due to its lenient autocancel window and low ending lag, Luigi can use this move twice in a single short hop and still autocancel it. | ||
Down aerial | 10% (clean), 8% (late) | A diagonal corkscrew dropkick. It comes out on frame 10, has low landing lag, very low ending lag and a clean hit that meteor smashes with respectable power, making it a safe edgeguarding option and a fast but powerful meteor smash with low risk and good reward. It also has the lowest ending lag of any meteor smash in the game, with only 15 frames of lag. However, said clean hit only affects the hitbox on Luigi's feet and only lasts one frame, whereas the late hit is 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 | Suction Shot | 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 | Suction Shot | — | 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. Much quicker than his previous pummel, but does less damage. | ||
Forward throw | Slam | 9% | Slams the opponent forward with the Poltergust G-00. Luigi's second most damaging throw, but has limited utility outside of dealing damage and setting up edge-guards at high percents. Based on the Slam ability from Luigi's Mansion 3. | |
Back throw | Slam | 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. Based on the Slam ability from Luigi's Mansion 3. | |
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 attack 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. Its most effective followup at lower percents is a clean down aerial, followed up by a neutral aerial into another clean down aerial, before finally ending with an up aerial into a Super Jump Punch for a zero-to-death combo that works on a wide variety of characters. 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 and is unaffected by gravity, which gives it more vertical range, but it is less suitable for edgeguarding. | |
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 has KO potential and 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 from 37% to 67% depending on weight 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 for three frames, starting frame 8 on the ground and frame 6 in the air. 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 while grounded and 1–7 in 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: Performs five quick poses, one after the other. When switching from pose to pose he says, "Ho ha hee hay hoo".
- Flashes a V-Sign.
- Points both his fingers in the direction he is facing, looking frightened.
- Holds his finger under his nose, his eyes looking at the player. This pose is, in some respects, similar to his Mario & Luigi: Partners in Time artwork.
- Crouches down to the floor with his back turned to the player.
- Assumes a fearful position with his hands on his cheeks, mimicking his artwork from 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% and meteor smashes opponents with high set knockback, making it a surprisingly reliable combo starter onstage, and allowing it to one-hit KO opponents offstage or hanging on edges. 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
- Left: Planks twice, much like in his side taunt (as well as his artwork in SSB4).
- Up: Turns around and makes gun motions with his fingers, saying "Bang, bang." Afterwards, he alternates between pointing his fingers and nose to the right and left.
- Right: 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).
In competitive play
Initially, Luigi was seen as inferior to his appearance in Smash 4. This is because some of Luigi's most useful tools from the previous game were significantly nerfed: Luigi's new grab had more lag, and Luigi Cyclone no longer granted vertical distance when mashed, weakening Luigi's recovery and removing Luigi's Cyclone gimp. Although Luigi initially had a zero-to-death combo with his down throw and down aerial, update 2.0.0 would make it harder to perform. This, along with mediocre results, caused many people to believe that Luigi was no longer as viable as he was in Smash 4.
Despite Luigi's perception, however, several Luigi mains such as Elegant, Navy, and SMB managed to produce many noteworthy results as the metagame progressed. This, along with several buffs to Luigi, helped improve Luigi's perception in the community.
Notable players
Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.
- Elegant - Considered the best Luigi player in the world. Places well at Mega Smash Mondays tournaments. Also placed 1st at Standoff 2019, 2nd at The Kid, the Goat, and the Mang0 , 3rd at SoCal Chronicles, 4th at Low Tier City 7, 9th at No Fun Allowed 3, 17th at EVO 2019 and Port Priority 5, 49th at Frostbite 2019, and has wins over Larry Lurr, Charlie, ESAM, ScAtt, Samsora, Cosmos, Raito, and WaDi.
- Landon - The best Luigi Player in Canada. Placed 5th at 49th at EGLX 2019. Has a win over Mew2King
- MrConCon - Similar to Elegant, places well at Mega Smash Mondays tournaments, also placed 9th at Pre-Genesix, 17th at SoCal Chronicles, and 65th at GENESIS 6.
- Navy - The best Luigi main in Japan. Placed 5th at Sumabato SP 4 and 17th at Sumabato SP 3, having wins over kept, Shuton, Gackt, Masashi, and Etsuji.
- Stroder (#29) - Uses Luigi as a secondary. Placed 1st at both Ascension III and Ascension VIII, and 5th at Standoff 2019 using Luigi as one of his characters.
- SMB -Placed 17th at Glitch 7, Placed 7th at MONZA Ignition Speed Festival, Placed 9th at both Overclocked Ultimate and Return to Subspace 2, and 33rd at MomoCon 2019, places well at Synthesis tournaments, and has wins over Light, Puppeh, MattyG, LingLing, Raffi-X, and Pelca.
Classic Mode: Luigi's Nightmares
All of Luigi's opponents are creepy or scary characters or a character using a scary alternate costume. His boss, Dracula, fits in with the theme, as he is a vampire and references the fact that Luigi prominently appeared in Simon and Richter’s reveal trailer.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Toon Link (x4) | Luigi's Mansion | Main Theme - Luigi's Mansion (Brawl) | Despite all enemies sharing the same costume, their models weren't brightened nor darkened to differentiate them. |
2 | Giant Ridley | Brinstar | Sector 1 | |
3 | Bayonetta | Umbra Clock Tower | The Legend Of Aesir | |
4 | Mii Fighters (x3) (x2) (x1) | Luigi's Mansion (Battlefield form) | Main Theme - Luigi's Mansion (Brawl) | Horde Battle. Mii Fighter costume combinations:
|
5 | Link | Midgar | Death Mountain | |
6 | Little Mac , then Giant Mr. Game & Watch | Luigi's Mansion (Ω form) | On the Hunt - Gloomy Manor Ver.- (Instrumental) | Mr. Game & Watch is not announced in the loading screen. Items do not appear. |
Bonus Stage | ||||
Final | Dracula | Castlevania | Phase 1: Nothing to Lose Phase 2: Black Night |
Credits roll after completing Classic Mode. Completing it as Luigi has Title/Ending - Super Mario World accompany the credits.
Role in World of Light
Although Luigi does not appear in the World of Light opening cutscene a puppet fighter of him does appear during the 'Army of puppets' cutscene. He was presumably 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 who 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 awakening Meta Knight.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
09 | Luigi | Grab | 10,600 | Luigi's Mansion (Ω form) | Main Theme - Luigi's Mansion |
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 various Primary and Support Spirits.
- Fox Luigi Spirit.png
25. Fox Luigi
- Goo Goo Buggy Spirit.png
81. Goo Goo Buggy
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
25 | Fox Luigi | Super Mario series | •Tail Luigi | 9,300 | Mushroom Kingdom U | •Hazard: Heavy Wind | •Dangerously high winds are in effect | Ground Theme - Super Mario Bros. 3 (Remix) | ||
35 | Waluigi | Super Mario series | •Luigi | 9,200 | Peach's Castle | •Assist Trophy Enemies (Waluigi) | •Hostile assist trophies will appear | Waluigi Pinball - Mario Kart DS | ||
89 | Mach 8 | Mario Kart series | •Luigi | 3,700 | Mario Circuit | •Hazard: High Gravity •Item: Mario Kart |
•All fighters have reduced jump ability •The enemy can deal damage by dashing into you |
Mario Kart Stadium - Mario Kart 8 | ||
100 | Mr. L | Paper Mario series | •Luigi | 4,300 | Luigi's Mansion (Ω form) | •Hazard: Fog | •The stage is covered in fog •The enemy favors special moves •The enemy's FS Meter charges quickly |
The Grand Finale | ||
110 | Dreambert | Mario & Luigi series | •Luigi | 2,300 | Magicant (Battlefield form) | •Hazard: Slumber Floor | •The floor is sleep-inducing | Try, Try Again | ||
121 | Poltergust 5000 | Luigi's Mansion series | •Luigi Team (×4) ( ) | 4,000 | Luigi's Mansion | N/A | •The enemy's throws have increased power | Luigi's Mansion Series Medley | ||
124 | Waluigi (Mario Strikers) | Super Mario Strikers series | •Luigi | 3,600 | Wuhu Island (Swordplay Colosseum) | •Item: Soccer Ball | •Take your strongest team into this no-frills battle | Country Field: away team | ||
133 | Luigi (Mario Tennis Aces) | Mario Tennis series | •Luigi •Daisy |
3,400 | Pokémon Stadium 2 | N/A | •The enemy favors smash attacks | Stadium Theme - Mario Tennis Aces | ||
257 | Linebeck | The Legend of Zelda series | •Luigi •Toon Link |
9,000 | Wuhu Island (The boat) | •Buoyancy Reduced | •No one knows how to swim | The Great Sea / Menu Select | ||
440 | Slowpoke | Pokémon series | •Luigi | 3,300 | Mushroom Kingdom II | •Hazard: Left Is Right, Right Is Left •Move Speed ↓ |
•Left and right controls will suddenly reverse after a little while •All fighters have reduced move speed |
Pokémon Red / Pokémon Blue Medley | ||
578 | Dungeon Man | Earthbound series | •Giant Luigi | 4,200 | Mushroomy Kingdom | N/A | •Stamina battle •The enemy is giant |
Magicant (for 3DS / Wii U) | ||
584 | Duster | Earthbound series | •Luigi | 2,500 | Pac-Land (Battlefield form) | •Item: Smoke Ball •Hazard: Fog |
•The stage is covered in fog •The enemy's kicks and knee strikes have increased power |
You Call This a Utopia?! | ||
834 | Don | Animal Crossing series | •Luigi | 3,200 | Smashville | •Earthquake | •The enemy starts the battle with a Hammer •Periodic earthquakes will shake the stage •The enemy can swing the Hammer for a long time |
Title Theme - Animal Crossing: Wild World | ||
847 | Kapp'n (Wild World) | Animal Crossing series | •Luigi | 3,600 | New Donk City Hall (hazards off) | •Assist Trophy Enemies (Kapp'n) | •Stamina battle •Hostile assist trophies will appear |
Kapp'n's Song | ||
855 | Dr. Shrunk | Animal Crossing series | •Luigi | 4,100 | Town and City | •Item: Bananas | •Timed battle •The enemy loves to taunt |
Tour - Animal Crossing: New Leaf | ||
935 | Glass Joe | Punch-Out!! series | •Luigi | 1,700 | Boxing Ring | N/A | •Stamina battle •The enemy loves to taunt |
Minor Circuit (Original) | ||
1,189 | Yama | SimTower SP | •Luigi •Villager (×2) |
2,000 | Tomodachi Life | •Item: Ore Club •Hazard: Heavy Wind |
•Dangerously high winds are in effect after a little while •The enemy is easily distracted by items |
Title Theme - NES Remix 2 | ||
1,225 | Hsien | Sujin Taisen: Number Battles Series | •Luigi | 1,800 | Windy Hill Zone | •Assist Trophy Enemies (Dr. Kawashima) | •Hostile assist trophies will appear | Yūyūki Medley |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
81 | Goo-Goo Buggy | Mario Kart series | •Mario •Luigi |
3,400 | Mario Circuit | •Assist Trophy Enemies (Chain Chomp) | •Hostile assist trophies will appear •The enemy has increased move speed |
Mushroom Gorge - Mario Kart Wii | Baby Luigi | ||
101 | Dimentio | Paper Mario series | •Meta Knight •Giant Luigi |
3,800 | Paper Mario | •Attack power ↑ | •The enemy has increased attack power after a little while •The enemy deals damage when falling •The enemy is giant |
Battle! - Paper Mario: Color Splash | Mr. L | ||
108 | Starlow | Mario & Luigi series | •Pac-Man •Luigi •Mario |
3,300 | Brinstar (Battlefield form) | •Tiny •Giant |
•The enemy is giant •The enemy is tiny after a little while |
Tough Guy Alert! | Luigi | ||
128 | MC Ballyhoo & Big Top | Mario Party series | •Mario •Yoshi •Peach •Luigi |
1,600 | Mario Circuit | •Item Tidal Wave | •Certain items will appear in large numbers after a little while | Pandemonium | Luigi | ||
1,132 | Hockey Players | Ice Hockey | •Dr. Mario •Donkey Kong •Luigi |
1,500 | Pokémon Stadium (Ω form) | •Slippery Stage | •The stage's platforms are very slippery | Core Luge | Tall thin hockey player | ||
1,154 | Dion, Max, & Jack | Marvelous: Mouhitotsu no Takarajima | •Villager •Luigi •Wario |
1,800 | Tortimer Island | •Item: Beastball | •Take your strongest team into this no-frills battle | Village of the Blue Maiden | Jack | ||
1,321 | Peachette | Super Mario series | •Peach •Mii Brawler (Toad Hat, Yellow Toad Outfit) •Luigi •Mario |
10,000 | Mushroom Kingdom U | •Easy to Launch •Low Gravity |
•All fighters are easy to launch •Timed battle •Gravity is reduced |
Ground Theme - New Super Mario Bros. U | Luigi |
Alternate costumes
Gallery
Launching Cloud with a sweetspotted Super Jump Punch on Battlefield.
Attacking Snake with his neutral attack on Coliseum.
Raccoon Luigi with Bewear on Pilotwings.
Attacking Wario with his neutral aerial on Bridge of Eldin.
Taunting next to Pikmin and Olimar on Distant Planet.
Splatted by Inkling on Luigi's Mansion.
Character Showcase Video
Trivia
- Oddly, the physics of the Poltergust are different when the game speed is modified, which reduces the grab range of all of Luigi's grabs.
- 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 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'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.
- This is the inverse of another Smash 64 veteran, Link, who had his tether grab changed into a standard grab, due to being based on his Breath of the Wild incarnation.
- 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 at the time of the game's release 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.
- Prior to 3.1.0., 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 in 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 since been heavily decloned to the point of becoming a pseudo-clone.
- Luigi is the only non-third party character to face Dracula as the final boss in his Classic Mode.
- Luigi is the only Mario-universe fighter who doesn't face a character from his own series.
- If not counting sub-universes, Dr. Mario doesn't face characters from his own franchise as well.
- Luigi is one of only two characters with a Classic Mode title that features his name. The other is Greninja.
- Coincidentally, both of these characters have taunts that can damage their opponents.
- Luigi’s official artwork is based on the third hit of his jab, but it portrays him with a scared expression.
- Through unlocking through versus mode and awakening all fighters in World of Light, Luigi is the last Smash 64 veteran to be unlocked.
- However, if the player only unlocks characters via Mario's unlock tree in Classic Mode, Luigi may be the first Smash 64 veteran to be unlocked.
- With the addition of the Peachette Spirit, Luigi is now one of the few characters who can appear in their default costume as a puppet in Spirit battles. The others are Mr. Game & Watch, Bowser Jr., Yoshi, Peach, Mario, R.O.B., Inkling, Robin and Joker.
- Outside of the final round in Classic Mode, Luigi is the only character to fight a second opponent upon the first one's defeat. (In Luigi's case via Round 6, he fights a Giant Mr. Game & Watch upon defeating a hooded wireframe Little Mac)
- Despite having all of his animations mirrored, Luigi has different animations when using moves that involve Poltergust G-00, so he may not face the screen when he uses his grabs and his Final Smash. He is the only character with mirrored animations to hold this distinction.
- Luigi is the only "Original 12" character to appear in the Dark Realm.
- If Luigi blocks an attack with his shield, he will revert to his shielding pose from Smash 4. This also happens with Fox.
References