Project M

Luigi (PM)

Revision as of 21:59, March 9, 2017 by Kaeldiar (talk | contribs) (edited tier list placement)
Luigi
in Project M and Project+
Luigi SSBB.jpg
MarioSymbol.svg
Universe Mario
Base game appearance Brawl
Moveset inspiration Luigi (SSBM)
Alternate costume Mr. L
Luigi (SSBB)

Luigi is a playable character in the Brawl mod Project M. His gameplay is based on his appearance in Melee. He is ranked 26th on the tier list in the B tier.

Attributes

 
Luigi's official alternate costume.

Luigi is a middleweight with a moveset that boasts a fast and powerful set of aerials, rapid approach methods, and spontaneous power. With his incredibly long wavedash, Fireballs, and the mobility of Luigi Cyclone, Luigi can take advantage of any lapse in defense. His wavedash (the longest in the game) couples well with his collection of deadly smash attacks, allowing him to approach and immediately put out a powerful hit. He can space out opponents using his fireballs, and his combo game, especially in the air, is very potent.

Luigi suffers, however, in recovery and his speed in some areas, especially with his long wavedash being born from his very low traction at a cost. His low ground speed can be covered by substituting wavedashing for normal dashing, but his low aerial and falling speeds can hinder usage of his otherwise good aerials. Off stage, Luigi must deal with a fairly predictable and easy to edge hog return. Additionally, his floatiness makes him among the easiest characters to KO vertically (easier to KO than the floatier Samus due to her extra weight), making attacks with high vertical power (such as Fox's up smash) deadly against Luigi; as such, he has relatively poor vertical endurance and players must know to cope with and avoid said attacks.

Changes from Melee to PM

Aesthetics

  •   Side taunt will repeat, alternating directions, for as long as the side taunt button is held.
  •   Luigi has a down Smash Taunt based on his dancing victory pose from Smash 64.
  •   Luigi now has two helpless animations: one for air dodging, and the other for Super Jump Punch, taken from Melee and Brawl respectively.

Ground Attacks

  •   Dash attack uses Melee trajectories, but hits faster and seven times (as opposed to six) like in Brawl, being better at racking up damage (also because of the different staleness).
  •   Down tilt inflicts considerably more damage (now being one of the strongest down tilts) and acts like a Mr. Saturn, dealing weak set knockback with high hitstun and playing the "Pwaaah" sound effect.
  •   Down smash has its Melee trajectory, but uses the Brawl animation.

Aerial Attacks

  •   Forward air emits a Fan sound effect and uses a slash effect, like the forward smash.

Grabs, throws, and other

Special Moves

  •   Fireball travels faster and can be followed up quicker.
  •   Green Missile retains its ability to be held indefinitely from Brawl. A misfire deals 2% more damage and will now always misfire after once per eight uses, and Luigi flashes green during its startup and charging to indicate the misfire. Holding the shield button while charging a misfire will release a normal missile and "store" the misfire for the next use of the attack, at the cost of reduced damage each time it is canceled, down to a minimum of 15%.
    •   Green Missile displays additional green flames coming from Luigi's back.
  •   Super Jump Punch gains slightly less vertical distance, but has more horizontal movement to compensate.
  •   Luigi Cyclone acts like in Melee, but when the special button is mashed in midair, it gives slightly better height. Additionally, when used from the ground, mashing the special button will cause Luigi to rise (unlike in Melee) in a manner similar to Brawl, which allows the move to be safer and more useful in combos. Gaining aerial height with the move also no longer requires "charging" it by using it on the ground first.
  •   Luigi's Fireball and Super Jump Punch now use a unique green fire element when they hit characters.

Revisions

v2.1

  •   Fixed Luigi's inability to fall through platforms during Super Jump Punch's fall.
  •   Super Jump Punch can now only grab the edge facing forward when falling after Luigi starts blinking.

v2.5b

  •   Luigi's angled forward smash animations matched to Melee's.
  •   Luigi Cyclone's final hit duration increased to match Melee's.

v2.6b

  •   Super Jump Punch's vertical distance and ledge grab duration is closer to Melee Luigi's. He now also stops rising when he reaches the apex, allowing for faster edge sweetspots.
  •   Pivot grab had its range reduced, and the hitbox comes slightly later to better match animation.

v3.0

  •   Storing misfires for Green Missile now requires a shield button to be held, but the player can either misfire or store it for the next use during any part of the charging animation. The misfire's green indicating flash now repeats until the charge is full.
  •   Increased the size of down taunt's hitbox to hit below ledges better.

v3.5

  •   Up B landing lag reduced to 40 frames from 45.
  •   Dash attack deals more damage total and has knockback to make it safer on hit.
  •   Up aerials hitboxes last longer.
  •   Fire Jump Punch has more landing lag.
  •   Aerial version of Luigi Cyclone has more endlag.
  •   Luigi's Fire-based attacks (Fireball, Fire Jump Punch, and Green Missle) now use a unique green fire effect when they hit a character. This is Effect 15 for moveset editing purposes.
    •   They are no longer considered Fire-element moves, meaning they can't instantly detonate Blast Boxes.
  •   Luigi uses a previously unused KO scream from Brawl, which only applies when getting Screen KO'd.

v3.6

  •   Ledge grab box lowered.[1]
  •   Green Missile misfire damage: 25% → 27%
  •   Green Missile's guaranteed misfire window is now expanded to 8 instead of 6. Additionally, each time a misfire is canceled, its damage is reduced by 3%, up to a minimum of 15% damage after 4 cancels. Furthermore, its shield damage has been reduced to 0 from 4.
  •   Luigi Cyclone's stats effectively match Melee's version of the move, reducing its maximum distance. It also will not immediately refresh on a ledge grab; Luigi must land on ground before he can use the move to recover again.
  •   Luigi has a new Smash Taunt, based off one of his winning animations from the original Super Smash Bros..
  1. ^ Not featured in the beta version.

Moveset

Up to date as of version 3.6.

Name Damage Description
Neutral attack 2% Punches twice and performs a hip thrust forward. A quick three-hit attack that does little knockback.
3%
5%
Forward tilt 10% (body), 11% (foot) Kicks straight forward in a back-turning roundhouse kick. Can be angled.
Up tilt 9% Swipes his hand above his head with his fist. Not much range, but covers a wider area than Mario's up tilt. One of Luigi's standard combo tools.
Down tilt 15% A quick, short-ranged kick. Little range and knockback, but high hitstun and damage. Causes a Mr. Saturn sound effect upon connecting. The second strongest down tilt in the game, losing only to Bowser's. Easily a decent combo starter with solid reward on hit.
Dash attack 3% (hits 1-7) Dashes forward and attacks his opponent with a flurry of punches. All seven hits can chain into one another. Very poor compared to other dash attacks, and also one of Luigi's worst moves, though it's one of the most damaging. The final blow has enough hitstun to follow up with very quick actions.
Forward smash 14% Bends his elbow before thrusting his arm out, performing a spear-hand thrust. Deals low damage, but has high knockback growth, making it an excellent finisher. This move can be angled up or down; inflicting more damage angled upwards.
13%
12%
Up smash 17% Luigi performs an upwards headbutt. This move can hit enemies behind Luigi. An excellent finishing move at around 110%. Luigi's head is intangible while the hitboxes are out.
Down smash 17% Luigi performs a low break-dancing sweepkick that hits on both sides. Does great vertical knockback and has good range. Can easily lead into combos at low percentages if used after a wavedash. Luigi starts off via a low-profile by swinging his left leg inward in a full turning sweep as opposed to his brother's actual break-dance sweep.
Neutral aerial 15% (clean), 8% (late) A sex kick. Has strong, entirely vertical knockback, serving as a powerful vertical finisher at high percentages, or a vertical combo starter at lower percentages.
Forward aerial 12% Luigi does a quick karate chop forward. High horizontal knockback with very fast startup and recovery, and is one of Luigi's primary aerial finishers. It is also a good option when wavelanding.
Back aerial 11% Luigi kicks backwards with both feet. Commonly used in a short hop to perform a quick waveland. A useful gimping tool and also a solid aerial combo tool as well. This move uses its Melee animation.
Up aerial 13% Luigi does an aerial flipkick, hitting foes above him. A useful juggling tool in midair.
Down aerial 16% Luigi does a quick spin kick aimed downwards. This move meteor smashes enemies who come in contact with the sweetspot (being the upper hitbox located at Luigi's waist) with strong knockback. If sourspotted, it results in powerful horizontal knockback, making it a great edgeguarding attack.
Grab
Pummel 3% Headbutts opponent. A very slow pummel, but can be quickly used again after hitting the foe.
Forward throw 8% Throws the opponent forward in a single turning fling.
Back throw 12% (throw), 8% (collateral) Spins around three times and swings the opponent backwards in a giant swing throw. One of his more stronger throws and can hit nearby opponents with the grabbed target.
Up throw 7% Throws his opponent upward with both hands, leading into possible combos.
Down throw 7% Slams his opponent on the ground. The opponent is thrown onto the floor head-first and bounces up, leading into possible combos.
Floor attack (front) 6% Gets up and punches behind him, then in front.
Floor attack (back) 6% Gets up and does a sweep kicks in a similar fashion to his down smash.
Floor attack (trip) 5% Gets up and kicks backward and forward.
Edge attack (fast) 6% (body), 8% (legs) Does a somersault and kicks with both feet.
Edge attack (slow) 10% Slowly gets up and kicks with one leg.
Down taunt 4% Does a short-ranged kick to the ground that can damage those who touch his left foot. On grounded opponents, it inflicts moderately low set knockback, making it unreliable at KOing; however, on aerial opponents, its base knockback is extremely high, and will spike opponents, making it capable of yielding early KOs should the player properly connect, though it is still unreliable due to the high startup lag and short range.
Neutral special Fireball 7% Luigi shoots a fireball from his fingers. Has less range than Mario's, but is not affected by gravity.
Side special Green Missile 5-26% (normal), 15-27% (misfire) Luigi charges up and shoots forward like a missile. This move can be charged for about 2.5 seconds, and the charge can held infinitely by holding the special button. If Luigi glows green, then the attack will be a misfire, which is faster and deals 27% damage with powerful knockback. He may also store this misfire and allow Green Missile to fire normally; with the next use of Green Missile being a misfire of reduced damage depending on how many times it has been canceled, to a minimum of 15% damage. One in eight uses of this move is guaranteed to be a misfire. A great move for horizontal recovery.
Up special Super Jump Punch 25% (clean ground), 21% (clean air), 1% (late) Luigi performs a strong, jumping uppercut. If the attack is sweetspotted, it becomes a Fire Jump Punch, which deals much more and has high KO potential. If he does not connect with the sweetspot, it deals pitiful damage and produces one coin. The damage of the sweetspot is stronger when used on the ground.
Down special Luigi Cyclone 8% (hit 1), 12% (hit 2) Luigi rapidly spins around, launching any enemies in his path. The first hit occurs during the spin, while the second hit occurs during the ending pose, both having vertical knockback. Mashing the special button causes Luigi to rise up in the air, which can be used for recovery, and can sometimes carry opponents into the upper blast line as an attack, being a decent vertical finisher. It has much better horizontal movement compared to Mario Tornado, but gives less vertical distance.
Final Smash Negative Zone 0% Luigi dances, and a large, greenish-tint void surrounds him. Inside the void, the colors of the environment, characters inside the void and Luigi himself become inverted. Can cause various negative status effects if the opponents is caught in the void, these being: flowering, dizziness, sleep, greater launch distance (which makes a lot of Luigi's moves (such as his Fire Jump Punch) effective finishers even at low and mid percentages), and forced taunting.

In competitive play

Notable players

Alternate costumes

Luigi has an alternate costume based off of his alter ego, Mr. L, from Super Paper Mario. When wearing the costume, Luigi wears a black mask, his outfit becomes black and green instead of blue and green, and the "L" on his cap is reversed.

3.6 includes recolors for team battles, and a white "Fire" variant for Mr. L.

 
Luigi's alternate costumes in PM