Luigi in Super Smash Bros. 4 | |
---|---|
Universe | Mario |
Other playable appearances | in SSB in Melee in Brawl |
Availability | Starter |
Final Smash | Poltergust 5000 |
Tier | C (26) |
Luigi (ルイージ, Luigi) is a playable character in Super Smash Bros. 4. As part of Nintendo's Year of Luigi, his return to the series was announced during the Nintendo Direct on August 7th, 2013.[1] Charles Martinet reprises his role as Luigi's voice actor, albeit through voice clips recycled from Super Smash Bros. Brawl.[2]
Luigi is currently ranked 26th out of 58 in the tier list, placing him in the C tier. This is a vast improvement over his placement in Brawl, where he was ranked 28th out of 38, and is his best proportional placement in the series. Luigi's most notable strength is the utility of his moveset: he is difficult to punish due to his overall fast frame data, his very potent air game is supplemented by several of his grounded moves' favorable launching angles, he has numerous moves that boast outstanding combo potential, and he has a useful projectile in the form of his Fireball. Luigi's recovery is also unpredictable and long-distanced, with Green Missile and Luigi Cyclone being risky to intercept.
However, Luigi retains his overall slow and awkward mobility: his faster dashing speed is only mediocre at best, his low traction largely offsets his out of shield options and otherwise potent punishment ability, and slow air speed significantly hinders the variability of his recovery. Lastly, his overall range is short, which prevents him from racking up damage from a safe distance, particularly against characters that have disjointed hitboxes, and he struggles against camping due to the poor efficacy of Fireball.
Luigi initially had a large playerbase and excellent results, with J.Miller even winning B.E.A.S.T 5 with the character. A number of nerfs from updates, however, have negatively impacted Luigi's results and playerbase, as they hindered his approach and combo game, and his resultant standings have been poorer compared to before.
Attributes
Luigi is a middleweight whose attributes differ noticeably from other characters of the same weight class. While he has average walking speed, he has slightly below average dashing speed and the lowest traction in the game. Luigi's aerial attributes are also quite different from a typical middleweight: he has very slow falling and air speeds, low gravity, above average air acceleration, and the fourth highest jumps. As a result of these attributes, Luigi has slow mobility overall and is floaty.
Much like his older brother, Luigi can be very difficult to punish, since all but two of his regular moves (forward smash and down aerial) come out before frame 10. This, in turn, is supplemented by the immense utility of his overall moveset. His neutral attack deals respectable damage, has decent range, and can be jab canceled reliably even at high percentages. His tilt attacks also have their own perks: forward tilt can be angled, has decent range and is good for spacing beginning at 55%, up tilt has excellent combo potential up to high percentages and can KO at very high percentages, and down tilt can hinder aerial opponents that attempt to grab the edge. Luigi's smash attacks are strong enough to KO at reasonable percentages, but his up smash and down smash also have some utility. Up smash has set-up potential from 0%-5% and is a very reliable follow-up from down throw beginning at 0%. Down smash is largely similar in comparison: it is a reliable follow-up from down throw beginning at 0% (albeit only against heavyweights/fast-fallers) and its front hit has set-up potential from 0%-5%. However, it is also useful for punishing rolls and damage racking due to its damage output, range and being his fastest smash attack.
Luigi's aerial attacks are also very useful: each of them have respectable damage outputs, can be autocanceled with a short hop, and possess specific perks. Neutral aerial is a sex kick that launches opponents vertically, which benefits both its clean and late hits: 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 is the fastest aerial of its kind and is very useful for approaching, edgeguarding, and combos. Back aerial's clean hit is very powerful and has long range, which enable it to function as a safe KOing option, or as an approach option when used as part of a reverse aerial rush. Up aerial is useful for combos and has the lowest amount of landing lag out of his aerial attacks. Lastly, down aerial is the third fastest of its kind, surpassed only by Meta Knight and Little Mac's respectively, and is able to meteor smash.
As a semi-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 as well as limiting an opponent's approach, recovery or edgeguarding attempt like Mario's, but is unaffected by gravity, unlike his. Super Jump Punch has very quick start-up like Mario's, but consists of a sweetspot and sourspot unlike his, which makes it function much differently in comparison: the sweetspot boasts devastating power, which makes it a very potent punishment option, yet it is very risky due to its extremely weak sourspot and very high ending lag. Aside from these, Luigi's other special moves are completely distinct from Mario's. Green Missile deals damage and grants Luigi horizontal recovery, 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 it covers approximately 60% of Final Destination. Lastly, Luigi Cyclone can function as an approach option, a KOing option near the upper blast line and, with enough button mashing, a vertical recovery option. While difficult to perform, it can even gimp recoveries as well.
Finally, Luigi's grab game is among the best in the game. His grabs are among the fastest in the game, while his pummel is tied with Mr. Game & Watch's as the third most damaging in the game. His forward and up throws have minimal utility, but they are quick and deal respectable damage, with the former being a capable edgeguard set-up. His back throw, although weakened since Brawl, is just as strong as Lucas' and can KO at high percentages. His down throw, however, is by far his most useful throw. Although update 1.1.1 altered its knockback to the point of considerably nerfing its combo potential, it remains one of the most versatile throws in the game. At low percentages, it can be followed up by forward tilt, up tilt and any smash attack, while it can then be followed up with any aerial attack, Luigi Cyclone and Super Jump Punch up to medium percentages. Even at medium to high percentages, it can reliably set up an up aerial. These combos vary between floaty characters and fast-fallers, but his versatile aerial attacks can still rack up large amounts of damage regardless.
However, Luigi has noticeable weaknesses, with the most significant one being his recovery. Green Missile is slow and can be stopped by opponents willing to endure its hitbox, while Luigi Cyclone requires an extreme amount of button mashing to be effective without prior momentum. Lastly, Super Jump Punch is the least effective recovery option in his arsenal, due to it lacking any sort of horizontal movement as Luigi ascends. This means he is overly reliant on his double jump to recover, as his slow air speed will make it very difficult to return to the stage, making his long-distanced recovery slow and easily gimped. Most of Luigi's attacks and all of his grabs have very short ranges, making it very difficult for him to fight opponents with disjointed hitboxes, especially in the air. His plentiful and effective out of shield options are also usable only sporadically, since he gets pushed back very far when shielding due to his very low traction, while his lack of a reflecting move leaves him vulnerable to camping.
As in previous installments, Luigi's mobility prevents him from approaching quickly, especially from the air. This results in him having significant trouble keeping up with faster opponents, such as Sheik, Zero Suit Samus, and Sonic, which in turn hinders his otherwise excellent neutral game. As a result, Luigi is must either use short hopped neutral, forward and back aerials to approach, or use Fireball to force approaches. However, there are a few methods that, at varying degrees, alleviate Luigi's problematic traction. Shield-stopping negates his dash's noticeable skid, improving his approach's safety. Fox-trotting enables Luigi to dash while only enduring a slight slide rather than the skid, making it slightly risky, yet allowing him to go on the offensive more reliably and even enabling him to play mindgames, particularly baiting. The last method is simply walking: although Luigi's walking speed is average like his dashing speed, it is not as glaringly susceptible to his slippery traction like his dash is. When coupled with proper usage of Fireball, this method can also enable him to maintain stage control. A notable user and proponent of the walking method is J.Miller.[3]
Luigi has a number of useful custom moves. His most notable custom moves are Floating Missile and Quick Missile. Floating Missile is much riskier to intercept because it propels Luigi in a perfectly straight line, charges much faster, and is only slightly weaker than Green Missile. Quick Missile travels much farther and moves much faster, similarly to how Green Missile functioned in Melee However, it is slightly weaker, while its considerably higher ending lag and lack of traction upon landing on a stage or platform make it much more punishable. Luigi also has a few other custom moves that are rather useful. Ice Ball has slightly higher start-up lag, slightly shorter range, deals slightly less damage, and travels slower. However, it momentarily freezes opponents beginning at 50%, while its slower speed enables it to fire multiple Ice Balls in immediate succession. True to its name, Burial Header buries grounded opponents, but also covers significantly more vertical height, descends much faster, and has much less landing lag. However, it deals significantly less damage and lacks KO potential. Mach Cyclone covers almost no horizontal distance, and possesses a windbox and a concluding hitbox instead of multiple hitboxes. However, it covers a tremendous amount of vertical distance, while its lone hitbox is very powerful, making it very useful for edgeguarding. Aside from these, the rest of Luigi's custom moves have advantages that are situational at best, which makes them generally not worth using.
Overall, Luigi can be a force to be reckoned with as long as his significant flaws are circumvented. While his representation in the competitive scene has lowered somewhat since update 1.1.1 due to said update considerably nerfing his down throw's combo potential, he has achieved great results in tournaments regardless.
Changes from Brawl
Luigi has been significantly buffed in the transition from Brawl to SSB4. His neutral and combo games have been improved, with the latter being among the most effective in the entire game. Additionally, he is more agile overall, which further supplements these improved traits. However, Luigi did receive a number of nerfs. His recovery was moderately worsened, some of his moves (including all of his KOing options) had their power weakened, and most of his moves have lower damage outputs. Nonetheless, he has still been established as one of the most successful characters in tournament play.
Aesthetics
- Due to the aesthetic used in SSB4, Luigi has a sleeker design, and his overall color scheme is more vibrant. His overalls' pant legs are also no longer rolled up around his ankles. Altogether, these changes make him better resemble his appearances in the latest Mario games.
- Luigi is more expressive and, unlike in previous installments, much less depressive. While Luigi retains his panicked expression in some instances, such as when using his dash attack or while hanging from an edge, he now smiles in other instances, such as when using Fireball and during his defeated/No Contest animation. He also sports a fairly neutral expression in other instances, such as when using Luigi Cyclone or his forward aerial, as well as humorous or quirky expressions to further reference his awkwardness, such as while sidestepping and upon being screen KO'd.
Attributes
- Luigi dashes faster (1.34 → 1.5).
- Luigi's traction is higher (0.022 → 0.024), though it is still the lowest in the game.
- Luigi's air speed is faster (0.7332 → 0.7341766).
- Luigi's falls faster (1.22 → 1.25).
- Luigi's fast falling speed is faster (1.708 → 2.0).
- Luigi's gravity is higher (0.065 → 0.075). While this is typically a nerf because of it affecting a character's overall endurance, it is a buff in Luigi's case, as it somewhat alleviates the drawbacks of his floatiness.
- Short hop is lower and jump is higher, improving his air game and aerial maneuverability.
- Jump's animation has changed. Luigi now performs the Scuttle, one of his signature techniques that debuted in Super Mario Bros. 2 and has appeared in a number of other Mario games.
Ground attacks
- Neutral attack's last hit has increased base knockback (50 → 65), improving its spacing potential. It also now sends Luigi forward, improving its range.
- Neutral attack has increased ending lag due to its extra animation.
- All tilt attacks deal less damage (9% → 6% (up), 10% → 8% (forward), 9% → 8% (down)).
- Forward tilt has a shorter duration (frames 5-10 → 5-7).
- Up tilt has altered knockback (30 (base)/127 (growth) → 8/150), improving its combo and juggling potentials while retaining its KO potential.
- Down tilt has altered knockback (30 (base)/50 (growth) → 20/65).
- Due to its angle being altered (270° → 361°), down tilt is no longer a meteor smash. Its chance of tripping has also decreased (35% → 25%).
- Dash attack's hits connect together much better, and its last hit has increased knockback (50 (base)/100 (growth) → 60/128).
- Forward smash now deals consistent damage (15% (upward)/14% (non-angled)/13% (downward) → 15% (all angles)).
- Forward smash has decreased knockback growth (135 (all angles) → 121 (upward)/116 (non-angled)/117 (downward)), hindering its KO potential.
- Forward smash now has a stab effect instead of a slash effect.
- Sweetspotted up smash deals 1% less damage (15% → 14%), slightly hindering its KO potential.
- Down smash deals less damage (16%/17% → 14%/15%), hindering its KO potential. It also has increased start-up lag (frame 3 → 6 (front), frame 12 → 14 (back)).
- Down smash has increased knockback growth (80 (both) → 85 (front)/104 (back)), improving its spacing potential.
Aerial attacks
- Neutral, forward, up, and down aerials deal less damage (14% → 12% (neutral), 10% → 8% (forward), 13% → 11% (up), 11% → 8%/10% (down)).
- Neutral and back aerials have increased landing lag (10 frames → 14 (neutral), 12 frames → 16 (back)).
- Neutral aerial can no longer be performed twice with a single short hop. Clean neutral aerial also has decreased knockback growth (100 → 90) and a shorter duration (frames 3-6 → 3-5).
- Late neutral aerial's angle has been altered (90° → 80°), improving its combo potential.
- Forward aerial has increased range, improving its approach and edgeguarding potentials.
- Clean back aerial deals 2% more damage (12% → 14%), improving its KO potential.
- Back aerial has increased ending lag (frame 37 → 46). When coupled with Luigi's lower short hop, it can no longer be used twice with a single short hop. Clean back aerial also has a shorter duration (frames 6-10 → 6-7).
- Down aerial deals less damage (11% → 10% (clean)/8% (late)) and has increased landing lag (12 frames → 20). Compared to its previous hitbox, down aerial's clean hitbox has less knockback growth (100 → 80).
- Due to consisting of a clean hitbox and late hitbox instead of two consistent hitboxes, down aerial now meteor smashes opponents based on timing instead of positioning, significantly improving its reliability.
Throws/other attacks
- Dash grab has decreased start-up (frame 12 → 8) and ending lag (frame 39 → 36).
- Pummel deals 0.2% more damage (3% → 3.2%).
- Back throw deals 2% less damage (12% → 10%), hindering its KO potential.
- Luigi has a new down throw, a Ground Pound. Compared to the previous down throw, it is better for combos thanks to the changes to hitstun canceling.
- Floor attacks deal 1% more damage (6% → 7%).
- Luigi has a new edge attack: a double legsweep. It replaces both of his edge attacks from previous games.
Special moves
- Due to consisting of a clean hitbox and a late hitbox instead of a consistent hitbox, Fireball no longer deals consistent damage (6% → 6% (clean)/5% (late)).
- Fireball has increased range.
- Uncharged Green Missile deals ≈1% more damage (5% → ≈6%). Green Missile's hitbox has also been re-positioned to cover Luigi's entire head instead of only his neck.
- Fully charged Green Missile deals ≈5% less damage (26% → ≈21%).
- Holding a fully charged grounded Green Missile past a certain point will now cancel the move, instead of holding the charge indefinitely. Upon being overcharged, Luigi will be vulnerable for a very brief moment. While this makes it impossible to use Green Missile to stall opponents and thus force them to go into Luigi's line of fire if they want to continue fighting, it also makes it so that Luigi will not be stuck in a position that could potentially be punishable.
- Green Missile's chance of misfiring has decreased (12.5% → 10%). This improves its safety while near edges, but hinders its offensive and recovery potentials.
- Grounded sweetspotted Super Jump Punch has increased knockback growth (73 → 77), improving its KO potential. Grounded Super Jump Punch also covers less vertical distance, slightly improving its safety.
- Aerial Super Jump Punch has increased start-up (frame 6 → 8) and landing lag (frame 35→40). It also covers less horizontal distance after ascending and much less vertical distance, to the point that it cannot reach Battlefield's highest platform. Altogether, these changes hinder its recovery potential.
- Grounded sweetspotted Super Jump Punch's angle has been altered (90° → 88°).
- Due to consisting of six hits instead of eight, Luigi Cyclone deals 3% less damage (12% → 9%). It also has increased start-up lag (frame 7 → 10).
- Due to their angles being altered (160°/20°/90° → 366°), Luigi Cyclone's loop hits connect together better. Its last hit also has increased knockback (60 (base)/115 (growth) → 80/130 (grounded)/120 (aerial)), improving its KO potential near the upper blast line.
- Aerial Luigi Cyclone covers much less vertical distance, is extremely difficult to ascend with without a jump, and requires much more button mashing in order to ascend. Altogether, these changes hinder its recovery potential.
- Luigi has a new Final Smash, Poltergust 5000. Unlike Negative Zone, Poltergust 5000 traps nearby opponents, deals considerable damage, and has very high knockback instead of affecting a very wide area and granting Luigi easy openings to inflict more damage and/or possibly secure KOs.
Update history
Luigi has received a mix of buffs and nerfs via game updates, though his buffs outweighed his nerfs until update 1.1.1. While said update brought about only two nerfs, the nerf to his down throw was considerable enough to counter the numerous buffs that the updates gave him. The changes to shield mechanics also indirectly nerf Luigi, as it is even harder for him to punish out of shield and his best moves do not have noticeable hitlag. As a result, Luigi has become a slightly less effective character than he was during the initial release of SSB4, although he is still viable despite his most notable strengths (his combo game and punishment ability) being toned down.
- Forward smash damage: 14% → 15%
- Forward smash's side angle: 55° → 53°
- Down smash's second hit angle: 70° → 60°
- Down smash's second hit knockback scaling: 80 → 100
- Forward aerial's hand hitbox radius: 4.8 → 5.6
- Order of hitboxes of forward aerial reversed (no practical effect).
- Super Jump Punch (default) ground sweetspot radius: 1.6 → 1.7
- Super Jump Punch (default) ground sweetspot z-offset: 6.1 → 7.0
- Super Jump Punch (default) air sweetspot radius: 2.1 → 2.2
- Super Jump Punch (default) air sweetspot z-offset: 4.7 → 5.5
- Fireball deals 1% less damage the farther it goes: 6% → 5% (late).
- Forward aerial deals less damage (9% → 8%). While this slightly worsens its edgeguarding abilities, it also slightly improves its combo abilities.
- Fireball's ending lag is increased (total: 40 → 43 frames).
- Fiery Jump Punch (custom 2) knockback growth increased (40 → 50).
- Super Jump Punch's default grounded hitbox size increased (1.7u → 2.2u).
- Super Jump Punch's default aerial hitbox size increased (2.2u → 2.7u).
- Down tilt's angle altered from 74° to the Sakurai angle significantly hindering its function as a combo starter or set-up.
- Down tilt's knockback growth increased (54 → 65).
- Down tilt's ending lag is decreased (29 → 26).
- Down tilt's new angle improves its edgeguarding potential, though not to the same degree as in Brawl.
- The changes to shield mechanics have been detrimental to Luigi, as the increase in shieldstun makes it much harder for him to punish from out of shield due to his already low traction. Additionally, only a very select few of his moves benefit from these changes, with the most notable example being a fully charged or misfired Green Missile.
- Down throw's knockback has been altered (75 base/30 growth → 55 base/83 growth). The new knockback scaling removes Luigi's most notable follow-ups (very few moves are now only semi-guaranteed KO set-ups), particularly outside of medium percents.
- Down aerial spike hitbox increased (1.8 → 2.5).
- Down smash knockback growth increased (80/100 → 82/104 first/second strikes)
- Fiery Jump Punch hitbox size increased (3.8 → 4.0).
- Fiery Jump Punch horizontal displacement (6.4 → 7.0).
- Luigi Cyclone initial hitbox hitlag increased (1.0 → 1.3).
- Luigi Cyclone angle 90° → 89°.
- Aerial Luigi Cyclone final hitbox growth decreased 130 → 120.
- Clothesline Tornado damage increased (8% → 10%/12% depending on the hitbox.)
- The sweetspot hitbox is larger.
- The sweetspot has more base knockback: 60 → 100.
- The sweetspot has drastically decreased growth: 120 → 70.
Moveset
- Luigi can crawl.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | A one-two combo followed by a hip thrust. It comes out on frame 2, its last hit slightly moves Luigi forward, and it has a decent overall damage output. These traits makes it a safe, yet reliable damage racking option. However, its first hit is also reliable for jab canceled combos, with follow-ups including tilt attacks, down smash, standing grab, and Super Jump Punch, the latter of which is effective even at high percentages. | ||
2% | ||||
5% | ||||
Forward tilt | 8% | A reverse roundhouse kick. It can be angled and is decent for spacing beginning at 40%. | ||
Up tilt | 6% | An overhead swipe. It has almost nonexistent base knockback, yet very high knockback growth. These traits make it very useful for initiating combos and juggles, yet also enable it to function as a situational KOing option, as it KOs middleweights at 189%. | ||
Down tilt | 8% | A back shin kick. It can potentially trip opponents at low percentages, and is able to hit opponents that are trying to grab the edge. | ||
Dash attack | 1% (hits 1-6), 2% (hit 7) | A series of rapid, childish punches. Due to it coming out on frame 4, it is one of the fastest dash attacks in the game. It also hits multiple times, while its last hit's very high knockback growth makes it decent at spacing. However, it has a very punishable amount of ending lag. | ||
Forward smash | 15% | A knifehand thrust. In addition to being Luigi's most damaging smash attack, it has very high knockback growth and can be angled like his forward tilt. While near the edge, it KOs middleweights at 114% when angled upward, and at 116% when not angled or angled downward. However, it comes out on frame 12, which is the highest amount of start-up lag out of Luigi's smash attacks. It also has noticeable ending lag and very short range, although its range can be somewhat alleviated with pivoting, thanks to Luigi's pivot being tied with Little Mac's as the second best in the game. | ||
Up smash | 14% (head), 12% (body) | An upward headbutt. It comes out on frame 9, which is quite fast for a smash attack, while its sweetspot is strong enough to KO middleweights at 135%. Like Mario and Dr. Mario's up smashes, it renders his head intangible throughout its duration. It can also function well as a slide smash, thanks to Luigi's very low traction. However, its sourspot is much weaker because of its lower damage output, and thus very unreliable for KOing. The angle at which opponents are launched changes depending on where they were hit, as hitting from Luigi's front will cause them to be launched backward, and vice versa. | ||
Down smash | 14% (legs), 15% (body) | A legsweep performed from a flare, an acrobatic technique used in breakdancing and gymnastics. Due to it coming out on frame 6, it has the lowest amount of start-up lag out of Luigi's smash attacks. It also hits on both sides, which makes it very useful for punishing rolls, while its back hit's very high knockback growth enables it to KO middleweights at 131% while near the edge. However, its front hit is much weaker because of its average knockback growth. | ||
Neutral aerial | 12% (clean), 6% (late) | A flying kick. Due to it coming out on frame 3, it has the lowest amount of start-up lag out of Luigi's aerials, and is thus a very useful anti-pressure option. It is also a sex kick, and the only one in the game that launches opponents vertically. As a result, its clean hitbox KOs middleweights at 134% while near the upper blast line, whereas its late hitbox is a capable combo starter and approach option when SHFF'd. Originates from Super Mario 64. | ||
Forward aerial | 8% | A downward knifehand strike. It is a reliable follow-up from down throw at low to medium percentages, and is also useful for edgeguarding or approaching. Its hitbox is positioned not only on Luigi's hand, but also slightly around on his, and has the quirk of launching opponents in the opposite direction. | ||
Back aerial | 14% (clean feet), 8% (clean legs, late) | A dropkick. It comes out frame 6, while its clean feet hitbox has both an impressive damage output, and very high knockback growth. These traits make it one of Luigi's most viable KOing options, as its clean feet hitbox KOs middleweights at 133% while near edge. It is also useful for approaching when used as part of a reverse aerial rush. Like forward aerial, its clean legs and late hitboxes are positioned slightly around Luigi's body up to his front side, and have the same quirk of launching the opponent in the opposite direction if the body portion of their hitboxes hits them. | ||
Up aerial | 11% (clean), 7% (late) | A bicycle kick. It is useful for combos like Mario's, but loses combo potential into itself at approximately 40% because its launching angle is lower than his. | ||
Down aerial | 10% (clean), 8% (late) | A diagonal corkscrew dropkick. Its sweetspot is a meteor smash, though it only lasts for 1 frame. Unlike in previous games, its sweetspot is now based on timing instead of positioning, making it easier to land. When coupled with down throw, its meteor smash can extend combos, or even act as a KO combo while near the edge. Conversely, its late hitbox has much higher knockback growth, but is less reliable for edgeguarding because of its launching angle and slightly lower damage output. | ||
Grab | — | Reaches out. While Luigi's grab ranges are relatively short, they have minimal lag. His standing grab is the fastest in the game, while his pivot grab is also very effective, thanks to his pivot being tied with Little Mac's as the second best in the game. | ||
Pummel | 3.2% | A headbutt. Moderately slow, but tied with Mr. Game & Watch's as the third most damaging pummel in the game. | ||
Forward throw | 9% | Spins the opponent around once and throws them forward. Very fast and Luigi's second most damaging throw, but has very minimal utility outside of dealing damage. Its only other benefits are acting either as an edgeguard set-up at high percentages, or as a set-up into dash attack. However, this combo is only effective against lightweights and middleweights beginning at 0%, and against heavyweights until low percentages depending on the latter's DI. | ||
Back throw | 10% (throw), 6% (collateral) | Spins the opponent by their legs three times before throws them backward. It also can hit other opponents while spinning, which deals minor damage and knockback. Due to its damage output lowering since Brawl, its KO potential has been toned down. However, it is still a reliable KOing option, as it KOs middleweights at 158% while near the edge. Originates from Super Mario 64. | ||
Up throw | 8% | Heaves the opponent directly overhead with both hands. Like his forward throw, it is fast, but has very minimal utility outside of dealing damage. Its only other benefit is acting as a set-up into a short hopped Luigi Cyclone, a combo that is only effective on middleweights, heavyweights and fast-fallers beginning at 0%. | ||
Down throw | 6% | Shoves the opponent under himself and Ground Pounds them. An excellent combo starter, it can combo into up tilt and any smash attack beginning at 0%, as well as any aerial, Super Jump Punch, and Luigi Cyclone until medium percentages. Although it loses most of its combo potential at high percentages, it can combo into either Luigi Cyclone against jumping opponents, or Super Jump Punch against air dodging opponents, so long as Luigi is not affected by rage. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Gets up and kicks behind himself and then in front of himself. | ||
Floor attack (back) Floor getups (back) |
7% | Gets up and punches behind himself and then in front of himself. | ||
Floor attack (trip) Floor getups (trip) |
5% | Gets up and kicks behind himself and then in front of himself. | ||
Edge attack Edge getups |
7% | Performs a two-footed legsweep while climbing up. | ||
Neutral special | Default | Fireball | 6% (clean), 5% (late) | Throws a Green Fireball from his hand. It is fairly spammable, which enables it to pressure, zone, stop approaches, or even act as a set-up for a grab. Unlike in previous installments, it now deals less damage as it covers more distance, similarly to Mario's Fireball. Due to being unaffected by gravity, it is less suitable at edgeguarding compared to Mario's Fireball. |
Custom 1 | Bouncing Fireball | 6% (clean), 5% (mid), 4% (late) | Functions almost identically to Mario's Fireball, although its bouncing arc is more vertical compared to his. However, it has more ending lag, while its late hit deals slightly less damage. | |
Custom 2 | Ice Ball | 4% | Throws an Ice Ball from his hand. It freezes opponents beginning at 50%, but deals slightly more damage and has slightly more start-up lag and slightly shorter range. It also travels slower, but this allows it to fire multiple Ice Balls in immediate succession. | |
Side special | Default | Green Missile | ≈6% (uncharged), ≈21% (fully charged), 25% (misfired) | Crouches and then shoots himself forward to perform a flying battering ram. It takes 70 frames to fully charge, but deals impressive damage when fully charged, to the point that it KOs middleweights at 112% while near the edge. If charged on the ground for too long, the charge is canceled, which can allow for mindgames. It also has a 10% chance to misfire, which deals considerably more damage and has much higher knockback growth, to the point that it KOs middleweights at 75% while near the edge. A misfired Green Missile also grants intangibility on frames 18-22, and always travels the same distance regardless of the charge. However, its considerable ending lag makes it punishable whether it is used for offense or recovering, which makes reads very important in order to use it effectively. |
Custom 1 | Floating Missile | ≈4.3% (uncharged), ≈18% (fully charged), 23% (misfired) | Flies directly straight, which improves its accuracy, and charges faster. Although it deals slightly less damage, this is largely negligible, as it is still strong enough to KO reliably when fully charged or misfired. When fully charged, it KOs middleweights at 120% while near the edge, whereas a misfired Floating Missile KOs them at 75% while near the edge. | |
Custom 2 | Quick Missile | ≈5.15% (uncharged), ≈20% (fully charged), 20% (misfired) | Flies much farther and faster, which make it much better for recovering. However, it takes longer to charge, and it a misfired Quick Missile is much weaker than a misfired Green Missile and a misfired Floating Missile. It is also much more punishable, thanks to having noticeably more ending lag, and Luigi sliding upon the ground after landing. Although it deals slightly less damage, it is still strong enough to KO reliably when fully charged or misfired. When fully charged, it KOs middleweights at 117% while near the edge, whereas a misfired Quick Missile KOs them at 105% while near the edge. | |
Up special | Default | Super Jump Punch | 25% (grounded sweetspot), 20% (aerial sweetspot), 1% (sourspot) | A jumping uppercut. Its grounded sweetspot emits a ping sound effect upon hitting, whereas its aerial sweetspot does not. Its grounded sweetspot's outstanding damage output makes it capable of KOing grounded middleweights at 89%, and deals respectable shield damage. Its aerial sweetspot is larger, yet weaker, and does not emit a ping sound effect upon hitting. Despite its lower damage output, it is nevertheless strong enough to KO middleweights at 119% while near the upper blast line. Both sweetspots also grant intangibility on frames 8-10. However, it is very punishable because of its considerable ending lag and abysmally weak sourspot. In addition, its vertical recovery potential is most effective when preceded by a double jump. |
Custom 1 | Fiery Jump Punch | 18% (grounded sweetspot), 15% (aerial sweetspot), 1% (sourspot) | Covers more horizontal distance, grants slightly more intangibility, and its sweetspot is easier to hit. However, it covers less vertical distance and has noticeable ending lag, which make it less ideal for recovering. Its sweetspot also deals considerably less damage, but is nevertheless powerful, as it KOs grounded and aerial middleweights at 127%. Unlike Super Jump Punch, it launches opponents at a slight angle instead of directly upward. It is comparable to how Luigi's Super Jump Punch functioned in Melee. | |
Custom 2 | Burial Header | 8% (descent), 8% (landing), 1% (sourspot) | Covers significantly more vertical distance, to the point that it allows him to reach the top platform on Battlefield, and even more vertical distance when preceded by a double jump. Upon descending, Luigi buries grounded opponents, and diagonally launches aerial ones. When coupled with its much lower ending lag, its burying hitbox allows for reliable follow-ups. However, it lacks KO potential because of its significantly lower damage outputs. | |
Down special | Default | Luigi Cyclone | 1.5% (loop), 3% (last) | Rapidly spins around, trapping the opponent and damaging them with a series of discus clotheslines and spinning backfists before launching them by powerfully outstretching his arms. Like Dr. Tornado, it enables Luigi to move along the ground, albeit at a much faster speed, which makes make it decent as a surprise approach option. While in the air, button mashing grants it two special quirks: it will enable Luigi to ascend after his first jump, which also carries his double jump's momentum to enable an easier ascent, or it can act as a pseudo-spike, though the latter technique is quite difficult to perform. Outside of these two quirks, its last hit's very knockback growth enables it to KO middleweights at 116% while near the upper blast line. It appears to be based on the Spin Jump. |
Custom 1 | Mach Cyclone | 6% | Covers significantly more vertical distance, especially when button mashed, and has slightly less start-up lag. Unlike Luigi Cyclone, it consists of a windbox and a hitbox, the latter of which deals twice as much damage and has significantly more knockback than Luigi Cyclone's last hit. Altogether, these traits make it more efficient at recovering and edgeguarding compared to Luigi Cyclone, as it KOs middleweights at 81% while near the left/right blast lines. However, it does not cover any horizontal distance, cannot punish rolls because of its windbox, and has more ending lag. It additionally deals 3% less damage. | |
Custom 2 | Clothesline Cyclone | 10% (first), 12% (last) | Deals significantly more damage and knockback. Its first hit has deceptive range and is a semi-spike, which allows it hinder approaches. Conversely, its last hit launches opponents vertically and is extremely powerful, as it KOs middleweights at 107% from anywhere on Final Destination. However, its first hit does not KO middleweights until 178% while near the edge, while its second hit is very difficult to land because of its first hit's long duration. Additionally, it has significantly more start-up and ending lag, which make it unusable for recovering or edgeguarding. It is comparable to how Luigi Cyclone functioned in SSB. | |
Final Smash | Poltergust 5000 | 30% (max captured), 10% (ejection) | Equips the Poltergust 5000 and then vacuums nearby opponents into it before powerfully ejecting them diagonally. It is quite strong, as it KOs middleweights at 63% while near the edge. Opponents will also accumulate more damage the earlier they are vacuumed in. |
On-screen appearance
- A green Warp Pipe appears and Luigi leaps out of it while hesitantly saying "Let's-a go!" and sporting a frightened expression that appears very similar to the one he has on the cover of Luigi's Mansion.[2]
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, similar to his artwork for Mario & Luigi: Partners in Time. Then he turns away from the screen, crouching as if he is sad, just like his Bogey animation in Mario Golf. Finally, he faces the screen once more, with both hands on his face, giving a frightened look that appears very similar to the one he sports on the cover of Luigi's Mansion.
- Side taunt: Planks while saying "Pow! Pow!" It is based off of one of his victory poses from Super Smash Bros. Melee. Due to it moving Luigi towards the screen as well as lowering his hurtbox, some attacks, such as Fox and Falco's Blasters, may actually miss him as a result.
- Down taunt: Bashfully kicks the ground while sighing. If it makes contact with an opponent that is hanging on an edge or is off-stage, Luigi will perform a powerful spike. Conversely, if the opponent is on-stage, it instead deals vertical knockback. It also deals 2% in either case, and is similar to the animation Luigi performs when he loses a minigame in Mario Party 2.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Rubs the back of his head sheepishly.
- Pulls on his nose, which slightly stretches and then snaps back into place.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Wee-gee! | Rui-ji! |
Pitch | Group chant | Group chant |
Victory poses
- Planks twice, similarly to his side taunt.
- Childishly swings his arms at the air, similarly to his dash attack, then exhaustively gasps afterward. It is also the same animation used when he is selected in SSB.
- Turns around and then makes finger gun gestures with both hands while saying "Bang! Bang!"
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Luigi | 1311 | 1211 | 3311 | 3211 | 3111 |
1312 | 3312 | 3212 | 2311 | 3231 |
Notable players
Active
- Boss - Ranked 19th on the MD/VA Smash 4 Power Rankings.
- Elegant - Currently considered the best Luigi in the world in regard to skill. Consistently places within the top 8 at regionals. Ranked 3rd on the SoCal Smash 4 Power Rankings.
- J.Miller - The best Luigi player in Europe. Placed 1st at B.E.A.S.T 5 and 9th at Smashdown World. Ranked 2nd on the United Kingdom Smash 4 Power Rankings.
- James - Placed 2nd at Midwest Mayhem 6: SoCal Invasion. Ranked 7th on the New Jersey Smash 4 Power Rankings.
- LOE1 - Ranked 5th on the Michigan Smash 4 Power Rankings.
- Scot! - Ranked 6th on the Connecticut Power Rankings. The best Luigi player in New England, and one of the best Luigi's in the USA.
- Luigi player - The second best Luigi player in Europe. Placed 13th at B.E.A.S.T 6. Ranked 1st on the Austria Smash 4 Power Rankings.
- Mr. ConCon - The second best Luigi player in the United States and the best Luigi player in the world prior to update 1.1.1. Placed 7th at 2GGT: EE Saga, 9th at both 2GGT: FOW Saga and 2GGT: Fresh Saga, 17th at Final Battle, and 25th at both EVO 2015 and GENESIS 3. Ranked 19th on the SoCal Smash 4 Power Rankings. The first person to win a set against ZeRo.
- Poke - The best Luigi player in Canada and one of the best Luigi players in the world prior to update 1.1.1. Placed 2nd at Get On My Level 2015, 3rd at Summit 2015, 7th at Enthusiast Gaming Live Expo, 13th at Canada Cup 2015, and 25th at Super Smash Con 2015. Ranked 6th on the Southern Ontario Smash 4 Power Rankings.
- Ron - The best Luigi player in Japan. Placed 1st at Hirosuma 2 and 2nd at both Sumabato 12 and Sumabato 17. Ranked 25th on the JAPAN Power Rankings.
Inactive
- Aki - The best Luigi player in Japan before switching to Sheik after update 1.1.1.
- ANTi - Co-mained Luigi alongside Mario before switching exclusively to Mario after update 1.1.1.
- False - Co-mained Luigi alongside many other characters before switching to Marth and Sheik after update 1.1.1.
- Larry Lurr - Used Luigi as a secondary prior to update 1.1.1.
- Poltergust - Co-mained Luigi alongside Yoshi before switching exclusively to Yoshi after update 1.1.1.
- Shel - Co-mained Luigi alongside Ryu before switching exclusively to Ryu after update 1.1.1.
- ZD - The best Luigi player in MD/VA before switching to Fox.
Tier placement and history
Since SSB4's release, Luigi's placement was a topic of debate, as his buffs were quickly acknowledged in his transition from Brawl and saw him perceived as a mid-tier character. Players took into account his combination of a strong combo game, good projectile, and quick frame data, yet noticed the retention of his poor mobility and predictable recovery. Positive opinions on Luigi, however, saw a sudden rise from early to mid-2015, as players recognized the potency of his combos and KO set-ups from his down throw. Additionally, he was noted for having an even matchup against Diddy Kong, who was then considered the best character in the game, due to multiple high-profile cases of a Luigi player defeating a noteworthy Diddy Kong player in tournaments. The most notable instance of this was Mr. ConCon achieving a bracket reset against ZeRo. These traits resulted in Luigi achieving niche status as a strong main and counterpick, and even a position as a top-tier character in the eyes of the community. Despite having fairly limited usage at high-level play, he was quite common at low-level and mid-level play, and many of the players who dropped Diddy Kong following his nerfs in updates 1.0.6 and 1.0.8 moved on to Luigi.
However, Luigi underwent a noticeable drop in perception after update 1.1.1, due to the update bringing about changes to shield mechanics that made it harder for him to punish out of shield, and nerfing his down throw to the point of heavily altering his powerful guaranteed follow-ups and removing his down throw's guaranteed KO set-ups. However, Luigi's down throw still managed to maintain highly damaging combos at low percentages and, when coupled with his impressive performances up to update 1.1.1, he was ranked 16th on the first tier list, his best ranking in the series at the time.
Despite this, many players who mained Luigi dropped him for other characters due to the intensity of the nerfs from update 1.1.1, which was further compounded by the release of the DLC characters Corrin and Bayonetta, two matchups considered unfavorable for him. By the time of the second tier list, Luigi was ranked 29th, resulting in him going from being the third highest ranked mid-tier character to the middle of the mid-tier, and being roughly tied with his placement in Melee. While respectable, Luigi's placement was nonetheless a considerable downturn, as his drop was tied with Wario's for the second largest between the first and second tier lists.
However, Luigi's consistently strong results in some regions resulted in him rising to 26th on the third and current tier list. Incidentally, this placement is roughly similar to where he was viewed as being in accordance to popular opinion during the very early months of SSB4's lifespan.
Trophies
- Luigi
- Luigi recently celebrated his 30th anniversary with the Year of Luigi, but all that attention just made him even more shy and awkward. In Smash Bros. (as in life), Luigi tends to follow his brother's lead, but he adds his own flair to moves like Super Jump Punch. His taunts, however, are 100% Weegee.
- With the Year of Luigi long gone now, it's up to you to prove to everyone that Mario's cowardly co-star is still awesome. He may share a lot of moves with his brother, but he still puts his own spin on things. When you Super Jump Punch a foe just right, for example, the noise he makes is epic. His taunts are pretty funny too. Try them!
- Luigi (Alt.)
- Luigi might look a bit sulky when you use his down taunt, but when he does it next to another fighter, it can get in a little hit - well, a "little hit" that can also sometimes be a meteor smash! Say you spot a fighter hanging off the edge of the stage. Just give them a pout and a kick with this taunt, and they'll fall to their doom.
- Poltergust 5000
- A ghost-sucking vacuum cleaner created by Professor E. Gadd. In Luigi's ghostly adventures, it's the only thing standing between him and complete terror. In this game, it sucks in enemies, damages them, and then fires them diagonally upward. If it's used in an area with no ceilings, you might send them soaring right off the screen!
- A ghost-sucking vacuum cleaner created by Professor E. Gadd. In Luigi's ghostly adventures, it's the only thing standing between him and abject terror. In this game, it sucks in enemies, damages them, then fires them diagonally upward. Use it in an area with no ceilings, and you might send them soaring right off the screen!
- LuigiAllStarTrophy3DS.png
Alt. (3DS)
- LuigiAllStarTrophyWiiU.png
Alt. (Wii U)
In Event Matches
Solo Events
- All-Star Battle: Secret: Luigi is one of the opponents fought in this event. All of the opponents have been unlockable characters in previous Super Smash Bros. games.
- Family Ties: As Bowser Jr., the player and a giant Bowser must defeat Luigi and Mario.
- Oh Yeah, Luigi Time!: Luigi must defeat a giant Wario. After some time, a giant Mario will arrive to help the player.
Co-op Events
- A Lurking Menace: Luigi and Mario must defeat Bowser Jr. If they wait too long, a giant Bowser will arrive and the players must defeat him as well.
- Solidarity: Olimar and Rosalina & Luma must defeat Luigi and Mario. When they are defeated, Bowser and Bowser Jr. must be defeated as well.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
- Wrecking Bros.: Luigi and Mario must destroy the entirety of Wrecking Crew while Wario and King Dedede try to interfere.
Alternate costumes
Gallery
Luigi's amiibo.
Using his neutral attack's last hit on Kirby.
Using his dash attack on Pit.
Luigi and Mario using their neutral aerials.
Using Fireball as Mega Man uses Metal Blade.
Using his side taunt alongside Wii Fit Trainer's down taunt.
Using his side taunt on Skyloft.
Up taunt's last animation alongside Donkey Kong and Bowser.
Up taunt's last animation with Crash Bomb attached and Rush looking on.
Up taunt's third animation, which was inspired by artwork from Mario & Luigi: Partners in Time.
Using his down taunt to meteor smash Kirby.
Luigi, Kirby and Mario posing. While Mario and Kirby's poses are performed as part of their down taunts, Luigi's pose is performed immediately before he crouches to use Green Missile.[4]
Luigi throwing Metal Blade at Mega Man.
Luigi and Mario jumping.
Luigi and Mario jumping through a section of 3D Land.
Using Green Missile alongside Kirby and a Smash Ball.
Using his new Final Smash, Poltergust 5000.
Luigi with a Screw Attack attached.
Trivia
- Traditionally, Luigi has always been an unlockable character revealed after an installment of Super Smash Bros. had been released. However, SSB4 is the first installment to break that tradition,[1] as he was both revealed before release, and is now a starter character.
- Luigi's official artwork is based on his side taunt.
- Early in development, Luigi could wall jump, although this was scrapped in the final release.
- The trophy description for Luigi in the North American version of Super Smash Bros. for Wii U makes a reference to Weegee, a popular internet meme. However, it could also be a reference to a number of games where he excitedly refers to himself "Weegee".
- Luigi's All-Star trophy in Super Smash Bros. for Nintendo 3DS resembles his Adventure Mode trophy from Melee, albeit with a different costume.
- In addition, Luigi's alt. trophy in Super Smash Bros. for Wii U resembles his official artwork from Melee.
- Luigi was the first of the original four unlockable characters to be confirmed for SSB4.
- If timed correctly, Luigi's side taunt can actually enable him to avoid several attacks, as displayed in the opening video for Super Smash Bros. for Wii U.
- In Super Smash Bros. for Nintendo 3DS, the "Luigi (With Poltergust 3000)" trophy is titled erroneously. The Poltergust that Luigi is wearing in that trophy is actually the Poltergust 5000 from Luigi's Mansion: Dark Moon, as evident by the Strobulb located on its back.
- When Luigi crawls, his footsteps emit the running sound effect from Mario Bros.
- Due to the fact that Luigi's head comes forward into the z-axis when he crouches, he can avoid certain projectiles that go behind his head.
References
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |