Luigi (PM)
Luigi in Project M and Project+ | |
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Universe | Mario |
Base game appearance | Brawl |
Moveset inspiration | Luigi (SSBM) |
Alternate costume | Mr. L |
Luigi is a playable character in the Brawl mod Project M. His gameplay is based on his appearance in Melee.
Attributes
Luigi's moveset boasts a 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. His neutral aerial is an extremely long lasting sex kick.
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.
Changes from Melee to PM
Attributes
- 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
Throws
- Keeps horizontal momentum when grabbing opponents, making throws KO more easily when combined with wavedashing.
Special moves
- Fireball travels faster and can be followed up quicker.
- Green Missile misfire mechanics changed. One in every eight uses of the attack is guaranteed to be a misfire, and after a misfire is performed the next misfire will be guaranteed to appear in one of the eight subsequent uses of the move (for example: at the beginning of the match the fourth of the eight uses of the move is the misfire; after the misfire is used, the next misfire will occur in the second of the next eight uses of the move). This means that if 7 missiles are used without a misfire, the eighth will be guaranteed to misfire. If the attack will misfire, Luigi flashes green during the startup and charging frames, allowing players to see when a misfire will occur. While charging a missile that will misfire, the player can hold the shield button as the missile is released to use a normal missile, with the misfire being "stored" for the next use of the attack, at the cost of reduced damage each time it is canceled, down to a minimum of 15%. A misfire does 27% damage from 25%, and the attack's charge can also be held indefinitely like in Brawl.
- Green Missile displays additional green flames coming from Luigi's back.
- Super Jump Punch gains slightly less vertical distance.
- It now has better air speed when helpless.
- 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 it hits a character.
Taunts
- Side taunt will repeat, alternating directions, for as long as the side taunt button is held.
- Luigi has a smash taunt based on his Super Smash Bros victory dance. Lightly press his down taunt to activate.
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 longer 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, it's 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..
- ^ Not featured in the beta version.
Moveset
Up to date as of version 3.6.
Name | Damage | Description | ||
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Neutral attack | 2% | Two weak punches followed by a stronger forward kick. Originates from Mario's standard combo in Super Mario 64. | ||
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 spearhand thrust. Deals low damage, but has high knockback growth, makeing it an excellent finisher. Can be angled; inflicts more damage if angled upwards. | |
→ | 13% | |||
↘ | 12% | |||
Up smash | 17% | Performs an upwards headbutt. Can hit opponents behind Luigi. Excellent finisher at around 110%. Luigi's head is intangible while the hitboxes are out. | ||
Down smash | 17% | Performs a low breakdancing sweepkick that hits 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 breakdance 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% | 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% | Kicks backwards with both feet with long range. Commonly used in a short hop to then perform a quick waveland. Useful gimping tool and also a solid aerial combo tool as well. Uses its Melee animation. | ||
Up aerial | 13% | Kicks upwards in a back-somersault. A midair juggling combo tool. | ||
Down aerial | 16% | Does a quick downwards spin kick. This move meteor smashes at the upper hitbox (located at his 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. | ||
Neutral special | Fireball | 7% | 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) | Charges up and shoots forward like a missile. It can be charged for about 2.5 seconds, and the charge can then be held in place. 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; the next use of Green Missile will be 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 recovering. | |
Up special | Super Jump Punch | 25% (clean ground), 21% (clean air), 1% (late) | Does a jumping uppercut upwards. If the target is in the perfect spot, it becomes a Fire Jump Punch, which is much stronger and has high KO potential. If he does not connect with an opponent instantly, it deals pitiful damage and produces 1 coin. The sweetspot is often difficult to land. | |
Down special | Luigi Cyclone | 8% (hit 1), 12% (hit 2) | Luigi rapidly spins around, hitting opponents. 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. It has much better horizontal movement than 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.
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |