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Luigi (SSB4)

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This article is about Luigi's appearance in Super Smash Bros. 4. For the character in other contexts, see Luigi.
in Super Smash Bros. 4
Universe Mario
Other playable appearances in SSB
in Melee
in Brawl
in Ultimate
Availability Starter
Final Smash Poltergust 5000
Tier B (18)
Luigi's stock icon in Super Smash Bros. for Wii U.

Luigi (ルイージ, Luigi) is a playable character in Super Smash Bros. 4. His return to the series was announced during a Nintendo Direct on August 7th, 2013, which coincided with the announcement of Mario & Luigi: Dream Team[1] and commemorated the Year of Luigi.

Charles Martinet's portrayal of Luigi from Super Smash Bros. Brawl was repurposed for Smash 4.[2]

Luigi is ranked 18th out of 54 in the tier list, placing him in the B tier. This is a significant improvement over his low-mid tier placement in Brawl, where he was ranked 28th out of 38, and is Luigi's best proportional tier ranking in the series to date. Luigi's most notable strength is the utility of his moveset: his overall fast frame data makes him difficult to punish and supplements his very consistent and strong combo game; his excellent air game is supplemented by a number of his grounded moves having favorable launching angles, as well as his high jumps and the utility of his aerials: all his aerials can autocancel in a short hop with lenient autocancel windows, generally have low startup and ending lag, are good for combos and his sweetspotted back aerial and clean neutral aerial are strong KO potions; and Fireball is a fairly quick projectile with decent range.

Luigi's attributes have also improved. In addition to a much faster dashing speed, his air game and aerial mobility benefit from his much faster fast falling speed; higher gravity; lower short hop; and higher jump. Lastly, Luigi's recovery remains unpredictable and long-distanced, as Green Missile and Luigi Cyclone are both risky to intercept.

However, Luigi has retained his noticeable weaknesses from previous installments. Luigi's mobility is still slow and awkward in spite of its improvements: his faster dashing speed is slightly below-average at best, while his low traction and slow air speed still largely hinder his out of shield options, punishment ability, and the versatility of his recovery. Despite having Fireball, the majority of Luigi's range is still short, which prevents him from racking up damage from a safe distance, especially against characters that have projectiles and/or disjointed hitboxes.

Overall, Luigi tends to run hot-and-cold like in previous installments. He initially had a large playerbase and excellent results, the latter of which was demonstrated by J.Miller winning B.E.A.S.T 5 with him. Although update 1.1.1 nerfed Luigi's combo game to the point that his playerbase has decreased, he has nevertheless continued to achieve excellent results at local and regional tournaments, and respectable results at national tournaments. This has been most evident with Elegant, whose consistent success--his highest point being barely finishing runner-up to MkLeo in GameTyrant Expo 2017--has caused Luigi's current tier placement to become somewhat debatable.


Luigi is a middleweight whose attributes differ noticeably from other characters of the same weight class. Although he has average walking speed, his dashing speed is slightly below-average and his traction is the lowest in the game. Luigi's aerial attributes are also very atypical for a middleweight: he has very slow falling and air speeds; low gravity; above-average air acceleration; the fourth highest jump; and the seventh highest double jump. As a result of these attributes, Luigi has overall slow mobility, and is one of the most floaty characters in the game.

Like his brother, Luigi can be very difficult to punish, thanks to all but two of his regular moves (forward smash and down aerial) hitting before frame 10. This, in turn, gives his frame data the distinction of being the fastest in the game in regard to startup lag and when excluding special moves. Luigi's excellent frame data is complemented by the impressive utility of his overall moveset. Neutral attack's damage output and range are decent, and it can be jab canceled reliably even at high percentages. Luigi's tilt attacks also have their own perks: forward tilt can be angled and, when angled downward, is capable of jab locking; up tilt has excellent combo and juggling potential; and down tilt can trip opponents or hinder their attempts at grabbing the edge.

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

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

Like Mario, Luigi's grab game is among the most effective in the game. His grabs are among the fastest in the game, while his pummel is tied with Mr. Game & Watch's as the fourth most damaging in the game. Down throw is not only Luigi's most useful throw, but also his most useful move. Although update 1.1.1 removed its ability to set up safe KOs, down throw's combos are still among the most versatile and consistent in the game, regardless of the opponent's weight, falling speed and gravity.[3] In regard to middleweights, it can be followed up with forward smash at 0%-10%; up tilt, up smash, any aerial attack and Luigi Cyclone at low percentages; forward and reverse aerial rushed clean back aerials at medium percentages; and clean up aerial at medium to high percentages. Despite being weakened since Brawl, back throw is as strong as Lucas', and thus remains a reliable KOing option at high percentages. Lastly, forward and up throws have minimal utility, but are quick and deal respectable damage.

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, hindering an opponent's approach, or setting up an attack. Unlike Mario's Fireball, Luigi's is unaffected by gravity, which makes it somewhat less effective at hindering an opponent's recovery or edge-guard attempt. Super Jump Punch has very quick startup like Mario's, but propels him vertically instead of diagonally. By extension, it consists of a sweetspot and sourspot, instead of multiple hitboxes like Mario's. Its sweetspot boasts devastating power, which makes it a very potent punishment option, yet it is very risky because of its virtually useless sourspot and very 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 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 sufficient button mashing, a recovery option. With proper timing, it can even gimp recoveries as well.

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, and if fully charged or misfired towards a wall, Luigi will get stuck in it for a considerably long time, giving opponents ample time to punish him. Luigi Cyclone requires a considerable amount of button mashing (roughly 10 presses per second for maximum distance) to be effective without prior momentum. Lastly, Super Jump Punch is the least effective recovery option in his arsenal, owing to its lack of any sort of horizontal movement as Luigi ascends. When coupled with his very slow air speed, Luigi's recovery is similar to Yoshi's, in that he is overly reliant on his double jump to recover and is very susceptible to gimps.

As in previous installments, Luigi's mobility prevents him from approaching quickly, especially from the air. This makes it significantly difficult for him to keep 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 heavily reliant on using either short hopped neutral, forward and back aerials to approach, or 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, which makes his approach safer.

Fox-trotting enables Luigi to dash while enduring only a very slight skid; although this makes it slightly risky, it allows him to go on the offensive more reliably, and even enables him to play mindgames. The last method is simply walking: although Luigi's walking speed is average, it is not as glaringly susceptible to his 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.[4]

Lastly, Luigi's moveset has noticeable weaknesses in spite of its impressive strengths. Due to most of his range being short and his lack of a reflection move, opponents with disjointed hitboxes and/or projectiles are very difficult for Luigi to fight against effectively. Luigi's unimpressive overall mobility also hinders his moveset. Down throw is an essential aspect of his playstyle, yet his dash grab and especially his shield grab are hindered by his slightly below-average dashing speed and very low traction, respectively. Similarly, forward and clean back aerials are reliable for edge-guarding, yet they are risky to use as such while far from the edge because of his very slow air speed.

The majority of Luigi's custom moves are useful, with his most notable ones being 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.

Iceball has a slightly lower damage output, higher startup lag, shorter range, and travels slower. However, it momentarily freezes opponents beginning at 50%, while its slower speed enables Luigi to fire multiple Iceballs in immediate succession. True to its name, Burial Header buries grounded opponents, but also covers much more vertical height; descends much faster; and has much less landing lag. However, it deals much 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 edge-guarding. Aside from these, the rest of Luigi's custom moves are generally not worth using because of their advantages being situational at best.

Overall, Luigi can be a force to be reckoned with as long as his significant flaws are circumvented. Although his tournament representation has decreased following update 1.1.1's nerf to his down throw, Luigi has continued to achieve impressive results in tournaments regardless.

Changes from Super Smash Bros. Brawl[edit]

In Super Smash Bros. Brawl, Luigi was regarded as a low tier character as while he had great frame data and surprisingly solid KO power (especially considering the speed of his attacks), he suffered from having very poor mobility and range, both of which made it extremely difficult for him to approach and his opponents could very easily keep him out. Luigi also simply did not work particularly well in Brawl's engine, as hitstun canceling and Directional Influence gave him a rather inconsistent combo game outside of low percents, which heavily hindered him as his combos were his main method of building up damage. While Luigi could build up a lot of damage with his combos, it largely relied on his opponent making mistakes, rather than him being able to abuse inescapable combos.

In Super Smash Bros. 4, Luigi has seen a mix of buffs and nerfs and while he received more nerfs overall, he has been significantly improved, largely due to the game's altered universal mechanics.

Luigi's overall mobility has been improved, especially on the ground. His dash speed is noticeably faster, his fast falling speed is higher and his air speed/traction are also marginally higher, making it easier for him to approach. Luigi also possesses a stronger grab game. His grabs are faster and have more range, and his down throw has now become an extremely powerful combo starter due to the changes to hitstun canceling/DI, making it easier and more rewarding for Luigi to utilise his grabs.

Luigi's aerials have become more effective combo tools (with the exception of back aerial). Luigi's aerials are weaker, which overall makes them more effective at performing combos (although this does come at the cost of their KO power). Luigi's down aerial in particular now has a clean hit which consistently meteor smashes aerial opponents, which not only makes it more reliable at edgeguarding, but it also makes the move a much more reliable combo tool, especially since its late hit is weaker and can still lead to combos. Luigi's back aerial was the only aerial which did not receive improved combo potential but in return, it is a stronger KO move.

Luigi's aerial Luigi Cyclone has also seen some improvements as an attack, as it connects more reliably and its final hit is stronger near the upper blast zone. Its loop hitboxes also have increased knockback and they can meteor smash opponents, which makes the move even more effective at edgeguarding opponents. Luigi Cyclone can now fairly easily edgeguard characters with poor recoveries (and even some characters with stronger recoveries such as Bayonetta) at very low percents, which Luigi can set up with his down throw and down aerial. As a result of these changes, Luigi Cyclone is now a highly effective edgeguarding tool and a solid vertical KO move, rather than being an unreliable KO move and a situational edgeguarding tool.

Luigi's largest benefits however come from the changes to hitstun canceling and DI (with both being far less effective). Both of these changes, combined with his weaker aerials greatly improves his combo potential, collectively granting him one of the most potent and consistent combo games among the cast. At very low percents, Luigi can easily start a combo with his down throw, which can build up a very high amount of damage. In the most extreme cases, Luigi can even perform 0-death combos. This overall greatly improves Luigi, as he now has consistent and highly damaging combos, making it much more rewarding when Luigi successfully approaches his opponent, much like in Smash 64 and Melee (which is now easier due to his improved mobility and grabs).

However, Luigi also received some nerfs, with Luigi receiving more nerfs overall. His overall frame data is worse with a handful of his attacks having shorter durations, increased startup or ending lag, or all of the above. A fair amount of Luigi's attacks also have reduced range, with multiple attacks having smaller hitboxes and losing hitboxes in certain cases. Luigi's damage output is also lower overall, which hinders the KO potential of numerous moves including up tilt, forward smash, up smash, the front hit of down smash, all of his aerials except for back aerial (especially neutral and down aerials, and even back aerial now has a much weaker sourspot on its clean hit and it has increased ending/landing lag), back throw and Super Jump Punch. In some cases such as with his aerials and up tilt, this does act as a double edged sword, as it does also improve their combo potential but with most of his grounded moves, this purely acts as a hinderance (although the introduction of rage can compensate for this, and Luigi's solid weight means that he can build up rage fairly easily). This overall results in Luigi's KO potential going from being highly solid (especially considering his frame data) to now being closer to average, especially since numerous returning veterans had improved KO potential overall, unlike Luigi.

Luigi's grounded Super Jump Punch in general has been noticeably toned down. While the move does have increased range, it also has increased startup lag and reduced KO power, which can make it harder and less effective to confirm into in certain situations (particularly out of jab and late neutral aerial due to the former's higher ending lag and the latter's higher landing lag, although the latter's landing lag can still be negated with auto-canceling). The move also grants much less height and Luigi has less control in the air, making it much harder for him to drift to the ledge to reduce its lag. Luigi can no longer land before he enters free fall and once he does land, the move has much higher landing lag, making the move much easier to punish. The aerial version is also weaker, and it grants less height (albeit not as severely as the grounded version).

Luigi's recovery in general is now worse due to the changes to his specials. On the positive side, Luigi does have better air speed, a higher double jump, Luigi Cyclone travels more horizontal distance in the air and like with other characters, Luigi does benefit from the removal of edge hogging and the increased speed of his air dodge. However, all of Luigi's specials are worse for recovering. Green Missile can no longer auto-snap the ledge, and the regular version no longer grants Luigi intangibility, making it a much riskier and exploitable recovery move. In addition to this, Luigi is less likely to get a misfire, although the misfire does now grant Luigi some intangibility. As mentioned before, Super Jump Punch covers less distance, both horizontally and vertically and despite all of its improvements, Luigi Cyclone covers less distance with button mashing, making it a less effective vertical recovery move.

Lastly, despite the change's to the game's mechanics greatly benefiting Luigi overall, he has still seen some hinderances from them. The removal of DACUS, glide tossing and skid canceling does hinder Luigi's approach potential in certain situations. The changes to shield mechanics (particularly the changes made in version 1.1.1) made his already poor Out of Shield game even worse, as he now suffers from higher shieldstun, making it even harder for him to use his otherwise strong Out of Shield options (although he does benefit from the increase to shield damage, the removal of shield-slide offs, and a fair amount of his attacks are overall safer due to these changes). Luigi's Super Jump Punch is now a slower Out of Shield option which combined with the higher shieldstun, makes it incapable of punishing more attacks, although its increased range along with his grab also having more range allows him to punish opponents from slightly further distances, especially when combined with his slightly higher traction.

Overall, while Luigi's direct changes may not have improved him on paper, Smash 4's universal mechanics were far more than enough to make him a much more effective character, and he did receive some useful direct buffs in addition. The changes to the game's mechanics gave him a rather powerful, consistent and devastating punish game, which was something he sorely lacked in the previous game (due to his punish game being far less consistent). Luigi also has a slightly easier time approaching due to his improved mobility, combined with many characters who gave him a hard time in the previous game being toned down.

Luigi was initially considered to be a top tier in earlier versions of the game (especially after the Wii U version was released), due to his powerful punish game. After version 1.1.1 however, Luigi did receive a nerf to his down throw which noticeably hindered him. In earlier versions, his down throw was identical to its Brawl counterpart (besides its animation), but it was far more effective due to the changes to hitstun canceling and DI, as it was an excellent combo throw at lower percents, and it even had KO setups at higher percents, which worked at an extremely large percentage range. In 1.1.1, the throw had decreased base knockback, which improved its followup potential at lower percents, but it had significantly increased knockback scaling, which greatly hindered its followup potential at higher percents, and in turn, it made his KO setups far more precise. This made the throw much worse at higher percents, which considerably hindered Luigi overall. Aerial Luigi Cyclone also received reduced KO power in the patch and this along with the changes to shields in the same patch did not help him either.

Despite these changes along with the introduction of Cloud and Bayonetta in later patches, Luigi managed to sit comfortably in high tier within the later stages of the game's meta, and he overall managed to achieve consistent success in competitive play. All in all, despite still having diffiulty approaching due to his poor mobility and range, in addition to having toned down frame data, KO power and an even more exploitable recovery, Luigi is one of the most improved characters in Smash 4 (even if it is largely due to the game's universal changes), alongside Mario, Captain Falcon, Bowser, Mewtwo, Sheik, and Sonic.


  • Change 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 Luigi appear virtually identical to his appearance as of Super Mario 3D Land.
  • Change Luigi's purple alternate costume has been slightly altered. The "L" on his cap is now purple instead of yellow. Luigi has also received two new alternate costumes, one of which resembles Mario's appearance on the Game & Watch boxart for Donkey Kong Jr..
  • Change Luigi is significantly more expressive. He now smiles during his defeated/No Contest animation, sports a toothy grin during Fireball, the last hit of his neutral attack, and Luigi Cyclone, smiles nervously during his pivot grab, sports an oohing expression during Luigi Cyclone's loop hits, appears alarmed during his down aerial and screen KO, and winces depressingly during his back and up aerials, standing and dash grabs, back throw, and childish punching victory pose. Luigi also sports humorously quirky expressions during his sidestep and up taunt.
  • Change Luigi's chest now always faces the screen, regardless of the direction he’s facing, mirroring his animations. For example, Luigi's up smash animation is reversed, with his head facing away from the screen rather than towards it.
  • Change Crawl has updated sound effects. Luigi's footsteps now mimic the running sound effect from Mario Bros.
  • Change Dash's animation has slightly changed. Luigi now has a slightly different stance upon skidding to a stop.
  • Change Jump's animation has changed. Luigi now performs the Scuttle, one of his signature techniques that debuted in Super Mario Bros. 2.
  • Change Luigi’s victory pose where he makes gun motions with his fingers has been tweaked. He now keeps both eyes open during it instead of winking each eye in sync with the direction he sways his hands.
  • Change Luigi's previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.


  • Buff Luigi dashes noticeably faster (1.34 → 1.5), going from the 6th slowest out of 39 characters to the 17th slowest out of 58.
  • Buff Luigi's air speed is marginally higher (0.7332 → 0.7341766) although it is still the second lowest (and now by a wider margin).
  • Change Luigi's falling speed is slightly higher (1.22 → 1.25) although relative to the cast, it has gone from the 9th lowest out of 39 characters to the 6th lowest out of 58. This slightly improves his vertical endurance, but makes him slightly easier to combo.
  • Buff Luigi's fast falling speed is faster (1.708 → 2.0), matching his fast-falling speed from Melee. This greatly improves his ground-to-air transitioning and leaves him less vulnerable to juggling although much like his regular falling speed, it is now lower relative to the cast.
  • Change Luigi's gravity is higher (0.065 → 0.075). This, combined with his faster falling speed, allows him to land more safely. However, it also makes him more susceptible to combos when he is not put into tumble and it hinders his endurance when he is put into tumble.
  • Change Luigi's short hop is lower due to his higher gravity. This makes it easier for Luigi to hit his opponents out of a short hop but hinders his aerial output while short hopping.
  • Buff Luigi's full hop and especially his double jump are higher, improving his air game and aerial mobility.
  • Buff Luigi's traction is marginally higher (0.022 → 0.024), although it is still the lowest by a wide margin.
  • Buff Much like his brother, the changes to hitstun canceling and Directional Influence drastically improves Luigi's combo ability, giving him a rather devastating combo game, similar to his appearances prior to Brawl.
  • Buff Air dodge has less startup (frame 4 → 3) and ending lag (FAF 50 → 33).
  • Nerf Air dodge has a slightly shorter duration (frames 4-29 → 3-27).
  • Nerf Spot dodge has a shorter duration (frames 2-20 → 2-17) and more ending lag (FAF 26 → 27).
  • Buff Rolls have less ending lag (FAF 32 → 31).
  • Nerf Rolls have a shorter duration (frames 4-19 → 4-17).
  • Nerf Luigi's new skidding animation (after dashing) is longer. When combined with the fact that the skid can no longer be cancelled with shield or grab, this means that it is now very risky for Luigi to stop dashing via skidding.
  • Nerf The removal of glide tossing hinders Luigi's approach with items.

Ground attacks[edit]

  • Neutral attack:
    • Buff All three hits of neutral attack now always launch opponents in the direction Luigi is facing. This allows the move to connect more reliably into the later hits if Luigi hits the opponent from behind.
    • Nerf The first hit has a new animation where Luigi stretches his arm out further. Despite this, the move's hitboxes were not adjusted, resulting in the move no longer fully covering Luigi's hand.
    • Nerf The first hit has more ending lag (FAF 16 → 19), hindering its jab cancel potential (particularly into Super Jump Punch).
    • Buff The second hit has a new animation where Luigi keeps his fist out for longer. This gives the second hit more consistent range, as Luigi no longer moves his arm back on the move's second active frame.
      • Nerf However, this also makes the move more susceptible to whiff punishment, as Luigi takes longer to return to his original position and he no longer sways backwards.
    • Buff The third hit has increased base knockback (50 → 65).
    • Buff The third hit has a slightly different animation where Luigi jumps much further forward when he performs the hip thrust, increasing its range.
      • Nerf However, this also makes Luigi more susceptible to punishment if the move is whiffed or shielded.
    • Nerf The third hit has more startup lag (frame 5 → 6).
      • Buff However, its total duration was unchanged, giving it less ending lag.
  • Forward tilt:
    • Buff Forward tilt's near hitboxes are slightly larger (3.84u/3.36u → 4u/3.4u).
    • Buff Down angled forward tilt no longer has set knockback (2 (base), 1 (set), 100 (scaling) → 2/0/100). This greatly improves its safety, as it is no longer dangerously punishable on hit at any percent.
      • Nerf However, this also hinders its locking potential, especially at higher percents.
    • Change Forward tilt now always launches opponents in the direction Luigi is facing.
    • Nerf Forward tilt deals less damage (10% → 8%).
    • Nerf Forward tilt has a shorter duration (frames 5-10 → 5-7).
    • Nerf The body hitbox has been moved closer to Luigi, with the hitbox now ending as it covers Luigi's neck rather than his nose.
  • Up tilt:
    • Nerf Up tilt deals less damage (9% → 6%), without full compensation on its knockback (30 (base), 127/125/123 (scaling) → 8/150). This significantly hinders its KO potential and makes it unsafe on hit at low percents.
    • Nerf Up tilt has more ending lag (FAF 30 → 31).
    • Nerf The body/arm hitboxes are marginally smaller (3.36u/4.32u → 3.3u/4.3u).
    • Buff Up tilt's lower knockback combined with the changes to hitstun canceling/DI improve its combo potential beyond low percents despite its slightly higher ending lag.
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 35 → 27), making it a much safer move to throw out.
    • Buff Down tilt deals more knockback (30 (base), 50 (scaling) → 20/65).
    • Change Down tilt now always launches opponents at the Sakurai angle, as opposed to only the foot hitbox sending aerial opponents at the Sakurai angle, while all other hitboxes (including the foot hitbox against grounded opponents) were meteor smashes (361° (aerial foot hitbox)/270° → 361° (all)).
      • Buff This makes down tilt a safer spacing tool if it does not trip, especially when combined with its lower ending lag.
      • Nerf However, this also hinders down tilt's combo potential, and it prevents the move from tripping much sooner (80 KB → 60).
      • Nerf Additionally, this also hinders down tilt's edgeguarding potential.
    • Nerf Down tilt deals less damage (9% → 8%).
    • Nerf Down tilt has a lower trip chance (35% → 25%) which along with its altered angle, make it far less likely to trip and even when it does, the opponent will be sent further away, limiting Luigi's followup options.
    • Nerf Down tilt no longer moves Luigi forward (horizontal momentum: 1.2 → 0), reducing its range.
    • Nerf The leg hitbox is marginally smaller (3.84u → 3.8u) and the body hitbox has been removed.
      • Nerf Altogether, these changes hinder down tilt's utility.
  • Dash attack:
    • Change Dash attack's hits now use a sound effect unique to them, rather than using the sound effect for Green Shells and Red Shells.
    • Buff Dash attack's loop hits have more base knockback but less knockback scaling (1 (base), 80 (scaling) → (26/60)/10). This allows all the loop hits to combo into each other and even the final hit (against most characters) at 0%, preventing the opponent from shielding the rest of the attack, which they could previously do right up until higher percents.
    • Buff The loop hit's angles have been altered (361° → 65°/10°), allowing them to connect more reliably into each other, especially when combined with their altered knockback.
      • Nerf However, these new angles put the opponent into the air, which allows them to SDI upwards, which grounded opponents could not previously do.
    • Buff The loop hits have a lower SDI multiplier (1.6x → 1x), which along with the weakening of the mechanic, makes dash attack more difficult to escape from.
    • Buff The loop hit's body hitbox is larger (3.84u → 4u).
    • Buff The final hit deals more knockback (50 (base), 100 (scaling) → 60/128).
    • Buff The final hit's middle hitbox is larger (3u → 4u).
    • Nerf Dash attack has more ending lag (FAF 69 → 76).
    • Nerf The loop hit's hand hitbox is smaller (4.8u → 3.6u) and the body hitbox has been moved closer to Luigi.
    • Nerf The final hit has a shorter duration (frames 48-50 → 48).
    • Nerf The final hit has a higher hitlag multiplier (1× → 2.5x), making it much easier to DI.
  • Battering item dash attack:
    • Change While dash attacking with a battering item, Luigi now holds the item with one hand instead of both.
  • Forward smash:
    • Buff Non and down angled forward smash deal more damage (14% (non-angled)/13% (down) → 15% (both)), now matching the up angled version.
    • Change Non-angled forward smash launches opponents at a slightly lower angle (55° → 53°).
    • Change Forward smash now has a stab effect instead of a slash effect.
    • Nerf Forward smash has less knockback scaling (135 (all) → 121 (up)/116 (non-angled)/117 (down)), hindering its KO potential (especially the up/non-angled versions), despite the non and down angled versions' higher damage.
    • Nerf Forward smash has marginally smaller hitboxes (3.84u/4.32u/2.4u → 3.8u/4.3u) and the body hitbox has been removed.
    • Nerf The up angled version has significantly higher ending lag (FAF 29 → 42), now matching the other angles, like it did prior to Brawl.
  • Up smash:
    • Nerf Up smash's sweetspot deals less damage (15% → 14%), slightly hindering its KO potential.
    • Nerf Luigi does not slide as far when charging up smash, hindering its approach potential. This is further compounded with the removal of DACUS.
  • Down smash:
    • Nerf Down smash has more startup lag (frame 5 → 6).
    • Nerf The feet hitbox is smaller (4.8u → 4.5u), with the first hit's foot hitbox being positioned closer to Luigi (z offset: 12 → 11).
      • Nerf This combined with the first hit's higher startup has noticeably reduced its range, with the move no longer being significantly disjointed during its first active frame.
      • Buff However, this makes the sweetspot easier to connect for the second hit.
    • Nerf Down smash deals less damage (17% (feet)/16% (body) → 15%/14%). The first hit did not see full compensation on its knockback scaling (80 → 85), hindering its KO potential.
    • Nerf The second hit launches opponents at a lower angle (70° → 60°), hindering its KO potential and making it more susceptible to DI.
    • Buff The second hit has much higher knockback scaling (80 → 104), improving its KO potential despite its lower damage/lower launch angle.
    • Buff The body hitbox is slightly larger (3.84u → 4u).

Aerial attacks[edit]

  • Nerf Due to Luigi's lower short hop, neutral and back aerials can no longer be performed twice with a short hop. He can also no longer perform two up or down aerials with a short hop and still auto-cancel them. Lastly, he can no longer perform three aerials with a short hop.
  • Neutral aerial:
    • Nerf Neutral aerial has more landing lag (10 frames → 14).
    • Nerf Neutral aerial has smaller hitboxes, especially the late hit (4.5u/4.5u (both) → 4.5u/4u (clean), 3u/2.5u (late)).
    • Nerf The clean hit deals less damage (14% → 12%) and has decreased knockback scaling (100 → 90), significantly hindering its KO potential, especially near ground level.
      • Buff However, this also significantly improves its combo potential.
    • Nerf The clean hit has a shorter duration (frames 3-6 → 3-5).
    • Nerf The late hit angle launches opponents at a slightly lower angle (90° → 80°). When combined with neutral aerial's higher landing lag, this hinders its combo potential at lower percents.
    • Buff The changes to hitstun canceling and DI drastically improves neutral aerial's combo potential beyond low percents, despite its increased landing lag.
  • Forward aerial:
    • Buff Forward aerial's hand hitbox is larger (4.8u → 5.6u).
    • Change Forward aerial deals less damage (10% → 8%). This improves its combo potential but hinders its KO potential.
    • Change The hand hitbox now takes priority over the arm hitbox, as opposed to the other way around.
    • Nerf Forward aerial has a new, longer animation (34 frames → 39), increasing the amount of time Luigi cannot grab ledges after performing the move.
  • Back aerial:
    • Buff Back aerial's clean hit has a sweetspot on Luigi's foot. This sweetspot deals more damage (12% → 14%) and its knockback was not compensated, greatly improving its KO potential.
    • Buff The clean hit's leg hitbox is marginally larger (5.76u → 5.8u).
    • Nerf Back aerial has more ending lag (FAF 37 → 46), losing its interruptibility.
    • Nerf Back aerial has more landing lag (12 frames → 16).
    • Nerf Back aerial has a shorter initial auto-cancel window (frames 1-5 → 1-2).
    • Nerf Back aerial has a shorter duration (frames 6-9 (clean)/10-16 (late) → 6-7/8-13).
    • Nerf The clean hit has now a sourspot on Luigi's legs. The sourspot deals noticeably less damage (12% → 8%) without compensation on its knockback, matching the late hit, no longer having any KO potential.
      • Buff However, this allows it to lock more efficiently.
    • Nerf The late hit has smaller hitboxes (4.5u/5.76u → 4u/5u).
  • Up aerial:
    • Change Clean up aerial deals less damage (13% → 11%). This improves its combo potential, but hinders its KO potential.
  • Down aerial:
    • Buff Down aerial now has a clean hit on its first active frame which consistently meteor smashes, similar to the previous body hitbox. Since it's located on his feet instead of his chest, this makes it much easier and more consistent to meteor smash with down aerial.
    • Buff The late hit's foot hitbox is larger (5u → 5.2u).
    • Nerf Down aerial has more landing lag (12 frames → 20).
    • Nerf Down aerial deals less damage (11% → 10% (clean)/8% (late)), and its clean hit has lower knockback scaling (100 → 80), drastically hindering the move's KO potential (although the removal of meteor canceling does compensate for the clean hit's lower knockback).
      • Buff However, this also significantly improves its combo potential.
    • Nerf The clean hit has a much smaller hitbox (3.3u/5u/5u → 2.5u).
    • Nerf The clean hit can only hit aerial opponents, giving the move more startup lag with a shorter duration against grounded opponents (frames 10-14 → 11-14).
    • Nerf The clean hit has a higher hitlag multiplier (1× → 2×). This makes it easier to DI and it does not even allow the move to benefit from the introduction of frame canceling, due to the clean hit only hitting aerial opponents.
    • Nerf The late hit lost its meteor smash hitbox, reducing down aerial's horizontal range and hindering its edgeguarding potential.

Throws/other attacks[edit]

  • Change All of Luigi's grabs have a new animation where he now reaches out with one hand instead of both his hands. He still uses both hands during his pummel, however.
    • Buff All of Luigi's grabs have slightly increased range, particularly dash grab (z offset: 8.4 (standing)/9 (dash)/-14 (pivot) → z stretch: 8.7/10.6/14.7). Dash grab also has a larger grabbox (2.5u → 2.6u).
    • Buff Standing grab has less ending lag (FAF 30 → 29).
    • Buff Dash and pivot grabs have less startup lag (frame 12 → 8 (dash), frame 11 → 9 (pivot)), with their total durations subsequently reduced (FAF 40 (dash)/36 (pivot) → 36/34).
    • Nerf Standing and pivot grabs have slightly smaller grabboxes (3.36u (standing)/3.5u (pivot) → 3.3u (both)).
      • Nerf Additionally, pivot grab does not extend as far behind Luigi, due to now only consisting of one grabbox.
  • Pummel:
    • Buff Pummel deals more damage (3% → 3.2%).
    • Buff Pummel has a larger hitbox (4u → 4.5u).
    • Nerf Pummel has lost its near hitbox.
  • Forward throw:
    • Nerf The removal of chain grabbing slightly hinders forward throw's damage racking potential.
  • Back throw:
    • Nerf Back throw deals less damage (12% → 10%), hindering its KO potential.
    • Buff The collateral hit now uses an extended hitbox, giving it more range despite its smaller hitbox (8.1u → 6u).
    • Nerf The collateral hit has much more startup lag with a shorter duration (frames 1-43 → 13-39).
    • Nerf The collateral hit deals less damage (8% → 6%) and it only saw an increase to its base knockback (20 → 30), hindering its KO potential.
  • Up throw:
    • Buff The changes to hitstun canceling and DI improves up throw's combo ability at lower percents, especially against fast falling lightweights.
  • Down throw:
    • Change Down throw has a new animation, where Luigi Ground Pounds his opponent. This new animation is purely aesthetic.
    • Buff Down throw has decreased base knockback (75 → 55), no longer putting opponents into tumble at very low percents. This improves its combo potential at very low percents, as the opponent cannot DI and they won't be affected by the gravity penalty.
    • Nerf Down throw has much higher knockback scaling (30 → 83), making it deal much more knockback at higher percents. This significantly hinders its combo potential at higher percents, while still being too weak to KO.
      • Buff Despite this, the move still has much greater combo potential up until high percents due to the changes to hitstun canceling and DI, which make down throw a very powerful and reliable combo tool right up until high percents.
  • Floor attacks:
    • Buff Floor attacks have less ending lag (FAF 50 → 46).
    • Buff Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).
    • Nerf Floor attacks launch opponents at a higher angle (361° → 48°).
  • Front floor attack:
    • Change Front floor attack has a new animation where Luigi now kicks instead of punching, differentiating the animation from Mario's. It also now hits in front of Luigi first.
    • Buff The second hit has less startup lag (frame 25 → 24).
    • Nerf Front floor attack has more startup lag (frame 19 → 20).
    • Nerf Front floor attack has less intangibility (frames 1-26 → 1-25).
  • Back floor attack:
    • Buff Back floor attack has less startup lag (frame 20 → 19).
  • Edge attack:
    • Change Luigi has a new edge attack, a double-footed legsweep.
      • Nerf This new animation keeps Luigi on the ground, which along with it now using one static extended hitbox, reduces edge attack's vertical range.
    • Buff Edge attack has less startup lag (frame 24 → 20).
      • Nerf However, its total duration was unchanged, giving it more ending lag.
    • Buff Edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).
    • Change Edge attack now deals consistent damage due to now consisting of one hitbox (8% (legs)/6% (body) → 7%).
    • Nerf Edge attack has less intangibility (frames 1-20 → 1-17).
      • Buff However, there is now a smaller gap between when Luigi is vulnerable and when the hitbox comes out (3 frames → 2).
    • Nerf Edge attack now always launches opponents in the direction Luigi is facing, removing its ability to set up edgeguards.
  • Trip attack:
    • Buff Trip attack deals more shield damage (1 → 8) per hit.
    • Nerf Trip attack has more startup lag (frame 19 → 20).
    • Nerf Trip attack has less intangibility (frames 1-8 → 1-7).
    • Nerf Trip attack now has one extended hitbox rather than three separate hitboxes, which covers less of Luigi's body.
  • Down taunt:
    • Buff Down taunt's hitbox has been moved further forward (z offset: 4 → 5.5), improving its range.
    • Buff The removal of meteor canceling improves down taunt's reliability, making it a guaranteed one-hit KO against characters who are off stage.
    • Buff The removal of intangibility when re-grabbing a ledge off stage improves down taunt's utility, as it can now be used to reliably punish a ledge re-grab.

Special moves[edit]

  • Fireball:
    • Buff Fireball has increased base knockback (5 → 7).
    • Change Fireball’s sound effect is lower pitched and the fireballs have seen a slight visual update.
    • Nerf Fireball has more ending lag (FAF 41 → 44).
    • Nerf Fireball has received a late hit for the last 2/5ths of its duration, which deals less damage (6% → 5%) and hitlag (1x → 0.5x).
  • Green Missile:
    • Buff Green Missile has less ending lag in the air (FAF 31 (ending animation) → 26).
    • Buff Uncharged Green Missile deals more damage (5% → 6%).
    • Buff Inputting Green Missile with a smash input gives it a slight charge, reducing the total amount to time to reach full charge, much like in Melee.
    • Buff Green Missile's hitbox has been positioned slightly further forward (x offset: 0 → 1).
    • Change Green Missile has updated sound effects.
    • Nerf Green Missile no longer grants intangibility when it is released.
    • Nerf Green Missile has a smaller hitbox (4.32u → 4.2u).
    • Nerf Fully charged Green Missile deals less damage (26% → 21%).
    • Nerf Green Missile can no longer auto-snap the ledge, significantly hindering its recovery potential.
    • Nerf Green Missile's charge can no longer be held indefinitely. Upon being at full charge after a second, Luigi will stop charging and catch his breath. This prevents Luigi from using Green Missile to infinitely stall opponents, and he can be punished during the ending animation.
    • Nerf Green Missile is more likely to stick to walls (40% → 50%).
  • Green Missile Misfire:
    • Buff A misfire now grants intangibility on startup, much like a regular Green Missile did in Brawl.
    • Nerf Green Missile's chance of misfiring has decreased (12.5% → 10%).
    • Nerf Misfire has a smaller hitbox (5.76u → 5.5u).
  • Super Jump Punch:
    • Buff Super Jump Punch's sweetspot is positioned further out (z offset: 1 → 7 (grounded)/5.5 (aerial)), improving its range despite no longer being attached to Luigi's head.
    • Buff Aerial Super Jump Punch has a slightly larger sweetspot (2.4u → 2.7u).
    • Nerf The grounded version has more startup both on its hitbox and intangibility (frame 6 → 8).
    • Nerf Super Jump Punch's already high landing lag has been significantly increased (45 frames → 67).
    • Nerf The sweetspot has decreased knockback (70 (base), 73 scaling → 50/77 (grounded), 58/72 → 40/66 (aerial)), and the grounded version launches opponents at a slightly lower angle (90° → 88°), hindering its KO potential.
    • Nerf The grounded version's sweetspot is smaller (2.4u → 2.2u).
    • Nerf Despite having an increased height multiplier (0.95x → 1x), Super Jump Punch covers significantly less vertical distance (especially on the ground), hindering its recovery potential.
    • Nerf Luigi has less air control while using Super Jump Punch (1 → 2).
    • Nerf Luigi falls faster while using Super Jump Punch (1.22 → 1.5).
    • Nerf Luigi can no longer land on the ground until Super Jump Punch's animation ends and renders him helpless. This significantly increases its ending lag when used near a platform or a ledge, especially when combined with the move's higher landing lag.
    • Nerf Luigi can now fast fall during Super Jump Punch's ascent, which will reduce its height even further.
      • Nerf Altogether, these changes significantly hinder its safety on stage (making it harder to utilise platforms or to drift to the ledge), and they significantly hinder its recovery potential.
  • Luigi Cyclone:
    • Buff Luigi Cyclone's loop hits' use the autolink angle (160°/20°/90° → 366°) and have altered knockback (20 (base), 60 (scaling) → (85/80/20)/(30/60) (grounded), 50/80 → 60/120 (aerial)). When combined with the weakening of SDI, this makes them connect more reliably, especially the aerial version against aerial opponents.
      • Buff The higher knockback on the aerial version also improves its edgeguarding potential.
      • Nerf However, the far hitboxes on the grounded version can often send opponents away from Luigi, hindering its reliability from far range.
      • Nerf Additionally, landing with the aerial version will often put the opponent in a tech situation, where the opponent can tech and avoid the final hit (and potentially punish Luigi).
    • Buff The loop hits have a higher rehit rate (8 → 6), which allows the aerial version to now hit 4 times, like the grounded version.
      • Buff This also gives the final loop hit more startup lag in the air if connected on the first possible frame (frame 23 → 28), decreasing the gap between the final loop hit and the final hit.
    • Buff The final hit deals more knockback (60 (base), 115 (scaling) → 80/(130 (grounded)/120 (aerial))), improving the grounded version's KO potential despite its lower damage.
    • Buff Luigi Cyclone has increased air speed (0.8 → 1.3).
    • Nerf Luigi Cyclone has more startup (frame 7 → 10) and ending lag (FAF 81 → 90).
    • Nerf The grounded version has a shorter duration (frames 7-33 → 10-33).
    • Nerf Luigi Cyclone deals less damage (2% (loop hits)/4% (final hit)/12% (ground total)/10% (aerial total) → 1.5%/3%/9%).
    • Nerf Luigi Cyclone has reduced ground speed (2.35 → 1.9).
    • Nerf Repeated special presses grant Luigi Cyclone less vertical momentum (0.9 → 0.7) and its maximum rising speed is lower (2.0 → 1.8). This makes button mashing to increase Luigi Cyclone's height less effective, hindering its recovery potential.
    • Nerf The loop hits now use static hitboxes, reducing their overall range, especially vertically.
    • Nerf The grounded loop hits lost one of their body hitboxes.
    • Nerf The final loop hit on the ground has less startup lag if connected on the first possible frame (frame 31 → 28), increasing the gap between the final loop hit and the final hit. When combined with the inner hitbox's lower damage, this allows the opponent to shield the final hit at lower percents.
    • Nerf The final hit sends opponents at a less favourable angle (90° → 70°/90° (grounded)70°/89° (aerial)). The 70° hitboxes in particular hinder the move's KO potential (especially in the air) and they make the move more susceptible to DI.
    • Nerf The aerial version has a higher hitlag multiplier (1× → 1.3× (loop, aerial)/2× (last hit)).
    • Nerf The aerial version's final hit's lower hitbox has been positioned higher (y offset: 0 → 2), reducing its range below Luigi.
  • Final Smash:
    • Change Luigi has a new Final Smash, Poltergust 5000. Luigi equips the Poltergust 5000 and vacuums nearby opponents into it before powerfully ejecting them. Unlike Negative Zone, Poltergust 5000 traps nearby opponents, deals considerable damage, and has very high knockback, rather than affecting a very wide area and granting Luigi openings to deal damage and/or potentially score KOs.

Update history[edit]

Luigi has been nerfed via game updates. Although he received a number of buffs, most notably to down smash, down aerial and Super Jump Punch, the nerfs that he received overwhelmingly offset them. Update 1.0.6 made Fireball's damage output inconsistent by making it consist of a clean hitbox and a late hitbox like Mario's, which in turn hinders its zoning potential. Update 1.1.0 further nerfed Fireball by increasing its ending lag, and almost completely removed down tilt's combo ability by altering its angle and reducing its trip chance. Most notably, update 1.1.1 altered down throw's knockback to the point of removing Luigi's guaranteed KO set-ups.

Luigi was also indirectly nerfed by the updates. The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 make it even more difficult for him to punish from out of shield because of his very low traction. While this does also make his most damaging moves such as his smash attacks and sweetspotted back aerial safer on shield, while turning a fully charged or misfired Green Missile and sweetspotted Super Jump Punch into potent shield breaking moves, these benefits are comparatively smaller. Although these nerfs have resulted in Luigi becoming somewhat less effective than he was during the initial release of SSB4, his viability has remained largely intact.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Forward smash damage: 14%15%
  • Change Forward smash's side angle: 55° → 53°
  • Change Down smash's second hit angle: 70° → 60°
  • Buff Down smash's second hit knockback scaling: 80 → 100
  • Buff Forward aerial's hand hitbox radius: 4.8 → 5.6
  • Change Order of hitboxes of forward aerial reversed (no practical effect).
  • Buff Super Jump Punch (default) ground sweetspot radius: 1.6 → 1.7
  • Change Super Jump Punch (default) ground sweetspot z-offset: 6.1 → 7.0
  • Buff Super Jump Punch (default) air sweetspot radius: 2.1 → 2.2
  • Change Super Jump Punch (default) air sweetspot z-offset: 4.7 → 5.5

Super Smash Bros. 4 1.0.6

  • Nerf Fireball deals 1% less damage the farther it goes: 6% → 5% (late).

Super Smash Bros. 4 1.1.0

  • Change Forward aerial deals less damage (9% → 8%). While this slightly worsens its edgeguarding abilities, it also slightly improves its combo abilities.
  • Nerf Fireball's ending lag is increased (total: 40 → 43 frames).
  • Buff Fiery Jump Punch (custom 2) knockback growth increased (40 → 50).
  • Buff Super Jump Punch's default grounded hitbox size increased (1.7u → 2.2u).
  • Buff Super Jump Punch's default aerial hitbox size increased (2.2u → 2.7u).
  • Nerf Down tilt's angle altered from 74° to the Sakurai angle significantly hindering its function as a combo starter or set-up.
  • Buff Down tilt's knockback growth increased (54 → 65).
  • Buff Down tilt's ending lag is decreased (29 → 26).

Super Smash Bros. 4 1.1.1

  • Nerf 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.
  • Nerf 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.
  • Buff Down aerial spike hitbox increased (1.8 → 2.5).
  • Buff Down smash knockback growth increased (80/100 → 82/104 first/second strikes)
  • Buff Fiery Jump Punch hitbox size increased (3.8 → 4.0).
  • Buff Fiery Jump Punch horizontal displacement (6.4 → 7.0).
  • Change Luigi Cyclone initial hitbox hitlag increased (1.0 → 1.3).
  • Change Luigi Cyclone angle 90° → 89°.
  • Nerf Aerial Luigi Cyclone final hitbox growth decreased 130 → 120.
  • Buff Clothesline Tornado damage increased (8% → 10%/12% depending on the hitbox.)
    • Buff The sweetspot hitbox is larger.
    • Buff The sweetspot has more base knockback: 60 → 100.
    • Nerf The sweetspot has drastically decreased growth: 120 → 70.


For a gallery of Luigi's hitboxes, see here.

  Name Damage Description
Neutral attack   3% A one-two combo followed by a hip thrust. It hits 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. Its first hit can also be jab canceled into his tilt attacks, down smash, standing grab and Super Jump Punch, the latter of which is effective at high percents especially with rage. Its first two hits are based on the Punch + Punch + Kick combo from Super Mario 64, which Luigi himself used in Super Mario 64 DS.
Forward tilt   8% A wheel kick. It can be angled and is useful for locking opponents. Due to its average damage output and almost nonexistent base knockback, however, it only becomes reliable for spacing beginning at 55%.
Up tilt   6% An overhead swipe. Due to its almost nonexistent base knockback, very high knockback growth and minimal overall lag, it is very useful for combos and juggling, similarly to Mario's up tilt. Compared to Mario's, it has longer horizontal range and is more effective at setting up aerial combos. However, its ending lag is very slightly higher than Mario's, and because of its knockback values, opponents can punish Luigi after getting hit until around 30%.
Down tilt   8% A crouching foot slide. It can potentially trip opponents at low percents, can lock them like forward tilt, and covers edges well. However, it is ineffective outside of these purposes due to its short range, poor knockback, and no longer meteor smashing like in Brawl.
Dash attack   1% (hits 1-6), 2% (hit 7) A series of rapid, childish punches. Due to it hitting on frame 4, it is the third fastest dash attack in the game, surpassed only by Pac-Man and Little Mac's. However, it has a very punishable amount of ending lag, and its last hit cannot KO until very high percents.
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 of Final Destination, it KOs middleweights at 99%/91% (3DS/Wii U) when angled upward, and at 101%/92% (3DS/Wii U) when not angled or angled downward. However, it hits on frame 12, which is the highest amount of startup lag out of Luigi's smash attacks. It also has moderate ending lag and very short range, although the latter can be somewhat alleviated with pivoting, thanks to Luigi's pivot being tied with Little Mac's as the second longest in the game.
Up smash Lead Headbutt (スマッシュヘッドバット, Smash Headbutt) 14% (head), 12% (body) An upwards arcing headbutt, similar to Mario's up smash. It hits on frame 9, which is quite fast for a smash attack, and launches opponents at a vertical angle towards Luigi. 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. It can also function well as a slide smash, thanks to Luigi's very low traction. Its sweetspot is located on Luigi's head and is strong enough to KO middleweights at 121%/112% (3DS/Wii U) from anywhere on Final Destination. However, its sourspot, which is located on his torso, is unreliable for KOing because of its much weaker power.
Down smash   14% (legs), 15% (body) A modified version of the Sweep Kick. Due to it hitting on frame 6, it has the lowest amount of startup lag out of Luigi's smash attacks. It also hits on both sides, which makes it very useful for punishing rolls. Thanks to its back hit's high knockback growth, its legs' hitbox is strong enough to KO middleweights at 115%/109% (3DS/Wii U) while near the edge of Final Destination. Although its body hitbox KOs slightly earlier, it is difficult to hit with because of having lower priority than the leg hitbox. In addition, its front hit is much weaker because of its lower knockback growth.
Neutral aerial   12% (clean), 6% (late) A flying kick, similar to Mario's neutral aerial. Due to it hitting on frame 3, it has the lowest amount of startup lag out of Luigi's aerials and is a very useful anti-pressure option. It is also the only sex kick in the game that has a vertical launching angle. As a result, its clean hitbox KOs middleweights at 122%/118% (3DS/Wii U) while near Final Destination's upper blast line. In comparison, its late hitbox is a very useful combo starter and approach option when SHFF'd.
Forward aerial   8% A downward knifehand chop. It is a reliable follow-up from down throw at low to medium percents, and is useful for edge-guarding or approaching. Its hitbox is positioned not only on Luigi's hand, but also slightly around his body.
Back aerial   14% (clean feet), 8% (clean legs, late) A dropkick, similar to Mario's back aerial. It hits on frame 6, while its clean feet's hitbox has both an impressive damage output and high knockback growth. Altogether, these traits make it one of Luigi's most reliable KOing options. While near the edge of Final Destination, its clean feet hitbox KOs middleweights at 119%/108% (3DS/Wii U). It is also useful for approaching when used as part of a reverse aerial rush. However, it has a high amount of ending lag and is one of the few back aerials that can launch opponents in the opposite direction Luigi is facing, which can be undesirable for KOing especially if the sourspot at Luigi's legs is landed.
Up aerial   11% (clean), 7% (late) A bicycle kick, similar to Mario's up aerial. It is useful for combos like Mario's up aerial, and is Luigi's only reliable follow-up from down throw at high percents. Thanks to it having the lowest amount of landing lag out of his aerials, its clean hitbox can start combos at low percents when SHFF'd. However, its launching angle is lower than Mario's, which makes it less effective at combos and juggling past low percents.
Down aerial   10% (clean), 8% (late) A corkscrew double foot stomp. Its clean hit is a meteor smash, though it only lasts for 1 frame and only affects aerial opponents. When coupled with down throw, it can extend combos, or even act as a KO combo while near the edge. Conversely, its late hitbox is less effective for extending combos, and despite having much higher knockback growth, it is less effective for edge-guarding because of its slightly lower damage output.
Grab   Reaches out. Luigi's standing grab has average range. However, each of his grabs have minimal lag, with his standing grab being particularly notable for being one of the fastest in the game. Thanks to his pivot being tied with Little Mac's as the second longest in the game, Luigi's pivot grab is also very effective.
Pummel   3.2% A headbutt. Moderately slow, but tied with Mr. Game & Watch's as the fourth-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 and setting up edge-guards at high percents. Due to being a weight dependent throw, it can also combo into dash attack against most lightweights with momentum conserved from a dash grab, though this only works at very low percents and is less reliable than down throw combos.
Back throw Airplane Swing (ジャイアントスイング, Giant Swing) 10% (throw), 6% (collateral) A giant swing. Luigi spins the opponent around while holding them by their legs three times before throwing them backwards. It can hit other opponents while spinning, which deals minor damage and knockback. It is Luigi's most damaging throw and his only one with KO potential, as it KOs middleweights at 151%/145% (3DS/Wii U) while near the edge of Final Destination. Based on the throw Mario uses against Bowser in Super Mario 64, which Luigi himself used in Super Mario 64 DS.
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 benefits are setting up into a forward aerial, up aerial or Luigi Cyclone against lightweights and fast-fallers at low percents.
Down throw Hip Drop (ヒップドロップ) 6% Shoves the opponent under himself and Ground Pounds them. It is Luigi's most useful throw and one of the most effective combo starters in the game, thanks to its below-average base knockback, average knockback growth and mostly vertical angle. It can combo reliably against any opponent: in regard to middleweights, follow-ups include forward smash at 0%-10%; up tilt, up smash, any aerial attack and Luigi Cyclone at low percentages; forward and back aerial at medium percentages; and up aerial at medium to high percentages. Although its combo potential wanes past 100% and/or while Luigi is affected by a high level of rage, Luigi Cyclone can also function as a mix-up against an opponent's air dodge at high percentages, and can even KO if they are hit by it close enough to the upper blast line.
Floor attack (front)   7% Performs a modified version of the Sweep Kick from Super Mario 64 before getting up.
Floor attack (back)   7% Punches behind himself and then in front of himself while getting up.
Floor attack (trip)   5% Performs a wheel kick while getting up.
Edge attack   7% Performs a double-footed legsweep while climbing up.
Neutral special Default Fireball 6% (clean), 5% (late) Throws a Green Fireball. It is fairly spammable, which enables it to pressure, zone, hinder approaches, and act as a set-up for a grab. Unlike in previous installments, it deals less damage the farther it goes, similarly to how Mario's version of Fireball functions. Due to being unaffected by gravity, it is less suitable at edgeguarding compared to Mario's version.
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, and it deals less damage each time it bounces.
Custom 2 Iceball 4% Throws an Ice Ball. It freezes opponents beginning at 50%, but deals slightly less damage and has slightly more startup lag and slightly shorter range. It also travels slower, but this allows Luigi to fire multiple Ice Balls in very quick succession.
Side special Default Green Missile ≈6.16% (uncharged), ≈21% (fully charged), 25% (misfired) Crouches and then shoots himself forward to perform a flying battering ram. It takes 1.17 seconds (70 frames) to fully charge, but it deals impressive damage upon doing so; the move even jumps from 6% to 9% almost instantly when charging. Just like in Brawl, Luigi will briefly get his head stuck in a wall if he strikes one in midair with a charged Missile or a misfire. While near the edge of Final Destination, a fully charged Green Missile KOs middleweights at 91%/82% (3DS/Wii U). 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. While near the edge of Final Destination, a misfired Green Missile KOs middleweights at 50%/42% (3DS/Wii U). 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 it also charges faster. Although it deals slightly less damage (as the in-game description points out), this is largely negligible, as it still almost immediately gains 6% more damage at the start of charging (even surpassing Green Missile slightly), and thus still strong enough to KO reliably, especially when fully charged or misfired. While near the edge of Final Destination, a fully charged Floating Missile KOs middleweights at 102%/100% (3DS/Wii U), respectively. In comparison, a misfired Floating Missile KOs them at 52%/50% (3DS/Wii U).
Custom 2 Quick Missile ≈5.15% (uncharged), ≈20% (fully charged), 20% (misfired) Flies much farther and faster, which makes it much better for recovering. However, it takes longer to charge, and it a misfired Quick Missile is much weaker than the misfired versions of Green Missile and 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. While near the edge of Final Destination, a fully charged Quick Missile KOs middleweights at 97%/87% (3DS/Wii U). In comparison, a misfired Quick Missile KOs them at 85%/63% (3DS/Wii U).
Up special Default Super Jump Punch 25% (grounded sweetspot), 20% (aerial sweetspot), 1% (sourspot) A jumping uppercut. Its grounded sweetspot emits a ping sound upon hitting and boasts an excellent damage output; it KOs grounded middleweights at 64%/57% (3DS/Wii U) from anywhere on Final Destination. Its aerial sweetspot is larger, yet deals less damage, and does not emit a ping sound effect upon hitting. Despite its lower power, it is still extremely powerful regardless; it KOs middleweights at 99%/77% (3DS/Wii U) while near the upper blast line of Final Destination. Both sweetspots also grant intangibility on frames 8-10. However, it is very punishable because of its considerable landing lag, while its abysmally weak sourspot lacks KO potential. 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 sweetspots are easier to hit (sourspot is almost entirely removed). However, it covers less vertical distance and has noticeable ending lag, which make it less ideal for recovering. Its sweetspots also deal considerably less damage, but are powerful regardless; both of them KO middleweights at 109% from anywhere on Final Destination in the 3DS version. Unlike Super Jump Punch, it launches opponents at a slight angle, instead of directly upward. It is comparable to how 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 of Battlefield, and even more vertical distance when preceded by a double jump. Upon descending, Luigi buries grounded opponents and launches aerial ones diagonally. 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 output.
Down special Default Luigi Cyclone 1.5% (hits 1-4), 3% (hit 5) Rapidly spins around, trapping the opponent and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. Much like Dr. Mario’s Dr. Tornado, Luigi can move along the ground while performing this move, albeit a much greater distance and at a much faster speed, which makes make it decent as a surprise approach option. Button mashing enables Luigi to ascend during the move, which also carries his jump's momentum (once until landing) to enable an easier ascent, and can be used off-stage as an unconventional meteor smash by falling and then quickly ascending with the move. Although its last hit's damage output is very low, this is largely counterbalanced by its very high knockback growth, allowing it to KO near the upper blast line. While near the upper blast line of Final Destination, its last hit KOs middleweights at 135%/119% (3DS/Wii U).
Custom 1 Mach Cyclone 6% Covers significantly more vertical distance, especially when button mashed, and has slightly less startup lag. Unlike Luigi Cyclone, the first "hit" becomes an undamaging windbox, while the second hit sends Luigi up from the ground, while also dealing twice as much damage with significantly more knockback. Altogether, these traits make it more efficient at recovering and edge-guarding compared to Luigi Cyclone. It KOs middleweights at 75% while near the left/right blast lines of Final Destination in the 3DS version. However, it does not cover any horizontal distance on the ground, cannot punish rolls because of its windbox, and has more ending lag.
Custom 2 Clothesline Cyclone 10% (hit 1), 12% (hit 2) Deals more damage and has much higher knockback. Its first hit has deceptive range and is a semi-spike, which allows it to hinder approaches. Conversely, its last hit launches opponents vertically and is extremely powerful, as it KOs middleweights at 95% from anywhere on Final Destination in the 3DS version. However, its first hit does not KO middleweights until 168% while near the edge of Final Destination in the 3DS version, whereas its second hit is very difficult to land because of its first hit's long duration. Additionally, it has significantly more startup and ending lag, which make it unusable for recovering or edge-guarding. It is comparable to how Luigi Cyclone functioned in SSB. It gains no vertical distance whatsoever.
Final Smash Poltergust 5000 30% (maximum captured), 10% (ejection) Wields the Poltergust 5000 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. It is also very strong: while near the edge of Final Destination, it KOs middleweights at 33% in the 3DS version.
Down taunt 2% Bashfully kicks to the ground. Its high fixed knockback value makes it a very potent meteor smash, allowing it to potentially OHKO a ledge-hanging opponent. However, it is held back by pitiful reach and slow start-up lag.


Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 97 1.28 – Initial dash
1.5 – Run
1.08 0.024 0.0075 0.7341766 0.0 – Base
0.075 – Additional
0.075 1.25 – Base
5 44 - Base
19.984556 - Short hop

Announcer call[edit]

On-screen appearance[edit]

  • A green Warp Pipe appears and Luigi leaps out of it while hesitantly saying "Let's-a go!" and sporting a frightened expression that is very similar to his expression on the cover of Luigi's Mansion.[2]


  • Up taunt: Strikes a variety of poses in the following order: he faces the screen with one hand on his waist while displaying the V sign with the other, referencing his animation from Luigi's Mansion when he would find a key. Then he turns to the right slightly, pointing his hands that direction while giving a frightened look on his face. Then, he places his left hand just below his nose, similarly to his pose in official artwork for Mario & Luigi: Partners in Time. Then he turns away from the screen and crouches depressingly, similarly to his Bogey animation in Mario Golf. Finally, he faces the screen once more and places both hands on his face while sporting a frightened look that is very similar to his expression on the cover of Luigi's Mansion.
  • Side taunt: Planks while saying "Pow! Pow!" Due to it moving Luigi forward into the z-axis and lowering his hurtbox, some attacks may actually miss him as a result.
  • Down taunt: Bashfully kicks the ground while sighing. It deals 2% on contact, but also has drastically different effects depending on the opponent's position. If it hits an opponent that is hanging on an edge or is off-stage, it will powerfully meteor smash them. Conversely, if the opponent is on-stage, it weakly launches them vertically. It is similar to the animation Luigi performs when he loses a minigame in Mario Party 2.
Up taunt Side taunt Down taunt
Luigi's up taunt in Smash 4 Luigi's side taunt in Smash 4 Luigi's down taunt in Smash 4

Idle poses[edit]

  • Rubs the back of his head sheepishly.
  • Pulls his nose, which stretches slightly and then recoils back into place.
Luigi's first idle pose in Super Smash Bros. for Wii U. Luigi's second idle pose in Super Smash Bros. for Wii U.

Crowd cheer[edit]

English Japanese
Description Wee-gee! Rui-ji!
Pitch Group chant Group chant

Victory poses[edit]

A flourished remix of the Course Clear Fanfare used in Super Mario Bros.
  • Planks twice, similarly to his side taunt.
  • Throws a series of rapid, childish punches, similarly to his dash attack, then exhaustively gasps afterward. It appears very similar to his "character chosen" animation in SSB.
  • Turns around and then makes finger gun gestures with both hands while saying "Bang! Bang!"
LuigiPose1WiiU.gif LuigiPose2WiiU.gif LuigiPose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
Luigi's stock icon in Super Smash Bros. for Wii U. Luigi 1311 1211 3311 3211 3111
1312 3312 3212 2311 3231

Most historically significant players[edit]

See also: Category:Luigi players (SSB4)

  • USA Elegant - The best Luigi player of all-time. He made his mark on the scene by becoming the best Luigi player past the 1.1.1. update, placing 7th at 2GGT: Abadango Saga and top 16 at a few other 2GGT events held in 2016. He most notably placed 2nd at GameTyrant Expo 2017, defeating MkLeo and Ally and marks the best run seen by a Luigi player in all of Smash 4. He peaked at 11th on the Panda Global Rankings v4 and placed 27th on the PGR 100, the highest seen by any solo-Luigi player.
  • UK J.Miller - The best Luigi player in Europe as well as one of the best players from Europe during the early metagame. He notably won at B.E.A.S.T 5 and placed 17th at Apex 2015, some of the biggest Smash 4 tournaments in the game's first year. As the meta progressed in Europe, he still maintained strong results at more populated tournaments in the country, placing 9th at both B.E.A.S.T 7 and Smashdown World.
  • USA MrConCon - The best Luigi player in the world during the early metagame, prior to the 1.1.1. update. He made two notable milestones with the character around this time, being the first person to defeat ZeRo in a tournament set, doing so at the local Smash 4 Oomba 5/1, as well as being the first ever solo-Luigi player to be globally ranked with 36th on the Panda Global Rankings v1. Even past Elegant's rise in the scene, he was still in contention for one of the best Luigi players in the world, placing 7th at IBP Masters Showdown and 33rd at 2GGC: Civil War.
  • Japan Ron - Tri-mained Luigi alongside Mario and Yoshi and is considered the best Luigi player in Japan. His tri-main efficiency brought him a win at Sumabato 18, using Luigi to defeat Shuton in winners finals. He particularly used Mario and Luigi at many other Sumabato events, most notably seen in his runner-up finishes at Sumabato 12 and Sumabato 20. He ranked 57th on the PGR 100 with Luigi as one of his characters.
  • USA Shoyo James - Co-mained Luigi alongside Diddy Kong and is one of the best Luigi players in the United States, placing 54th on the PGR 100. As a co-main, he would occasionally opt to use Luigi against Diddy Kong, shown in his victories against Zinoto at his 7th place finish at Showdown: Battle Royale 2 and MVD at his 13th place finish at Frostbite 2017. His best win as Luigi was against Ally at his 2nd place finish at Midwest Mayhem 6: SoCal Invasion.

Tier placement and history[edit]

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. Positive opinions on Luigi, however, saw a sudden rise from early to mid-2015, as players recognized his down throw's outstanding combo potential. In addition, he was noted for having an even matchup against Diddy Kong, then considered the best character in the game, thanks 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. Thanks to these traits, Luigi was perceived by the community as both a viable main and a top-tier character, despite having fairly limited usage at high-level play.

However, Luigi's perception underwent a noticeable drop after update 1.1.1 altered his down throw's knockback to the point of heavily altering its guaranteed KO set-ups, and brought about changes to shield mechanics that made it harder for him to punish out of shield. Despite this, Luigi's down throw has shown to actually possess better combo potential at low to medium percentages, which was notably demonstrated by Poke and Boss. When coupled with his impressive performances up to update 1.1.1, Luigi was ranked 16th on the first tier list, his best ranking in the series at the time.

Although Luigi's combo potential remained largely intact, many players nevertheless dropped him because of his combo game's newfound flaws. This, in turn, was further compounded by the release of the DLC characters Corrin and Bayonetta, two matchups considered unfavorable for him at the time. As a result, Luigi was ranked 29th on the second tier list, which saw him go from being the third highest ranked mid-tier character to the middle of the mid-tier. Although respectable, this placement was nevertheless a considerable downturn, as Luigi's tier drop was tied with Wario's for the second largest between the first and second tier lists.

Thanks to his consistently strong results in some regions, Luigi was ranked 26th on the third 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. Luigi's tier status would then improve even further, thanks to Elegant placing 2nd at GameTyrant Expo 2017 and 5th at 2GG Championship. In addition to these results, Luigi has managed to consistently achieve respectable results at the regional and national level, thanks to the efforts of Mr. ConCon, Scot! and Ron. To reflect his renewed tournament success, Luigi was ranked 18th on the fourth and current tier list, about equal to his rank before the down throw nerf, with some players arguing that Luigi should be ranked even higher.


3DS Classic Mode trophy
Wii U Classic Mode trophy
NTSCSuper Smash Bros. for Nintendo 3DS 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., Luigi takes a lot of cues from his brother in fighting style, adding flair to moves like Super Jump Punch. His taunts, however, are truly unique.
NTSCSuper Smash Bros. for Wii U 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.
Arcade: Mario Bros. (1983)
3DS: Luigi's Mansion: Dark Moon (03/2013)
PAL 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!
Arcade: Mario Bros. (09/1986)
3DS: Luigi's Mansion 2 (03/2013)
3DS All-Star Mode trophy
Wii U alternate trophy
Luigi (Alt.)
NTSC Luigi may sulk when his down taunt is used, but his little dejected kick can actually hurt a nearby enemy fighter. It can even trigger a meteor smash! Notice an enemy leisurely hanging from the edge? Run over and pout on the edge—that foe will be the one with something to pout about!
Arcade: Mario Bros. (1983)
3DS: Luigi's Mansion: Dark Moon (03/2013)
PAL 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.
Arcade: Mario Bros. (09/1986)
3DS: Luigi's Mansion 2 (03/2013)
Poltergust 5000 trophy
Poltergust 5000
NTSC 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!
PAL 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!

In Event Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Alternate costumes[edit]

Luigi Palette (SSB4).png
Luigi's stock icon in Super Smash Bros. for Wii U. LuigiHeadOrangeSSB4-U.png LuigiHeadPinkSSB4-U.png LuigiHeadCyanSSB4-U.png LuigiHeadWhiteSSB4-U.png LuigiHeadPurpleSSB4-U.png LuigiHeadBlueSSB4-U.png LuigiHeadYellowSSB4-U.png