Editing Luigi (SSB4)

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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 {{SSB4|Yoshi}}'s, in that he is overly reliant on his double jump to recover and is very susceptible to gimps.
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 {{SSB4|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 {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|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-stop]]ping negates his dash's noticeable skid, which makes his approach safer.
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 {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|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-stop]]ping 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 [[mindgame]]s. The last method is simply walking: although Luigi's walking speed is average, it is not as glaringly susceptible to his slippery traction like his dash is. When coupled with proper usage of Fireball, this method can also enable him to maintain stage control. A notable user and proponent of the walking method is {{Sm|J.Miller}}.<ref>[http://smashboards.com/threads/best-way-to-deal-with-luigis-traction.398053/#post-18971872/ Best way to deal with Luigi's traction?]</ref>
 
[[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 [[mindgame]]s. 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 {{Sm|J.Miller}}.<ref>[http://smashboards.com/threads/best-way-to-deal-with-luigis-traction.398053/#post-18971872/ Best way to deal with Luigi's traction?]</ref>


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.
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.

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