Super Smash Bros. Brawl

Luigi (SSBB)

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This article is about Luigi's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Luigi.
Luigi
in Super Smash Bros. Brawl
Luigi SSBB.jpg
MarioSymbol.svg
Universe Mario
Other playable appearances in SSB
in Melee
in SSB4
in Ultimate
Availability Unlockable
Final Smash Negative Zone
Tier E (28)
Luigi (SSBB)

Luigi (ルイージ, Luigi) is an unlockable character in Super Smash Bros. Brawl, who also appeared as an unlockable character in the previous two games, Super Smash Bros. and Super Smash Bros. Melee. He was announced on the Smash Bros. DOJO!! website on February 18th, 2008.

Charles Martinet reprises his role as Luigi in all regions of Brawl; rather than re-purposing and altering Mario's portrayal from Super Mario 64 as in previous games, Martinet provides entirely new voice clips that mimic the ones he recorded for Luigi's Mansion and Super Mario Galaxy.

Luigi is currently ranked 28th on the Brawl tier list, atop the E tier, and three places above his older brother, Mario. This is a noticeable drop from the Melee tier list, where he was ranked 12th out of 26. Luigi is best known for his fast, yet powerful attacks, possessing several potent finishers, some of which can reliably KO under 100%. This, combined with numerous quick combo tools, makes for a lot of effective setups to rack up damage and take stocks, while also allowing Luigi to overwhelm opponents in close-quarters scenarios.

Similarly to Mario, Luigi suffers from a harsh transition to Brawl's engine. While his great frame data suggests a strong combo game, the presence of hitstun canceling largely negates this. Luigi is also crippled by the removal of wavedashing more than most other veterans, as his low traction greatly hinders his approach and makes his general maneuverability awkward to handle, while no longer providing a great burst-movement option in return. On top of that, Luigi has poor mobility, adding to the fact that he is floaty, his dash is fairly slow, and his air speed is among the worst in the game. These problems are further worsened by the general reach of his attacks being just as bad, his signature lack of traction limiting out of shield options, and his only projectile being too slow and short-ranged to effectively camp most characters. These factors give Luigi an especially hard time against characters with disjointed hitboxes and strong camping abilities, like Meta Knight or Falco.

All of this culminates in a low-tier fighter with mostly poor matchups, representation, and results, making Luigi non-viable in most competitive settings. Even so, Luigi has seen a handful of strong placements, with Big Lou nearly taking him to the finals of a major tournament.

How to unlock[edit]

Players can unlock Luigi by doing one of the methods listed below. With the exception of the third method, Luigi must then be defeated on Luigi's Mansion.

  • Play 22 VS. matches to completion. If Luigi is skipped for fighters with higher VS. match quotas, he will not be accessible until those other fighters are unlocked.
  • Complete Classic Mode with no continues. If the player fails to defeat Luigi, they can re-fight him by completing Classic Mode with no continues again. If this method is used and Sonic's Classic Mode condition is met, then he must be unlocked before Luigi can be fought.
  • Have Luigi join the player's party in The Subspace Emissary by clearing Subspace (Part I).

Attributes[edit]

Luigi is a surprisingly strong middleweight with very quick attack speed (almost no slow attacks), yet slow mobility and short range. While many consider Luigi a clone or semi-clone of Mario, there are some important differences between them. Like Mario, his Fireballs are spammable and help his approach, but Luigi’s travel less distance and are not affected by gravity, which can be good or bad depending on the situation. Luigi has the second highest initial jump in the game (second only to Falco's), which helps his air game. Luigi is also a good juggler due to his very fast up tilt, neutral aerial, and up aerial. Luigi's neutral aerial is a powerful sex kick and can often KO at high damage percentages on most characters. He is able to use his down throw to set up his juggles on many characters when they are at low percentages, but Luigi himself is a candidate for King Dedede's infinite chaingrab without a wall (Luigi is the only character that can be infinited by King Dedede without a wall but cannot be chain grabbed by the normal way), a major issue as King Dedede is a very common character in tournament-level play and has a huge grab range. Luigi has the ability to crawl, which can help him dodge certain projectiles. His smashes, like most of his attacks, are considered fast and unusually strong, especially his forward smash. His specials are also considered to be good overall and great for recovery. If one keeps pressing the special attack button during Luigi Cyclone while moving upward (as the movement is momentum-based), Luigi will rise up, greatly aiding his recovery. His side special, the Green Missile, can be used for horizontal recovery to make up for the lack of horizontal recovery from his Super Jump Punch. However, the Green Missile requires charging and can be stopped with projectiles normally, but if he gets a misfire (which happens 12.5% of the time), it is an extremely powerful attack. A Green Missile misfire can benefit in some situations because it has more power and covers more distance than normally, but it can also be bad because it can cause Luigi to self-destruct offstage. His Super Jump Punch is unique in the fact that if sweetspotted, it will become the Fire Jump Punch, a much stronger version that deals fire damage and can KO at very low percentages (about 50%). However, if Luigi's Super Jump Punch does not sweetspot, it only does 1% with almost no knockback and is very punishable unless he grabs a ledge. Uniquely, Luigi’s taunt can hit opponents and deal 2% of damage, meteor smashing opponents in the air or on ledge (though its use is limited by its heavy startup and endlag).

Luigi's main problems revolve around his unusual mobility and his poor reach. Luigi has slow falling speed (although this also has its advantages, such as preventing certain chain grabs and Kirby's throw combos, as well as aiding his overall aerial game), the second-slowest lateral air speed, slow dash speed, and the lowest traction (but low traction also has advantages, such as preventing Diddy Kong's banana follow-ups), all of which make approaching with Luigi a chore. His moves are quick, but short-ranged, so characters that can keep Luigi away with their speed and range (like Marth and Lucario) fare well.

Overall, Luigi is a character who tends to run hot and cold. If he is able to get within close distance of an opponent so that he can land his blows, he is extremely dangerous. However, his abysmal approach and poor reach leave him at a clear disadvantage if opponents can time their attacks to keep him out of range. He operates well on both the ground and in the air, but Luigi's issues with range and his overall shaky defensive game make him tough to deploy successfully.

Changes from Super Smash Bros. Melee[edit]

Luigi has received a mix of buffs and nerfs, with the number of buffs being greater overall, as many of his attacks been made stronger or faster, along with a significantly improved recovery: Super Jump Punch has more horizontal drift and Luigi Cyclone provides more distance from button mashing. However, his improved moveset and recovery are not enough to compensate for the altered mechanics harming him. As a result, Luigi fares considerably worse overall.

The transition to the slower, floatier and more defensive gameplay in Brawl removed many mechanics from Melee, including wavedashing, and introduced new ones that negatively affected Luigi. As Luigi has the longest wavedash in Melee due to his low traction, he lost his best approach option, while his mobility wasn't improved to compensate, worsening his approach. The loss of wavedashing also makes his poor traction much more of a liability, as the inability to punish out of shield exacerbates his approaching and mobility problems, and in Brawl, defensive options and the character's out-of-shield game are more important than ever, but because Luigi has the lowest traction in the roster, he gets pushed too far for him to counter attack properly out of shield, making attacks surprisingly safe on shield against him even with game's low shieldstun and hindering his punish game. While his Fireball has less ending lag, it remains situational and unable to camp opponents due to its short range and slow movement. Much like his brother, Mario, he is very negatively affected from the introduction of hitstun canceling, as it significantly limits his combo game beyond low percents. Lastly, the buffs he received did not address his weaknesses, which are now even more pronounced from the game mechanics going against him: slow mobility, which is now even slower relative to the cast; an awful approach; a severe lack of range; vulnerability to camping; and a poor defensive and out-of-shield game. As such, despite the greater quantity of buffs, Luigi is a much less effective character than he was in Melee.

Aesthetics[edit]

  • Change Luigi has been graphically updated, with significantly higher quality textures on his overalls, a more triangular, rather than a more rounder head shape, and a thinner physique and lankier limbs, to better match his appearances in the Super Mario series since Luigi's Mansion, though with his current proportions and height introduced in Mario Party 4. His overalls, shirt, and hat are also a lighter shade of blue and green, respectively.
  • Change Luigi has completely new voice clips instead of reusing Mario’s from Super Mario 64.
  • Change His overalls have been changed back to purple in dark areas, and the pants legs are rolled up to the ankles.
  • Change Luigi's white costumes has been altered. His gloves and the "L" symbol on his cap are now white and green respectively, instead of golden, while his skin is now fair instead of tanned. These changes make Luigi based on the modern appearance of Fire Luigi, rather than Super Luigi from the original Super Mario Bros. Luigi also gains two new alternate costumes: an orange costume and a purple costume, the latter of which is based on Waluigi.
  • Change Luigi's previous taunt is now assigned as his down taunt.
  • Change Luigi is significantly more vocal. He vocalizes when using Green Missile, his taunts, and his right-inputted victory pose, and always uses a specific voice clip for his dash attack.
    • Change Luigi's "gunman" victory pose now has him saying "Bang, bang!" instead of "Let's-a go!", likely due to the latter now being used for his on-screen appearance. His left-inputted victory pose also makes the same sound effect used for his side taunt.
    • Change Luigi no longer uses his stun voice clip when waking out of sleep status.

Attributes[edit]

  • Nerf Luigi walks slightly slower (1.1 → 1.08).
  • Nerf Luigi’s initial dash is slower (1.34 → 1.28).
  • Change Luigi is lighter (100 → 97).
  • Change Luigi falls slower (1.6 → 1.22).
  • Change Luigi's gravity is lower (0.069 → 0.065) although relative to the cast, it has gone from the 3rd lowest out of 26 characters to the 7th lowest out of 39.
  • Nerf Luigi's traction is lower (0.025 → 0.022).
  • Buff Luigi's air speed has been slightly improved (0.68 → 0.7332), going from the lowest in Melee to the 2nd lowest in Brawl.
  • Buff Luigi's additional air acceleration is higher (0.025 → 0.075), increasing the total amount (0.04 → 0.075) despite his base air acceleration being removed (0.015 → 0).
  • Nerf Jumpsquat is slower (4 → 5 frames).
  • Nerf The loss of wavedashing has adversely affected Luigi far more than any other character. It greatly limits Luigi's ability to approach, which, combined with his poor mobility and terrible reach, causes him to perform significantly less effectively overall in Brawl's more defensive environment. Because of this, his traction now provides almost no benefits.
  • Buff Luigi now has the ability to crawl, allowing him to move while shrinking his hurtbox.
  • Nerf As with several other veterans returning from Melee, the introduction of a much wider variety of chain grabs makes Luigi significantly more vulnerable to it than in Melee, hindering his endurance against several characters.

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack's first and second hits have different angles (83°/85° → 90°/65°/50° (hit 1), 70°/60° (hit 2)), with the latter's set knockback also being altered (20 → 15/20). Coupled with DI in Brawl no longer having any effect if an attack doesn't cause tumbling, this allows the move to connect all hits more reliably and improves the first hit's jab canceling potential. The third hit also has more knockback (10 (base)/100 (scaling) → 50/80), improving its safety on hit at low percents.
    • Nerf The third hit has more ending lag (FAF 23 → 31).
  • Forward tilt:
    • Buff Forward tilt has a longer duration (frames 4-8 → 5-10).
    • Nerf It has more startup (frame 4 → 5) and ending lag (FAF 32 → 33).
  • Up tilt:
    • Buff Up tilt is more reliable as a KO move due to the generally slower falling speeds of the cast.
    • Nerf It has more startup (frame 4 → 5), a shorter duration (frames 4-12 → 5-10) and more ending lag (FAF 30 → 31). The introduction of hitstun canceling also removes all of its combo potential except into itself at low percents.
  • Down tilt:
    • Buff Down tilt has a longer duration (frames 5-7 → 5-8), and its angles (80° → 361° (aerial only)/270°) and knockback (10 (base)/80 (scaling) → 30/50) have been altered, turning it into a meteor smash. It has also received a trip chance of 35%. These changes grant it edgeguarding potential and much more effective combos, drastically improving its utility.
  • Dash attack:
    • Buff Dash attack's first six hits have less knockback (2 (base)/100 (scaling) → 1/80), and with the addition of hitlag multipliers in Brawl, deals no hitlag due to their very low multiplier (1× → 0.3×), making them impossible to SDI. Both of these changes allow the move to connect more reliably at higher percents. Lastly, it has received a seventh hit on frames 48-50 that deals higher base knockback (2 → 50), making the move much less punishable on hit if the last hit connects.
      • Nerf However, the lower knockback also results in the multi-hits dealing less hitstun at lower percents, to the point where they no longer combo into themselves until around 80%. In addition to this, it has gained an SDI multiplier of 1.6×, and is still possible to ASDI despite the lack of hitlag, significantly hindering the move's reliability despite its low hitlag multiplier.
    • Nerf Its first six hits deal less damage (2% → 1%), decreasing the move's maximum damage output, even factoring in the changes to Stale Moves and the additional hit (11.1% → 8%). It also has a longer total duration (FAF 59 → 68), increasing its lag if the opponents escape the multi-hits.
    • Change The seventh hit has a new animation where Luigi punches forward with both fists.
  • Forward smash:
    • Buff Forward smash deals more damage on all angles (14% (up)/13% (non-angled)/12% (down) → 15%/14%/13%) without compensation on knockback, improving its KO potential. It also has drastically less ending lag when angled up (FAF 42 → 29), giving it the fastest duration of all forward smashes in the game.
  • Up smash:
    • Buff Up smash has a longer duration (frames 9-11 → 9-13). Like Mario's, it also has more range, due to its animation being altered to have Luigi hop forward for the headbutt more akin to its animation in the original Super Smash Bros. Lastly, the introduction of the DACUS improves its approach potential especially when charged.
    • Nerf It deals less damage, has received a sourspot on Luigi's body (17% → 15%/12%), and their knockback was not compensated, drastically hindering its KO potential. Luigi also no longer slides when performing a running up smash without charging it.
  • Down smash:
    • Buff Down smash has a new animation, where Luigi lies down sideways on the ground during the charging animation, and sweeps with both legs in a sideways spin instead of a flare kick like with Mario's version. This gives Luigi a lower profile upon charging it, and makes him cover both sides quicker upon attacking.
    • Nerf Both front and back hits launch at lower angles (90° → 120° (front)/70° (back)), with the front hit now launching opponents towards Luigi instead of vertically, and the move has gained a sourspot at Luigi's feet that takes priority over the sweetspot and deals less damage (17% → 16%). This hinders their KO potential.

Aerial attacks[edit]

  • Change All aerials have decreased landing lag (15/7 frames → 10 (neutral), 25/12 frames → 22 (forward), 15/7 frames → 12 (back), 15/7 frames → 12 (up), 18/9 frames → 12 (down)). Due to the removal of L-canceling, however, their landing lag is not fully compensated.
  • Buff Due to his reduced falling speed, Luigi can now perform all of his aerials twice in a short hop, and do three aerials in a short hop by doing two forward aerials into either an up or neutral aerial.
  • Neutral aerial:
    • Nerf Neutral aerial deals less damage (15% (clean)/8% (late) → 14%/6%), though it can still KO opponents reliably at around 120% when clean. The hitstun changes also remove its combo potential beyond low percents.
  • Forward aerial:
    • Buff Forward aerial has less ending lag (FAF 33 → 24), which, along with its weaker knockback, improves its combo potential at low percents.
    • Nerf It deals less damage (12% → 10%) and knockback (43 (base)/100 (scaling) → 30/80), no longer being able to KO until around 200% outside of edgeguarding. It also autocancels later (frame 20 → 21).
  • Back aerial:
    • Buff Back aerial's clean hit deals more damage (11% → 12%) with no compensation on knockback, improving its KO potential. The late hit also enables it to lock opponents for longer due to its reduced knockback.
    • Nerf It has a shorter duration with a late hit (frames 6-17 → 6-10 (clean)/11-16 (late)), which deals less damage (11% → 8%), significantly reducing the move's power on its later frames. It also has more ending lag (FAF 29 → 37) and autocancels much later (frame 19 → 33).
    • Change Back aerial has a new animation like with Mario, where Luigi dropkicks behind himself in the same fashion as the previous animation, only with his arms waving out even more (making it akin to the animation of his forward aerial from the original Super Smash Bros.).
  • Up aerial:
    • Buff Up aerial has received a late hit that extends its duration (frames 5-7 → 5-7 (clean)/8-11 (late)), giving it more range behind Luigi. This late hit is also weaker than the clean hit due to dealing less damage (13% → 7%), improving the move's combo potential at low to mid percents.
    • Nerf It autocancels later (frame 16 → 19).
  • Down aerial:
    • Buff The weakening of meteor cancelling makes the meteor smash hitbox significantly better at edgeguarding despite his decreased damage.
    • Nerf The move deals less damage (16% → 11%), significantly reducing its knockback to the point that opponents have to be around 150% for it to KO effectively.

Throws/other attacks[edit]

  • Grabs:
    • Buff Standing grab has less startup (frame 7 → 6), and both it and dash grab have less ending lag (FAF 31 → 30 (standing), frame 41 → 40 (dash)).
    • Nerf Dash grab has more startup (frame 11 → 12).
  • Forward throw:
    • Buff Forward throw deals more damage (8% → 9%).
    • Buff Like Mario's, it can now chain grab at low percents due to the DI changes in Brawl.
  • Back throw:
    • Buff Back throw deals more damage (10% → 12%), making it now as powerful as Mario's in Melee.
  • Up throw:
    • Buff Up throw deals more damage (7% → 8%).
    • Nerf It can no longer combo or chaingrab due to the hitstun changes.
  • Down throw:
    • Nerf Down throw can no longer combo or chaingrab due to the hitstun changes, and deals less damage (7% → 6%).
    • Change Its angle has been altered (110° → 80°).
  • Floor attack:
    • Buff Front floor attack no longer has a hitbox with set knockback.
  • Edge attack:
    • Buff Both edge attacks have increased set knockback (90 → 110).
  • Down taunt:
    • Buff Luigi's returning taunt (now his down taunt) deals more damage (1% → 2%) with drastically more set knockback (100 → 180), making it strong enough to one-hit KO opponents offstage if they fail to meteor cancel.
    • Change Down taunt's angle has been altered (280° → 270°). It now also uses the ping sound effect.

Special moves[edit]

  • Fireball:
    • Buff Fireball has less ending lag (FAF 47 → 41).
    • Change It has a revamped sound effect.
  • Green Missile:
    • Buff Green Missile can now be held indefinitely. Luigi can also grab ledges out of it, and charge it more safely when recovering due to his slower falling speed.
    • Nerf Using the move partially charged near a wall causes Luigi's head to get stuck inside for a brief moment and having to pull himself free, increasing his vulnerability.
    • Buff It no longer overrides his vertical speed, allowing him to gain vertical height while charging as well as combine the vertical speed from starting the move in the air with a double jump to gain extra height.
    • Change It travels a much shorter distance when misfired. This hinders its recovery potential, but also makes it less likely that Luigi will self-destruct with it.
    • Change It no longer has Luigi fully close his eyes upon misfiring, instead having him keep the same expression as with the normal Green Missile.
  • Super Jump Punch:
    • Buff Super Jump Punch allows for much more horizontal movement after it is executed, improving Luigi's recovery. It can also KO earlier when sweetspotted due to the generally slower falling speeds of the cast.
    • Nerf It has more startup (frame 5 → 6) and landing lag (40 frames → 45).
    • Change The ending animation has been changed with Luigi falling upside-down as opposed to falling on his back like his brother. Additionally, when falling to a ground, Luigi buries his head and gets himself out.
  • Luigi Cyclone:
    • Buff Luigi Cyclone hits five times instead of two, with its first four hits having different angles (90° → 160°/20°/90°), and less knockback on the ground (50 (base)/80 (scaling) → 20/60), allowing it to connect all hits more reliably. It also moves faster horizontally, improving Luigi's approach with it. Lastly, mashing the special move button to recover with the move is much more effective, as each button press offers more height, especially when it is used at the apex of a jump, and rising with it no longer requires it to be used on the ground first.
    • Nerf Its damage outputs have been altered (8%/9% (hit 1, grounded/aerial)/12% (hit 2) → 2% (hits 1-4)/4% (hit 5)), decreasing its total damage as a result (18.92%/19.92% → 12%), and significantly hindering its KO potential despite the last hit's knockback being slightly compensated (50 (base)/80 (scaling) → 60/115). The move also has more startup (frame 6 → 7).
    • Change Luigi no longer says "Yahoo!" when using Luigi Cyclone, instead grunting when performing the last hit.
  • Negative Zone:
    • Change Luigi has a Final Smash, Negative Zone. Luigi dances, creating a large, greenish-tint void that inverts both the environment and characters that enter it (including Luigi himself). Character inside the void receive the following negative status effects: flowering, dizziness, sleep, take more knockback, and forced taunting.

Moveset[edit]

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

  Name Damage Description
Neutral attack Jab (ジャブ)
Straight (ストレート)
Rump Thrust (どんけつ, Tail-End/Butt)
3% Performs a one-two combo and then turns, performing a hip thrust. The first hit is extremely quick and can be jab canceled, most notably into a Fire Jump Punch.
2%
5%
Forward tilt Middle Kick (ミドルキック) 10% Luigi performs a reverse roundhouse kick. This move can be angled, with the downward angled version providing extremely weak set knockback. KOs at 185% at the center of Final Destination when angled up.
Up tilt Cat Punch (ねこパンチ) 9% Luigi swipes over his head with his fist. It is great for juggling and it can KO at 129%.
Down tilt Heel Kick (かかとげり) 9% Luigi does a tripping kick for minimal damage. Acts as a meteor smash, but the largest hitbox (Luigi's foot) only does this to grounded opponents. The other two (smaller) hitboxes (the leg portion) are much more difficult to connect with. Very weak knockback, not KOing until around 500%.
Dash attack Flurry Punches (ぽこぽこパンチ, Pow-Pow/Burbling Punch) 1% (hits 1-6), 2% (hit 7) Luigi flails his fists as he slows to a stop. The last hit has more knockback than Melee.
Forward smash Hell Thrust (地獄突き) 15% Luigi does a spearhand stab that KO at medium percentages. To be exact, it KOs at 80% when uncharged and 50% when fully charged. Very fast, but has poor range and, if shielded, it is easy to punish - however, the attack does 5 extra shield damage. It is notable for its extremely high knockback scaling, being the forward smash with the third highest knockback scaling in the game. This, along with its diagonal trajectory, makes momentum canceling not very effective on it. Can be angled; angling up gives it much earlier interruptibility, making it a great move.
14%
13%
Up smash Lead Headbutt (スマッシュヘッドバット, Smash Headbutt) 15% (head), 12% (body) Luigi does an upwards headbutt similar to Mario's up smash, but with higher knockback and sending foes on a more diagonal trajectory behind him. Can slide if dashes and few frames after charge it, which slides slower than Mario, but slides farther. Luigi's head is intangible while the hitboxes are active. The sweetspot KOs at 106% uncharged, and as early as 68% when fully charged.
Down smash Double Kick (ダブルキック) 16% (feet), 17% (legs) Luigi does a twisting breakdancing sweepkick with decent vertical knockback that pulls victim behind him if sweetspotted (the first hit). KOs at 122% when uncharged and 69% when fully charged with the legs.
Neutral aerial Luigi Kick (ルイージキック) 14% (clean), 6% (late) Luigi does a sex kick that has great vertical knockback. Hits on frame 3, allowing to be an excellent combo breaker due to its almost instantaneous start-up which can break some chain throws, like Falco and Pikachu's chain throws. Unusually for a sex kick, it has purely vertical knockback. It is Luigi's most powerful aerial, capable of KOing at 118% from the ground, and it is one of the strongest sex kicks in the game.
Forward aerial Head Crown Chop (脳天チョップ) 10% Luigi performs a quick knifehand chop that has below average horizontal knockback and can be used in succession due to it having low start up and very little ending lag. This is Luigi's fastest aerial, duration-wise. However, this attack cannot KO until opponent is at around 150%, unless edgeguarding.
Back aerial Rear Drop Kick (後方ドロップキック, Backward Drop Kick) 12% (clean), 8% (late) Luigi performs a backwards dropkick similar to Mario's, and with similar knockback. Similar to his forward aerial in the original Super Smash Bros. KOs at 113% at the ledge and 153% from the center of Final Destination.
Up aerial Air Slash (エアスラッシュ) 13% (clean), 7% (late) Luigi does a flip kick that is great for juggling due to its speed and vertical knockback. Like his other aerials, it has almost no start-up and ending lag. It has more vertical knockback than Mario's up aerial and can KO vertically at 171% from the ground and horizontally at 143% from the ledge.
Down aerial Drill Kick (ドリルキック) 11% Luigi does a quick downwards corkscrew dropkick. It usually has average horizontal knockback, but one of the hitboxes is a meteor smash - it's rather difficult to hit with this part of the attack. The hitbox's largest portion is just off of Luigi's right hip/below his right elbow. If hit with the wrong hitbox, this attack cannot KO until the opponent is at around 150%, unless edgeguarding.
Grab Grab (つかみ) Luigi's grab range is short.
Pummel Grab Headbutt (つかみヘッドバット) 3% Luigi headbutts the opponent. A slow pummel.
Forward throw Swing-Around Throw (ふり抜き投げ) 9% Luigi spins once with his victim and throws them forward. Below average knockback scaling for a throw, KOing at 166% at the ledge, and lacking KO power from further away.
Back throw Airplane Swing (ジャイアントスイング, Giant Swing) 12% (throw), 8% (collateral) Luigi spins three times and throws the target behind him, reminiscent of Mario throwing Bowser in Super Mario 64. This is one of the strongest throws in the game, being capable of KOing Mario as early as 71% at the ledge, potentially being stronger than Ness, and at 157% from the center of Final Destination. But being such a slow throw causes it to be very easy to DI however.
Up throw Throw Up (スルーアップ) 8% Luigi tosses the enemy upward. It can KO at around 188%.
Down throw Throw Down (スルーダウン) 6% Luigi slams his opponent onto the ground.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Gets up then kicks behind him, then in front of him.
Floor attack (back)
Floor getups (back)
  6% Gets up then punches behind him, then in front of him.
Floor attack (trip)
Floor getups (trip)
  5% Kicks behind him, then in front of him while getting up.
Edge attack (fast)
Edge getups (fast)
  8% (legs), 6% (body) Flips over the edge, kicking the opponent during the flip.
Edge attack (slow)
Edge getups (slow)
  10% Slowly gets up and kicks.
Neutral special Fireball 6% Fires a small, weak projectile. The fireball isn't affected by gravity.
Side special Green Missile 5%-26% (normal), 25% (misfire) Charges up and shoots forward like a missile. This move has a 12.5% chance of misfiring, which has greater damage, knockback, and always go a set (but far) distance no matter the charge. KOs at 377% when uncharged and 70% when fully charged, while a misfire can KO at 53%.
Up special Super Jump Punch 25% (clean ground), 20% (clean air), 1% (late) Soars upwards, hitting enemies a bit. If the target is in the perfect spot, it becomes a Fire Jump Punch, which can KO at 50%, although the aerial version is much weaker, not KOing until 84%. Otherwise, it deals pitiful damage and next to no knockback. The Fire Jump Punch can also be set up with the first hit of his neutral attack.
Down special Luigi Cyclone 2% (loop hits), 4% (last hit) Luigi performs a series of spinning backfists and discus spinning clotheslines, trapping and dealing damage to the opponent before sending them flying with a backfist body stretch. Can be mashed to gain height, and carries Luigi's double jump momentum to enable easier rise.
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.
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[edit]

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The editor who added this tag elaborates: Needs short hop and double jump heights
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Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing lag
Value 97 1.28 – Initial dash
1.34 – Run
1.08 0.022 0.0075 0.7332 0.0 – Base
0.075 – Additional
0.065 1.22 – Base
1.708Fast fall
5 41.31389423 - Base
? - Short hop
? 3

On-screen appearance[edit]

  • A green pipe appears, Luigi leaps out with his hands on his head and hesitantly says, "Let's-a go!"
LuigiOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Does a variety of humorous poses very quickly in a set order: Faces the screen with one hand on his waist, the other giving the peace symbol, referencing his animation in Luigi's Mansion where he would find a key. Next, he turns to the right slightly, pointing his hands that direction. Then, he places his right hand just below his nose, as if he is thinking, similar to his artwork for Mario & Luigi: Partners in Time. He then turns away from the screen, crouching, much like his over-par/losing animation in Mario Golf. Finally, he faces the screen once more, with both hands on his face, giving a frightened look, reminiscent to the box art of Luigi's Mansion. The switch between each expression is fast, to the point that it cannot be seen unless the game speed is slowed down a bit. He also makes a sound during each expression: Hoh! Hah! Hee! Hey! Hoo! The last pose is his trophy pose in The Subspace Emissary.
  • Side taunt: Stands straight up with hands on hips, falls forward stiff on the floor, then seems to balance himself back up again (similar to his victory pose in Melee and Brawl). He says something that resembles "Pow pow".
  • Down taunt: Kicks at the ground while uttering a bashful "Hm." The kick delivers a hitbox that produces a strong meteor smash on airborne opponents and weaker knockback on grounded opponents, dealing set knockback. It is the meteor smash with the highest base knockback in Brawl, strong enough to OHKO an airborne opponent above a pit, but with pitiful reach, it can typically only be landed on opponents hanging on an edge. Landing the attack is further complicated by its slow start-up lag. It resembl