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|ssbgame4 = SSBU | |ssbgame4 = SSBU | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = | |tier = D | ||
|tierPAL = E | |tierPAL = E | ||
|ranking = | |ranking = 13 | ||
|rankingPAL = 13 | |rankingPAL = 13 | ||
}} | }} | ||
'''Luigi''' ({{ja|ルイージ|Ruīji}}, ''Luigi'') is an [[unlockable character]] in ''[[Super Smash Bros. Melee]]''. Luigi is markedly similar to {{SSBM|Mario}}, though his moveset and attributes (such as traction and aerial mobility) are different in many ways, making him a [[clone|semi-clone]]. | '''Luigi''' ({{ja|ルイージ|Ruīji}}, ''Luigi'') is an [[unlockable character]] in ''[[Super Smash Bros. Melee]]''. Luigi is markedly similar to {{SSBM|Mario}}, though his moveset and attributes (such as traction and aerial mobility) are different in many ways, making him a [[clone|semi-clone]]. | ||
Charles Martinet reprises his role as Luigi in ''Melee'', albeit via Mario's voice clips from ''Super Mario 64'', but more high-pitched. | |||
Luigi currently ranks | Luigi currently ranks 13th on the tier list, in the D tier, placing him two places above his older brother Mario as well as being in the middle of the entire tier list. This is a drastic improvement from his previous ranking in the original ''Super Smash Bros.'', where he was ranked 12th out of 12 at the very bottom of the tier list. Luigi is notable for having some of the best aerials in all of ''Melee''; they are very fast, very powerful and have very low [[ending lag|ending]] and [[landing lag]]. Luigi's wavedash is the longest in the game, taking him nearly half the distance of [[Final Destination]] at a high speed (only slightly slower than Captain Falcon's dash). Luigi also has a wide array of efficient combo and KO moves both in the air and on the ground. Luigi's traction is the lowest in the game; while it gives him an excellent wavedash, it also limits some of his approaches on the ground if he's not wavedashing, as well as his out of shield options (as he often gets pushed too far away for fast follow-ups when his shield is hit). His approach options are generally poor; he struggles to approach on the ground despite his excellent movement due to his short range and lack of disjointed hitboxes, while his aerial approaches are hampered by his high short hop and slow falling speed (giving him one of the worst [[SHFFL]]s in the game) and his extremely poor aerial mobility (the worst in the game). This problem is compounded with his difficulty in forcing opponents to approach (mainly as a result of his very poor projectile). Additionally, his recovery is easy to edgeguard, being very linear and slow despite covering a large distance. | ||
However, Luigi's pros are on par with his cons, and he is considered a decent character in competitive play, with a solid matchup spread with above average results. | |||
==How to Unlock== | |||
To unlock Luigi, the player must clear the first level of [[Adventure Mode]] with a two as the second digit of the seconds portion of the clock. (XX:X2<sup>XX</sup>). After this requirement is met, a cinematic plays when the player finishes the level, showing Luigi replacing Mario in the level to battle alongside {{SSBM|Peach}}. The player must then defeat Luigi within one minute. After Adventure Mode is completed, the player will face off against Luigi. | |||
Alternately, playing 800 versus matches will also give the opportunity to unlock Luigi. | |||
When fought against, Luigi appears in [[Mushroom Kingdom II]]. | When fought against, Luigi appears in [[Mushroom Kingdom II]]. | ||
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While Luigi may initially appear to be a clone of his older brother Mario, similar to {{SSBM|Dr. Mario}}, Luigi is a [[clone|semi-clone]] of Mario who exchanges mobility for extra power, despite the inverse being true in the ''Mario'' games. Many significant differences are present between their ground, aerial, and special attacks, and Luigi possesses several unique moves. Luigi's attributes can also wildly vary from Mario's; Luigi's air speed, dashing speed, and traction are among the lowest in the game, whereas Mario's are about average. Luigi's jumps are also much higher than Mario's. Luigi has the longest wavedash in the game as a result of his low traction. | While Luigi may initially appear to be a clone of his older brother Mario, similar to {{SSBM|Dr. Mario}}, Luigi is a [[clone|semi-clone]] of Mario who exchanges mobility for extra power, despite the inverse being true in the ''Mario'' games. Many significant differences are present between their ground, aerial, and special attacks, and Luigi possesses several unique moves. Luigi's attributes can also wildly vary from Mario's; Luigi's air speed, dashing speed, and traction are among the lowest in the game, whereas Mario's are about average. Luigi's jumps are also much higher than Mario's. Luigi has the longest wavedash in the game as a result of his low traction. | ||
Luigi's primary advantage in this regard is his impressive | Luigi's primary advantage in this regard is his impressive ground movement. Luigi's wavedash functions as his primary method of approaching and movement on the ground, allowing him to traverse large distances very quickly and with a great deal of maneuverability. Luigi can combine his excellent wavedash with a variety of powerful smash attacks to produce some of the best [[Wavedash#Wavesmashing|wavesmashes]] in the game. His down smash is highly versatile, acting as combo starter due to its completely vertical knockback, as a juggling move, or as a KO move at high percentages. His forward smash has extremely high knockback scaling (135; the highest in the game), making it a powerful KO move (if a risky one due to its high ending lag). His up smash has intangibility on his head and is effective at KOing on the upper blast line and on floaty opponents, in addition to outprioritizing attacks from above Luigi. | ||
Luigi also has a variety of powerful attacks in his arsenal; all of Luigi's aerial attacks are extremely solid. His neutral aerial is extremely quick, coming out on frame 3, and has high, completely vertical knockback, making it excellent for both starting, breaking and continuing combos. His forward aerial has quick startup and high knockback (at the [[Sakurai angle]]; 45° against aerial opponents), making it a useful attack for both KOing and edgeguarding. In addition to these, Luigi's down aerial is among the most flexible attacks in the game. While it has slightly slower startup than his forward air, it launches at the same angle yet has less ending and landing lag. At lower percentages, the forward aerial has more knockback than down aerial. The upper hitbox of the d-air (near Luigi's hips) is a meteor smash, although it is difficult to land and generally more situational than the regular hit. His back aerial has good range and works well for setting up edgeguards, while his up aerial is useful for hitting opponents above him and has low knockback which allows it to combo effectively into more aerials (such as a down or neutral aerial) on floaty opponents, and also works as a somewhat situational edgeguarding tool. Luigi's up special can act as a powerful vertical finisher if sweetspotted, though it leaves Luigi in a helpless state and is very laggy; it is very punishable if the sweetspot is missed or the opponent avoids the attack (such as by shielding it). As a result, its use is often restricted to punishing very laggy moves (such as {{SSBM|Sheik}}'s [[Vanish]]) unless it can be [[Ledge-canceling|edge cancelled]]. | |||
Luigi's grab game is also good. Although his grab range is merely average, it is still much longer than Mario's and his aforementioned long wavedash allows Luigi to extend its reach. His throws have many varied uses. Both his down throw and up throw function as combo starters, leading into juggles with moves like up tilt, neutral air, and down smash; fast fallers such as {{SSBM|Fox}} and {{SSBM|Falco}} are generally more susceptible to up throw, while down throw is more suitable for floaty characters like Marth. Up throw is also a viable chain grab on fast-fallers at low percentages. His forward throw and back throws can set up a variety of edgeguards, with his back throw having sufficiently high knockback to function as a kill move at high percentages. | Luigi's grab game is also good. Although his grab range is merely average, it is still much longer than Mario's and his aforementioned long wavedash allows Luigi to extend its reach. His throws have many varied uses. Both his down throw and up throw function as combo starters, leading into juggles with moves like up tilt, neutral air, and down smash; fast fallers such as {{SSBM|Fox}} and {{SSBM|Falco}} are generally more susceptible to up throw, while down throw is more suitable for floaty characters like Marth. Up throw is also a viable chain grab on fast-fallers at low percentages. His forward throw and back throws can set up a variety of edgeguards, with his back throw having sufficiently high knockback to function as a kill move at high percentages. | ||
Luigi's strange variety of attributes, however, acts as a double-edged sword. Despite a highly effective wavedash, Luigi's movement without wavedashing is poor; while his [[moonwalk]] is decent, his dash is slow and his short initial dash animation gives him a very short dash-dance. Additionally, Luigi's projectile, [[Fireball]]s are poor; they have low hitstun, travel slowly, and have high ending lag, making them some of the more situational projectiles in the game. In addition, Luigi's air game, despite his powerful aerials, lacks much needed synergy with his stellar ground movement due to his low air speed. Furthermore, it, along with his low falling speed, leaves him highly vulnerable to juggles, as he cannot reach the ground effectively to escape them (this is one of the major factors in his poor matchup with Marth, who is capable of both starting and maintaining juggles on Luigi very effectively). A very high short hop and a low falling speed also gives Luigi among the worst SHFFLs in the game, even with his low-lag aerials. Finally, his low falling speed is what makes him vulnerable to being KOed off the top blast line (especially by characters with powerful vertical finishers, like Fox and {{SSBM|Ganondorf}}), and being juggled in the air. | Luigi's strange variety of attributes, however, acts as a double-edged sword. Despite a highly effective wavedash, Luigi's movement without wavedashing is poor; while his [[moonwalk]] is decent, his dash is slow and his short initial dash animation gives him a very short dash-dance. Additionally, Luigi's projectile, [[Fireball]]s are poor; they have low hitstun, travel slowly, and have high ending lag, making them some of the more situational projectiles in the game. In addition, Luigi's air game, despite his powerful aerials, lacks much needed synergy with his stellar ground movement due to his low air speed. Furthermore, it, along with his low falling speed, leaves him highly vulnerable to juggles, as he cannot reach the ground effectively to escape them (this is one of the major factors in his poor matchup with Marth, who is capable of both starting and maintaining juggles on Luigi very effectively). A very high short hop and a low falling speed also gives Luigi among the worst SHFFLs in the game, even with his low-lag aerials. Finally, his low falling speed is what makes him vulnerable to being KOed off the top blast line (especially by characters with powerful vertical finishers, like Fox and {{SSBM|Ganondorf}}), and being juggled in the air. | ||
Luigi's two primary recovery moves, [[Super Jump Punch]] and [[Green Missile]] have decent range (and Green Missile can be used repeatedly when recovering high), they are extremely linear in trajectory; Super Jump Punch does not move Luigi horizontally at all and Green Missile moves him horizontally and then causes him to fall significantly during the high ending lag. The slow and linear nature of these moves make is recovery easy to edgeguard on reaction, undermining his otherwise relatively long recovery. His Super Jump Punch also makes for one of the poorest [[meteor cancel]]s in the game. He can also recover using the [[Luigi Cyclone]], which gives vertical and horizontal distance. However, the Cyclone needs to be "charged" before it allows Luigi to rise while using it. The move becomes charged when it is completed or is interrupted while Luigi is touching the ground; the charge will be lost if the move finishes while Luigi is not touching the ground. If the charged Cyclone is interrupted in the air it remains charged. Sometimes Luigi begins with the flying cyclone "charged" and sometimes it needs to be charged before use. This is determined by a combination of stage choice, character choice of your opponent, and having lower port priority than your opponent. Also the flying cyclone can be performed from the ground; if Luigi is doing his teeter animation at the edge of a platform he can execute a flying cyclone from that position. This cyclone has different properties for input than a standard flying Cyclone, as it seems to have a similar difficulty level to Mario's flying Tornado. If this rising cyclone is executed from the ground then it must be charged before executing another aerial cyclone unless the one from ground lands on a platform. Additionally, if the cyclone is executed on the ground, other than from a teetering animation, pressing B again will cause Luigi to do a small hop off the ground while still doing the cyclone animation. It also requires intense [[button mashing]] to rise; many Luigi players must hold the controller in a different way to normal (such as balancing it on their leg) to be able to press the B button fast enough to utilize the Cyclone as an effective recovery move. | |||
The Fireball is also a potent recovery tool. When knocked off the stage into the range at which Green Missile is effective for grabbing the ledge, Luigi can double jump and aim a fireball at the stage. This will allow him to safely reach the ledge with Super Jump Punch. Depending on which edgeguarding option the opponent uses, there are many different options for aiming the fireball. Aiming at the opponents shield stalls their timing due to shield stun. If they attempt an edgeguard with an aerial or ground based physical attack it is guaranteed to beat the fireball if it does more than 15% damage. Aiming at the corner of the stage will disrupt an opponent who has taken the ledge or is stalling near the stage attempting a gimp. This option greatly enhances Luigi's recovery, but it is still very situational as the opponent can simply avoid, absorb, or deflect the projectile, which may sometimes result in a gimped recovery in the lattermost case. | |||
Luigi also suffers from being a character that requires a somewhat large amount of technical skill and relies heavily on situational attacks; a majority of Luigi's attacks have to timed properly with a wavedash to be at their most effective. Additionally, Luigi is over-reliant on wavedashing; a highly effective Luigi player must have perfect control over his wavedash distance. Using a long wavedash does him little good for offensive purposes up close, and a short wavedash hampers safe retreat. Furthermore, the frequency with which a Luigi player needs to wavedash can increase the number of errors involving jumping or airdodging compared to other characters, which increases the number of opportunities for the opponent to punish. Despite his mobility, Luigi has lacks many particularly safe approaches on the ground, and his aerial approaches are very poor, which generally leaves him vulnerable to characters with good zoning ability. | |||
==Changes from ''[[Super Smash Bros.]]''== | ==Changes from ''[[Super Smash Bros.]]''== | ||
Given that Luigi was considered to be the worst character in ''Smash 64'' being ranked at the lowest position on the latest tier list at 12th, Luigi was significantly [[buff]]ed from his transition from ''Smash 64'' to ''Melee''. Luigi greatly benefits from ''Melee''{{'}}s new mechanics most notably [[wavedashing]]. Wavedashing immensely improves Luigi's otherwise poor grounded mobility and it now gives his low traction an advantage rather than it only being a huge detriment. Luigi also benefits from the inclusion of up and down throws as it gives him a powerful chaingrabbing game. A wide variety of his moves have also seen improvements to their speed and some moves such as down smash and neutral aerial have gained combo potential. | |||
Given that Luigi was considered to be the worst character in ''Smash 64'' being ranked at the lowest position on the latest tier list at 12th, Luigi was significantly [[buff]]ed from his transition from ''Smash 64'' to ''Melee''. Luigi greatly benefits from ''Melee''{{'}}s new mechanics most notably [[wavedashing]]. Wavedashing immensely improves Luigi's otherwise poor grounded mobility and it now gives his low traction an advantage rather than it only being a huge detriment. Luigi also benefits from the inclusion of up and down throws as it gives him a powerful chaingrabbing game. A wide variety of his moves have also seen improvements to their speed and some moves such as down smash and neutral aerial have gained combo potential. | |||
However, Luigi has also seen some significant [[nerf]]s. Despite gaining some new KO options, many of Luigi's attacks have reduced KO potential including his up smash, back throw and [[Luigi Cyclone]] (which is also slower). His recovery is also worse. While his new side special [[Green Missile]] grants him an extra recovery option, it is very slow and predictable and it can easily be challenged most of the time. Luigi Cyclone grants less height and it now needs to be charged on the ground before it can be used in the air for recovery purposes and [[Super Jump Punch]] covers much less distance especially horizontally. In addition, Super Jump Punch is both slower and much weaker especially the aerial version and it is a lot more difficult to combo into. Despite gaining new combo options, he has also lost one of his most valuable combo options in the form of his up aerial which now has increased startup lag, a worse [[auto-cancel]] window and it no longer sends opponents vertically significantly hindering its combo and juggling potential (no longer leading into Super Jump Punch) although it now has less ending lag and higher edgeguarding potential. | However, Luigi has also seen some significant [[nerf]]s. Despite gaining some new KO options, many of Luigi's attacks have reduced KO potential including his up smash, back throw and [[Luigi Cyclone]] (which is also slower). His recovery is also worse. While his new side special [[Green Missile]] grants him an extra recovery option, it is very slow and predictable and it can easily be challenged most of the time. Luigi Cyclone grants less height and it now needs to be charged on the ground before it can be used in the air for recovery purposes and [[Super Jump Punch]] covers much less distance especially horizontally. In addition, Super Jump Punch is both slower and much weaker especially the aerial version and it is a lot more difficult to combo into. Despite gaining new combo options, he has also lost one of his most valuable combo options in the form of his up aerial which now has increased startup lag, a worse [[auto-cancel]] window and it no longer sends opponents vertically significantly hindering its combo and juggling potential (no longer leading into Super Jump Punch) although it now has less ending lag and higher edgeguarding potential. | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|The addition of [[air dodging]] has greatly benefitted Luigi as he can now [[wavedash]]. Luigi possesses the longest wavedash in the game due to his extremely low [[traction]] making him benefit from wavedashing more than almost any other returning veteran. Wavedashing has greatly aided Luigi's mobility as it gives him an excellent [[approach]] option; offsetting his otherwise poor approach.}} | *{{buff|The addition of [[air dodging]] has greatly benefitted Luigi as he can now [[wavedash]]. Luigi possesses the longest wavedash in the game due to his extremely low [[traction]] making him benefit from wavedashing more than almost any other returning veteran. Wavedashing has greatly aided Luigi's mobility as it gives him an excellent [[approach]] option; offsetting his otherwise poor approach.}} | ||
*{{buff|Luigi's [[walk]]ing speed is significantly faster (0.3 → 1.1).}} | |||
*{{buff|Luigi's [[dash]]ing speed is faster (40 → 1.34) no longer being the slowest.}} | |||
*{{nerf|Luigi's initial dash is slower (50 → 1.34).}} | |||
*{{change|Luigi's [[falling speed]] is higher (42 → 1.6), which improves his vertical endurance, but makes him easier to combo.}} | |||
*{{change|Luigi's [[gravity]] is higher (2.1 → 0.069).}} | |||
**{{nerf|As a result, his [[jump]]s are lower.}} | |||
*{{buff|Luigi's [[air speed]] is marginally higher (22.5 → 0.68) although it is still the lowest.}} | |||
*{{buff|Luigi's [[short hop]] is considerably lower although it is still rather high. This improves his aerial approach potential while Luigi retains his ability to [[auto-cancel]] all of his aerials as well as being able to perform multiple aerials in a short hop.}} | |||
*{{nerf|Luigi's jumpsquat is longer (3 frames → 4).}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{buff|Neutral attack deals more damage (2% → 3% (hit 1)/4% → 5% (hit 3)).}} | **{{buff|Neutral attack deals more damage (2% → 3% (hit 1)/4% → 5% (hit 3)).}} | ||
**{{buff|The first two hits knockback (8 (base), 50 (scaling) → 20 (set)/100) and angles (361° (hit 1)/70° (hit 2) → 83°/85° (both)) have been altered, allowing them to connect more reliably into the third hit.}} | **{{buff|The first two hits knockback (8 (base), 50 (scaling) → 20 (set)/100) and angles (361° (hit 1)/70° (hit 2) → 83°/85° (both)) have been altered, allowing them to connect more reliably into the third hit.}} | ||
**{{buff|All three hits have less ending lag (FAF 18 → 15 (hit 1)/FAF 20 → 19 (hit 2), FAF 26 → 23 (hit 3)).}} | **{{buff|All three hits have less ending lag (FAF 18 → 15 (hit 1)/FAF 20 → 19 (hit 2), FAF 26 → 23 (hit 3)).}} | ||
**{{nerf|Luigi can no longer cancel the first hit into a grab.}} | **{{nerf|Luigi can no longer cancel the first hit into a grab.}} | ||
**{{nerf|The second hit has a shorter duration (frames 3-5 → 3-4).}} | **{{nerf|The second hit has a shorter duration (frames 3-5 → 3-4).}} | ||
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**{{nerf|Up tilt has a shorter duration (frames 5-16 → 4-12).}} | **{{nerf|Up tilt has a shorter duration (frames 5-16 → 4-12).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Luigi has a new down tilt: a low swinging crouch back-kick with Luigi's following/right leg which deals more damage (7% → 9%) compared to the previous down tilt.}} | **{{buff|Luigi has a new down tilt: a low swinging crouch back-kick with Luigi's following/right leg which deals more damage (7% → 9%) compared to the previous down tilt.}} | ||
**{{nerf|Down tilt has more startup lag and a shorter duration (frames 3-6 → 5-7).}} | **{{nerf|Down tilt has more startup lag and a shorter duration (frames 3-6 → 5-7).}} | ||
**{{nerf|Down tilt has more ending lag (FAF 18 → 35) significantly hindering its use as a spacing tool.}} | **{{nerf|Down tilt has more ending lag (FAF 18 → 35) significantly hindering its use as a spacing tool.}} | ||
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**{{buff|Forward smash deals much more knockback (30 (base), 100 (scaling) → 20/135), making it much stronger despite its lower damage and no longer being the weakest in the game.}} | **{{buff|Forward smash deals much more knockback (30 (base), 100 (scaling) → 20/135), making it much stronger despite its lower damage and no longer being the weakest in the game.}} | ||
**{{buff|Forward smash now deals extra shield damage (0 → 5).}} | **{{buff|Forward smash now deals extra shield damage (0 → 5).}} | ||
**{{nerf|Forward smash has a shorter duration (frames 16-20 → 12-14).}} | **{{nerf|Forward smash has a shorter duration (frames 16-20 → 12-14).}} | ||
**{{nerf|Forward smash deals less damage (16%/15%/14% → 14%/13%/12%).}} | **{{nerf|Forward smash deals less damage (16%/15%/14% → 14%/13%/12%).}} | ||
**{{nerf|Forward smash's angles have been altered (361° (all) → 65° (up)/55° (non angled)/45° (down)) which along with its lower damage, hinders the effectiveness of the non angled and up angled versions; especially against fast fallers.}} | **{{nerf|Forward smash's angles have been altered (361° (all) → 65° (up)/55° (non angled)/45° (down)) which along with its lower damage, hinders the effectiveness of the non angled and up angled versions; especially against fast fallers.}} | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All aerials except up aerial auto-cancel earlier (frame 37 → 36 (neutral), frame 27 → 20 (forward), frame 20 → 19 (back), frame 33 → 24 (down)).}} | *{{buff|All aerials except up aerial auto-cancel earlier (frame 37 → 36 (neutral), frame 27 → 20 (forward), frame 20 → 19 (back), frame 33 → 24 (down)).}} | ||
**{{nerf|However, Luigi's aerials no longer auto-cancel the entire time their hitboxes are not active.}} | **{{nerf|However, Luigi's aerials no longer auto-cancel the entire time their hitboxes are not active.}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Neutral aerial's clean hit deals more damage (14% → 15%) and has higher base knockback (15 → 20).}} | **{{buff|Neutral aerial's clean hit deals more damage (14% → 15%) and has higher base knockback (15 → 20).}} | ||
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**{{change|Luigi's down aerial hits only once via a single drill spinning stomp, instead of being a multi-hitting drill.}} | **{{change|Luigi's down aerial hits only once via a single drill spinning stomp, instead of being a multi-hitting drill.}} | ||
**{{change|Down aerial's angles have been altered (-70° → 361°/270°).}} | **{{change|Down aerial's angles have been altered (-70° → 361°/270°).}} | ||
**{{buff|Down aerial deals much more damage (3% → 16%) and knockback (30 (set), 100 (scaling) → 20 (base), 100 (scaling)) compared to the previous individual kicks; making it a powerful KO move.}} | **{{buff|Down aerial deals much more damage (3% → 16%) and knockback (30 (set), 100 (scaling) → 20 (base), 100 (scaling)) compared to the previous individual kicks; making it a powerful KO move.}} | ||
**{{buff|Down aerial has a shorter total duration (FAF 39 → 29).}} | **{{buff|Down aerial has a shorter total duration (FAF 39 → 29).}} | ||
**{{buff|Down aerial has less landing lag (36 frames → 18).}} | **{{buff|Down aerial has less landing lag (36 frames → 18).}} | ||
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***{{nerf|It has a much shorter duration (frames 10-11,13-14,16-17,19-20,22-23,25-26,28-29,31-32 → 10-14), increasing its ending lag.}} | ***{{nerf|It has a much shorter duration (frames 10-11,13-14,16-17,19-20,22-23,25-26,28-29,31-32 → 10-14), increasing its ending lag.}} | ||
***{{nerf|It can no longer be used as an effective shield pressuring tool.}} | ***{{nerf|It can no longer be used as an effective shield pressuring tool.}} | ||
***{{nerf|It is no longer a powerful and reliable combo tool.}} | ***{{nerf|It is no longer a powerful and reliable combo tool.}} | ||
***{{buff|However, the move is now more reliable; no longer being escapable with [[SDI]].}} | ***{{buff|However, the move is now more reliable; no longer being escapable with [[SDI]].}} | ||
**{{nerf|The introduction of [[meteor canceling]] hinders the new sweetspot's reliability.}} | **{{nerf|The introduction of [[meteor canceling]] hinders the new sweetspot's reliability.}} | ||
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*[[Fireball]]: | *[[Fireball]]: | ||
**{{buff|Fireball travels faster.}} | **{{buff|Fireball travels faster.}} | ||
**{{nerf|Fireball has a smaller hitbox.}} | **{{nerf|Fireball has a smaller hitbox.}} | ||
**{{nerf|Fireball has slightly increased startup (frame 16 → 17) and ending lag (FAF 46 → 47).}} | **{{nerf|Fireball has slightly increased startup (frame 16 → 17) and ending lag (FAF 46 → 47).}} | ||
**{{nerf|Fireball has a shorter duration (frames 16-94 → 17-66).}} | **{{nerf|Fireball has a shorter duration (frames 16-94 → 17-66).}} | ||
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**{{nerf|Super Jump Punch has more startup lag with a shorter duration (frames 2-24 → 5-23).}} | **{{nerf|Super Jump Punch has more startup lag with a shorter duration (frames 2-24 → 5-23).}} | ||
**{{nerf|Super Jump Punch has a new animation where Luigi jumps straight up. This new animation covers less vertical distance and covers no horizontal distance whatsoever meaning that Luigi has to enter free fall before he can move horizontally.}} | **{{nerf|Super Jump Punch has a new animation where Luigi jumps straight up. This new animation covers less vertical distance and covers no horizontal distance whatsoever meaning that Luigi has to enter free fall before he can move horizontally.}} | ||
**{{nerf|Super Jump Punch can no longer be angled.}} | **{{nerf|Super Jump Punch can no longer be angled.}} | ||
**{{nerf|Super Jump Punch has more landing lag (25 frames → 40).}} | **{{nerf|Super Jump Punch has more landing lag (25 frames → 40).}} | ||
**{{nerf|The changes to up aerial and the introduction of DI have made Super Jump Punch much harder to combo into.}} | **{{nerf|The changes to up aerial and the introduction of DI have made Super Jump Punch much harder to combo into.}} | ||
**{{nerf|The sweetspot no longer has a hitbox which covers Luigi's body.}} | **{{nerf|The sweetspot no longer has a hitbox which covers Luigi's body.}} | ||
**{{nerf|The grounded sweetspot deals less knockback (90 (base), 80 (scaling) → 70/73).}} | **{{nerf|The grounded sweetspot deals less knockback (90 (base), 80 (scaling) → 70/73).}} | ||
**{{nerf|The aerial sweetspot deals less damage (25% → 20%) and knockback (80 (base), 80 (scaling) → 58/72), significantly hindering its KO potential despite its altered angle (80° → 90°).}} | **{{nerf|The aerial sweetspot deals less damage (25% → 20%) and knockback (80 (base), 80 (scaling) → 58/72), significantly hindering its KO potential despite its altered angle (80° → 90°).}} | ||
*[[Luigi Cyclone]]: | *[[Luigi Cyclone]]: | ||
**{{buff|Luigi Cyclone has less ending lag (FAF 87 → 80).}} | **{{buff|Luigi Cyclone has less ending lag (FAF 87 → 80).}} | ||
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***{{buff|However, this improves its combo potential.}} | ***{{buff|However, this improves its combo potential.}} | ||
***{{nerf|As a result of all these changes, the move is no longer a reliable KO move and combo finisher.}} | ***{{nerf|As a result of all these changes, the move is no longer a reliable KO move and combo finisher.}} | ||
==Moveset== | ==Moveset== | ||
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|game=SSBM | |game=SSBM | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutraldesc=A three-hit attack consisting of two jabs followed by a hip bump. Useful as a low-damage opener. Because the third strike of the combo knocks the opponent away with a medium amount of lag, many players elect to omit the third strike of the combo. Luigi can repeat the first strike of the neutral attack by [[jab cancel]]ling. | |neutraldesc=A three-hit attack consisting of two jabs followed by a hip bump. Useful as a low-damage opener. Because the third strike of the combo knocks the opponent away with a medium amount of lag, many players elect to omit the third strike of the combo. Luigi can repeat the first strike of the neutral attack by [[jab cancel]]ling. | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=5% | |neutral3dmg=5% | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=10% | |ftiltdmg=10% | ||
|ftiltdesc=Does a back spinning kick with his right leg. Has medium [[knockback]]. It is often used to poke or simply to push the opponent away, giving Luigi extra time to maneuver or set up [[edgeguard]]s. It can be angled, with the downwards angled version having very low hitstun, often leaving Luigi vulnerable on hit or block. | |ftiltdesc=Does a back spinning kick with his right leg. Has medium [[knockback]]. It is often used to poke or simply to push the opponent away, giving Luigi extra time to maneuver or set up [[edgeguard]]s. It can be angled, with the downwards angled version having very low hitstun, often leaving Luigi vulnerable on hit or block. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=9% | |utiltdmg=9% | ||
|utiltdesc=Swipes over his head with his fist. Its upward trajectory makes this move well-suited for [[juggle|juggling]], especially against [[fast-faller]]s. | |utiltdesc=Swipes over his head with his fist. Its upward trajectory makes this move well-suited for [[juggle|juggling]], especially against [[fast-faller]]s. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=9% | |dtiltdmg=9% | ||
|dtiltdesc=Crouches, turns around, and kicks his heel out behind him. It pops the opponent up with low-knockback and is laggy, making it of limited usefulness. Since this attack hugs the ground, it can be used to attack a [[sweet spot (ledge)|sweet spot]]ting enemy. | |dtiltdesc=Crouches, turns around, and kicks his heel out behind him. It pops the opponent up with low-knockback and is laggy, making it of limited usefulness. Since this attack hugs the ground, it can be used to attack a [[sweet spot (ledge)|sweet spot]]ting enemy. | ||
|dashname= | |dashname= | ||
|dashdmg=2% (hits 1-6) | |dashdmg=2% (hits 1-6) | ||
|dashdesc=Dashes forward and attacks his opponent with a flurry of punches. It hits six times and does moderate damage, but it's not very useful due to being extremely unsafe on hit (it has 22 frames on ending lag and very low hitstun), allowing any character to grab him out of it. All hits deal ≈11.1% when used fresh. | |dashdesc=Dashes forward and attacks his opponent with a flurry of punches. It hits six times and does moderate damage, but it's not very useful due to being extremely unsafe on hit (it has 22 frames on ending lag and very low hitstun), allowing any character to grab him out of it. All hits deal ≈11.1% when used fresh. | ||
|fsmashname= | |fsmashname= | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashupdmg={{ChargedSmashDmgSSBM|14}} | |fsmashupdmg={{ChargedSmashDmgSSBM|14}} | ||
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|fsmashdowndmg={{ChargedSmashDmgSSBM|12}} | |fsmashdowndmg={{ChargedSmashDmgSSBM|12}} | ||
|fsmashdesc=Bends his elbow before thrusting his arm out, performing a spearhand thrust. Launches opponents diagonally upwards. The highest knockback scaling in the game at 135, being able to KO under 130%. Additionally, charging this move will cease Luigi momentum mid-[[wavedash]], which will make him stop suddenly. This move can be angled up or down. | |fsmashdesc=Bends his elbow before thrusting his arm out, performing a spearhand thrust. Launches opponents diagonally upwards. The highest knockback scaling in the game at 135, being able to KO under 130%. Additionally, charging this move will cease Luigi momentum mid-[[wavedash]], which will make him stop suddenly. This move can be angled up or down. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBM|17}} | |usmashdmg={{ChargedSmashDmgSSBM|17}} | ||
|usmashdesc=Performs an upwards headbutt. Identical to Mario's up smash but has an up-and-behind trajectory, ideal for KOs off the upper [[blast line]], or KOs on floaty opponents. It can also set up aerial combos in a similar manner to his up tilt. Luigi's head is [[intangible]] while the hitboxes are active. | |usmashdesc=Performs an upwards headbutt. Identical to Mario's up smash but has an up-and-behind trajectory, ideal for KOs off the upper [[blast line]], or KOs on floaty opponents. It can also set up aerial combos in a similar manner to his up tilt. Luigi's head is [[intangible]] while the hitboxes are active. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBM|17}} | |dsmashdmg={{ChargedSmashDmgSSBM|17}} | ||
|dsmashdesc=Kicks out twice in a breakdancing motion, first in front and then behind. The combination of the attack's upward trajectory and its [[knockback]] makes it an excellent [[combo]] starter. | |dsmashdesc=Kicks out twice in a breakdancing motion, first in front and then behind. The combination of the attack's upward trajectory and its [[knockback]] makes it an excellent [[combo]] starter. | ||
|nairname= | |nairname= | ||
|nairdmg=15% (clean), 8% (late) | |nairdmg=15% (clean), 8% (late) | ||
|nairdesc=A [[sex kick]] that sends the opponent straight upwards. For this reason, Luigi's sex kick is a popular tool for juggling and comboing opponents, being able to KO at high percentages. Its hitbox and low startup time (hits on frame 3) means that it is useful for interrupting combo attempts by the opponent. One of the strongest sex kicks in the game (being the 3rd most powerful neutral aerial overall and the most powerful sex kick in ''Melee''). | |nairdesc=A [[sex kick]] that sends the opponent straight upwards. For this reason, Luigi's sex kick is a popular tool for juggling and comboing opponents, being able to KO at high percentages. Its hitbox and low startup time (hits on frame 3) means that it is useful for interrupting combo attempts by the opponent. One of the strongest sex kicks in the game (being the 3rd most powerful neutral aerial overall and the most powerful sex kick in ''Melee''). | ||
|fairname= | |fairname= | ||
|fairdmg=12% | |fairdmg=12% | ||
|fairdesc=Does a quick karate chop forward. High horizontal knockback and is one of Luigi's primary KO'ing aerial attacks. It also has high knockback at low damage. Launches at the [[Sakurai angle]]. | |fairdesc=Does a quick karate chop forward. High horizontal knockback and is one of Luigi's primary KO'ing aerial attacks. It also has high knockback at low damage. Launches at the [[Sakurai angle]]. | ||
|bairname= | |bairname= | ||
|bairdmg=11% | |bairdmg=11% | ||
|bairdesc=Performs a reverse dropkick. Good for damage racking, edgeguarding, and zoning (especially on floaty opponents such as {{SSBM|Jigglypuff}}). It also has high base knockback, similar to Dr. Mario's back aerial, adding to it's effectiveness. | |bairdesc=Performs a reverse dropkick. Good for damage racking, edgeguarding, and zoning (especially on floaty opponents such as {{SSBM|Jigglypuff}}). It also has high base knockback, similar to Dr. Mario's back aerial, adding to it's effectiveness. | ||
|uairname= | |uairname= | ||
|uairdmg=13% | |uairdmg=13% | ||
|uairdesc=Does a upwards flipkick, hitting above him. Doesn't offer the same juggling properties from the ground as Mario's; however, it is often used against opponents above Luigi on platforms, or as a vertical launcher to set up an aerial finisher like his forward aerial. It is also useful as an edgeguard. | |uairdesc=Does a upwards flipkick, hitting above him. Doesn't offer the same juggling properties from the ground as Mario's; however, it is often used against opponents above Luigi on platforms, or as a vertical launcher to set up an aerial finisher like his forward aerial. It is also useful as an edgeguard. | ||
|dairname= | |dairname= | ||
|dairdmg=16% | |dairdmg=16% | ||
|dairdesc=Does a quick downwards spin kick. A valuable edgeguarding move. Can [[meteor smash]] if he hits the opponent with his hip (in a similar fashion to {{SSBM|Young Link}}'s down aerial meteor smash.) The lower hitbox has strong knockback at the Sakurai angle in a similar fashion to his forward aerial. | |dairdesc=Does a quick downwards spin kick. A valuable edgeguarding move. Can [[meteor smash]] if he hits the opponent with his hip (in a similar fashion to {{SSBM|Young Link}}'s down aerial meteor smash.) The lower hitbox has strong knockback at the Sakurai angle in a similar fashion to his forward aerial. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Headbutts opponent. Relatively slow. | |pummeldesc=Headbutts opponent. Relatively slow. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
|fthrowdesc=Spins around once and throws his opponent forward. This throw is relatively weak but can be used near the [[ledge]] to set up edgeguards. | |fthrowdesc=Spins around once and throws his opponent forward. This throw is relatively weak but can be used near the [[ledge]] to set up edgeguards. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% (throw), 8% (collateral) | |bthrowdmg=10% (throw), 8% (collateral) | ||
|bthrowdesc=Spins around three times and throws his opponent backwards. Luigi's strongest throw, often being used for throwing enemies offstage and getting KOs. | |bthrowdesc=Spins around three times and throws his opponent backwards. Luigi's strongest throw, often being used for throwing enemies offstage and getting KOs. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=7% | |uthrowdmg=7% | ||
|uthrowdesc=Throws his opponent upward. Very useful combo starter, leading into moves such as an up tilt, a neutral aerial, and an up smash. It can also [[chain grab]] fast-fallers. | |uthrowdesc=Throws his opponent upward. Very useful combo starter, leading into moves such as an up tilt, a neutral aerial, and an up smash. It can also [[chain grab]] fast-fallers. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=7% | |dthrowdmg=7% | ||
|dthrowdesc=Throws the opponent into the ground, causing them to bounce at a horizontal angle. Allows for combos or tech chase follow ups. | |dthrowdesc=Throws the opponent into the ground, causing them to bounce at a horizontal angle. Allows for combos or tech chase follow ups. | ||
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|floorfname= | |floorfname= | ||
|floorfdmg=6% | |floorfdmg=6% | ||
|floorfdesc=Gets up and punches behind him, then in front. | |floorfdesc=Gets up and punches behind him, then in front. | ||
|edgefname= | |edgefname= | ||
|edgefdmg=6% (body), 8% (legs) | |edgefdmg=6% (body), 8% (legs) | ||
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|dsdmg=8% (ground hit 1), 9% (air hit 1), 12% (hit 2) | |dsdmg=8% (ground hit 1), 9% (air hit 1), 12% (hit 2) | ||
|dsdesc=A spinning attack that can be moved left and right. By rapidly tapping the [[B button]], it can be used to gain a little vertical distance. | |dsdesc=A spinning attack that can be moved left and right. By rapidly tapping the [[B button]], it can be used to gain a little vertical distance. | ||
}} | }} | ||
==={{mvsub|Luigi|SSBM|taunt|alt=Taunt}}=== | |||
| | |||
| | |||
| | |||
| | |||
}} | |||
{{Taunt/SSBM|char=Luigi|desc=Bashfully kicks the ground, dealing 1% damage to anyone who hits his foot. It is the only taunt in ''Melee'' that can damage the opponent. The taunt normally sends the enemy upwards with [[set knockback]], but against opponents hanging on the ledge, it will [[meteor smash]]. Since it is slow and very weak, Luigi's taunt is rarely used in [[competitive play]].}} | {{Taunt/SSBM|char=Luigi|desc=Bashfully kicks the ground, dealing 1% damage to anyone who hits his foot. It is the only taunt in ''Melee'' that can damage the opponent. The taunt normally sends the enemy upwards with [[set knockback]], but against opponents hanging on the ledge, it will [[meteor smash]]. Since it is slow and very weak, Luigi's taunt is rarely used in [[competitive play]].}} | ||
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{{Victory/SSBM | {{Victory/SSBM | ||
|victory-theme=MushroomKingdomThemeMelee.ogg | |victory-theme=MushroomKingdomThemeMelee.ogg | ||
|victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]'' | |victory-desc=An orchestrated cover of the iconic "Level Completed" music from ''[[Super Mario Bros.]]''. | ||
|desc-1=Planks twice. The spring sound from Super Mario World can be heard after each plank. | |desc-1=Planks twice. The spring sound from Super Mario World can be heard after each plank. | ||
|desc-2=Turns around and makes gun motions with his fingers, saying "Let's-a go"! | |desc-2=Turns around and makes gun motions with his fingers, saying "Let's-a go"! | ||
|desc-3=Childishly swings his arms at the air and gasps twice with exhaustion. This is his animation when he is chosen in '' | |desc-3=Childishly swings his arms at the air and gasps twice with exhaustion. This is his animation when he is chosen in ''Super Smash Bros. 64'' | ||
|char=Luigi}} | |char=Luigi}} | ||
==In [[ | ==In [[Competitive play]]== | ||
=== | ===[[Character matchup (SSBM)|Matchups]]=== | ||
{{SSBMMatchupTable|luigi=yes}} | |||
Luigi's matchup spread is above average. He soft counters 6 characters, counters 6, has 3 even matchups, is countered by the top 5 characters and is soft-countered by 5. Luigi does well against characters who lack options to challenge his amazing air game or punish him due to his fast attacks, or are vulnerable to his combos. He also does well against the Ice Climbers because he can separate Popo and Nana easily and his wavedash make him harder to grab, although he can be chaingrabbed. However, his poor mobility outside of wavedashing and subpar range puts him in disadvantage against projectile users like Samus or disjointed characters like Marth, while Marth himself, Sheik and Jigglypuff can edgeguard him easily due to his linear recovery. Overall, Luigi has decent matchups and is considered viable in competitive play, although he has troubles against most of the top and high tiers. | |||
:''See also: [[:Category:Luigi | ===Notable players=== | ||
:''See also: [[:Category:Luigi professionals (SSBM)]]'' | |||
====Active==== | |||
*{{Sm|Abate|USA}} - The best Luigi player of all time and currently one of the best three. Ranked 63rd on the [[2018 MPGR]]. Placed 7th at {{Trn|The Big House 5}}, taking sets over players such as {{Sm|Axe}} and {{Sm|S2J}}. | |||
*{{Sm|Blea Gelo|USA}} - Was ranked 90th on the [[2017 SSBMRank]]. | |||
*{{Sm|Eddy Mexico|Mexico}} - The best Luigi player in Mexico and currently one of the best three. Ranked 76th on the [[2018 MPGR]]. | |||
*{{Sm|ilovebagelz|USA}} - Known for being the best {{PM|Luigi}} player in [[Project M]]. Also plays Melee, with a notable win over {{Sm|Westballz}}. | |||
*{{Sm|Jah Ridin'|Switzerland}} - The best Luigi in Europe. Ranked 25th on the [[European Melee Power Rankings]]. | |||
*{{Sm|Ka-master|USA}} - Currently the best Luigi player in the world. Ranked 58th on the [[2018 MPGR]]. | |||
*{{Sm|LuigigoShard|USA}} - The best Luigi player in Kentucky. He has set wins over {{Sm|Kalvar|}} , {{Sm|htwa|}}, {{Sm|Legend|}}, and most notably took a set off of {{Sm|Crush|}} at Shine 2017. | |||
*{{Sm|Luigikid|USA}} - Formerly ranked 15th on the [[SoCal Melee Power Rankings]]. He has wins over top players, including {{Sm|MacD}}, {{Sm|Kira}}, {{Sm|Captain Faceroll}}, and {{Sm|Squid}}. | |||
*{{Sm|Will Pickles|USA}} - Formerly Ranked 5th in the [[Minnesota Power Rankings]]. | |||
*{{Sm|Vist|USA}} - Currently ranked 9th on the [[MD/VA Melee Power Rankings]]. He was ranked 98th on the [[2013 SSBMRank]]. | |||
*{{Sm|Vudujin|USA}} -Ranked 5th on the [[Pittsburgh Melee Power Rankings]]. He discovered and popularized the [[Vududash]]. | |||
*{{Sm| | ====Inactive==== | ||
*{{Sm|Boulevard|USA}} - Placed 17th at {{Trn|GENESIS: RED}}. Formerly ranked as high as 8th in the [[NorCal Power Rankings]]. | |||
*{{Sm| | *{{Sm|Coolhat|Canada}} - Placed 13th at {{Trn|Get On My Level 2014}}. | ||
*{{Sm| | *{{Sm|Kurv|USA}} - The former best Luigi player in SoCal. He has won over Westballz, Fiction, Prince Abu, and Darktooth. Currently ranked 75th on the 2019 MPGR. | ||
*{{Sm| | *{{Sm|Plup|USA}} - Placed 5th at {{Trn|CEO Dreamland}}. | ||
*{{Sm| | *{{Sm|Rishi|USA}} | ||
*{{Sm| | *{{Sm|ROFL|USA}} - Formerly ranked 14th in the [[SoCal Power Rankings]]. | ||
*{{Sm| | *{{Sm|Yoyo|USA}} - Formerly ranked 8th in the [[Michigan Power Rankings]]. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Luigi was once ranked quite high on the [[tier list]], hovering around positions 6 to 9 for about the first year of ''Melee''{{'}}s metagame. He then saw a large drop to 12th, which can be attributed to his low [[traction]] leading to slippery movement, predictable [[recovery]], and short [[reach]], which many players of top tier characters began adapting to and countering in their own metagames, resulting in worse matchups for Luigi; he was also seen as outclassed by both {{SSBM|Dr. Mario}} and {{SSBM|Mario}}, who either had more power or a less risky [[combo]] game, respectively. He then fell to the top of low tier for many years to come. However, with excellent performances by dedicated professionals such as {{Sm|Eddy Mexico}} and {{Sm|Abate}} showing Luigi's extremely quick mobility and approach with the [[wavedash]] and waveland, as well as his great aerial game and KO power despite his poor reach, opinions of Luigi began to change. In recent tournaments such as [[EVO 2013]] and [[The Big House 5]], Luigi players have placed relatively high with lacking similar performances by Mario, resulting in Luigi pulling ahead back into the middle tier, | Luigi was once ranked quite high on the [[tier list]], hovering around positions 6 to 9 for about the first year of ''Melee''{{'}}s metagame. He then saw a large drop to 12th, which can be attributed to his low [[traction]] leading to slippery movement, predictable [[recovery]], and short [[reach]], which many players of top tier characters began adapting to and countering in their own metagames, resulting in worse matchups for Luigi; he was also seen as outclassed by both {{SSBM|Dr. Mario}} and {{SSBM|Mario}}, who either had more power or a less risky [[combo]] game, respectively. He then fell to the top of low tier for many years to come. However, with excellent performances by dedicated professionals such as {{Sm|Eddy Mexico}} and {{Sm|Abate}} showing Luigi's extremely quick mobility and approach with the [[wavedash]] and waveland, as well as his great aerial game and KO power despite his poor reach, opinions of Luigi began to change. In recent tournaments such as [[EVO 2013]] and [[The Big House 5]], Luigi players have placed relatively high with lacking similar performances by Mario, resulting in Luigi pulling ahead back into the middle tier, two spots above Mario in 13th place. Today, Luigi is still a solid middle tier character who has a relatively small, but strong, player base, and he makes decent impressions in large tournaments. | ||
==In 1-P Mode== | ==In [[Solo#1-P_Mode|1-P Mode]]== | ||
==={{SSBM|Classic Mode}}=== | ==={{SSBM|Classic Mode}}=== | ||
In Classic Mode, Luigi can appear as an ordinary opponent, an ally in team and giant battles, alongside {{SSBM|Dr. Mario}}, {{SSBM|Link}}, or {{SSBM|Yoshi}} in a team, a giant opponent, the sole member of a multi-character battle, or a metal character. In all appearances, he either appears on {{SSBM|Mushroom Kingdom}} or [[Mushroom Kingdom II]] with the exception of the metal battle and when on a team with Yoshi, where he will fight the player on {{SSBM|Battlefield}} or [[Yoshi's Story]], respectively. | In Classic Mode, Luigi can appear as an ordinary opponent, an ally in team and giant battles, alongside {{SSBM|Dr. Mario}}, {{SSBM|Link}}, or {{SSBM|Yoshi}} in a team, a giant opponent, the sole member of a multi-character battle, or a metal character. In all appearances, he either appears on {{SSBM|Mushroom Kingdom}} or [[Mushroom Kingdom II]] with the exception of the metal battle and when on a team with Yoshi, where he will fight the player on {{SSBM|Battlefield}} or [[Yoshi's Story]], respectively. | ||
Line 479: | Line 405: | ||
*'''[[Event 35: Time for a Checkup]]''': The player controls Luigi must defeat a team of {{SSBM|Dr. Mario}} and {{SSBM|Peach}} on [[Yoshi's Story]]. | *'''[[Event 35: Time for a Checkup]]''': The player controls Luigi must defeat a team of {{SSBM|Dr. Mario}} and {{SSBM|Peach}} on [[Yoshi's Story]]. | ||
*'''[[Event 38: Super Mario Bros. 2]]''': The player chooses any character and must defeat Mario, Luigi, and Peach in a two-stock match on [[Mushroom Kingdom II]]. Both the characters and the stage are a direct throwback to the original ''Super Mario Bros. 2'', an NES sequel to ''Super Mario Bros''. | *'''[[Event 38: Super Mario Bros. 2]]''': The player chooses any character and must defeat Mario, Luigi, and Peach in a two-stock match on [[Mushroom Kingdom II]]. Both the characters and the stage are a direct throwback to the original ''Super Mario Bros. 2'', an NES sequel to ''Super Mario Bros''. | ||
*'''[[Event 40: All-Star Match 4]]''': Luigi is the second opponent to be fought in this series of staged battles. The player battles him on Mushroom Kingdom II, which will transition to the next stage if Luigi gets defeated. With a timer of four minutes, the player must defeat him along with {{SSBM|Marth}}, {{SSBM|Jigglypuff}}, {{SSBM|Mewtwo}}, and {{SSBM|Mr. Game | *'''[[Event 40: All-Star Match 4]]''': Luigi is the second opponent to be fought in this series of staged battles. The player battles him on Mushroom Kingdom II, which will transition to the next stage if Luigi gets defeated. With a timer of four minutes, the player must defeat him along with {{SSBM|Marth}}, {{SSBM|Jigglypuff}}, {{SSBM|Mewtwo}}, and {{SSBM|Mr. Game and Watch}}. | ||
*'''[[Event 42: Trouble King 2]]''': The player controls Luigi and must defeat a giant {{SSBM|Bowser}} on the stage [[Poké Floats]], with both players having two | *'''[[Event 42: Trouble King 2]]''': The player controls Luigi and must defeat a giant {{SSBM|Bowser}} on the stage [[Poké Floats]], with both players having two stock each. | ||
===[[Congratulations_screen#Super_Smash_Bros._Melee|Ending Images]]=== | ===[[Congratulations_screen#Super_Smash_Bros._Melee|Ending Images]]=== | ||
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</center> | </center> | ||
== | ==Trophies== | ||
In addition to the normal trophy about Luigi as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Luigi on any difficulty: | In addition to the normal trophy about Luigi as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Luigi on any difficulty: | ||
:'''Luigi''' | |||
:''Although Mario's younger brother has always played second fiddle, Luigi finally garnered the spotlight with his very own game, Luigi's Mansion. Things are looking up for the eternal understudy; he's even picked up his own rival in Waluigi. The day he's referred to as the "lean, mean, green machine" may not be too far off.'' | |||
:*Mario Bros. Arcade 1983 | |||
:'''Luigi''' [<span style="color:#FF0000">Smash</span>] | |||
:''Luigi has worse traction than his brother, but he's a more powerful jumper. His Fireballs aren't affected by gravity, so they fly straight horizontally. The Green Missile is similar to Pikachu's Skull Bash, but there's a 12.5% chance of a spontaneous misfire. Luigi's taunting pose inflicts minor damage.'' | |||
:*B: Fireball | |||
:*Smash B: Green Missile | |||
:'''Luigi''' [<span style="color:#0000FF">Smash</span>] | |||
:''Smack someone with Luigi's Super Jump Punch, and if the timing is just right, it will become a Fire Jump Punch of incredible strength. However, Luigi can only jump straight up when delivering this blow, and if his aim is a bit off, he'll only do a single point of damage. The Luigi Cyclone sucks foes in and twirls them about.'' | |||
:*Up & B: Super Jump Punch | |||
:*Down & B: Luigi Cyclone | |||
: | |||
<center> | |||
| | <gallery> | ||
Luigi Trophy Melee.png|Classic | |||
| | Luigi Trophy (Smash).png|[<span style="color:#FF0000">Smash</span>] | ||
Luigi Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>] | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBM)#Luigi|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Luigi|Alternate costumes]]== | ||
Line 536: | Line 452: | ||
|{{Head|Luigi|g=SSBM|s=25px|cl=Pink}} | |{{Head|Luigi|g=SSBM|s=25px|cl=Pink}} | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*Beating Luigi in the Adventure Mode only gives the player 20 bonus points, the smallest [[bonus point]] increase in the game. Luigi is also the only unlockable character who can appear in Adventure Mode prior to unlocking him. | *Beating Luigi in the Adventure Mode only gives the player 20 bonus points, the smallest [[bonus point]] increase in the game. Luigi is also the only unlockable character who can appear in Adventure Mode prior to unlocking him. | ||
**Luigi is the only unlockable character to have his own cinematic, which plays when the player meets the criterion in Adventure Mode. | **Luigi is the only unlockable character to have his own cinematic, which plays when the player meets the criterion in Adventure Mode. | ||
*Luigi is the only ''SSB64'' veteran and is overall one of the only ''Melee'' characters ({{SSBM|Roy}}, {{SSBM|Marth}}, {{SSBM|Falco}}, {{SSBM|Mr. Game & Watch}}, and {{SSBM|Dr. Mario}}) to not appear in the ''Melee'' intro. | *Luigi is the only ''SSB64'' veteran and is overall one of the only ''Melee'' characters ({{SSBM|Roy}}, {{SSBM|Marth}}, {{SSBM|Falco}}, {{SSBM|Mr. Game & Watch}}, and {{SSBM|Dr. Mario}}) to not appear in the ''Melee'' intro. | ||
*The only unique sound Luigi | *In the first two ''Smash Bros.'' games, Luigi's voice clips are simply higher-pitched versions of Mario's (most of which are taken from ''Super Mario 64''), with the exception of the voice clip used when he performs the [[Luigi Cyclone]], which is a direct rip of Mario's voice with no pitch modulation. This is despite the fact that Luigi had his own distinct voice in ''Mario Kart 64'' (albeit by [[Charles Martinet|the same actor]]), which came out over two years before ''Smash 64''. This is also the last time to do so to date. | ||
**The only unique sound Luigi had prior to ''Brawl'' was the Spring sound effect from ''Super Mario World'', used in one of his victory poses ([[Green Missile]] simply reused [[Skull Bash]]'s sound effect, and all other clips belonged to Mario). | |||
*Luigi is the only character in ''Melee'' that has a [[taunt]] that can damage a player. | *Luigi is the only character in ''Melee'' that has a [[taunt]] that can damage a player. | ||
**Because of this, he is the only character where the Poser Power and Poser KO bonuses can be utilized. | ** Because of this, he is the only character where the Poser Power and Poser KO bonuses can be utilized. | ||
*{{SSBM|Jigglypuff}} and Luigi are the only veterans to be unlockable in ''Melee''. | *{{SSBM|Jigglypuff}} and Luigi are the only veterans to be unlockable in ''Melee''. | ||
*Luigi is the only playable character in ''Melee'' to already make his playable debut on the GameCube before this game, as ''Luigi's Mansion'' was released before ''Melee''. | *Luigi is the only playable character in ''Melee'' to already make his playable debut on the GameCube before this game, as ''Luigi's Mansion'' was released before ''Melee''. | ||
{{SSBMCharacters}} | {{SSBMCharacters}} | ||
{{EnemiesAdvSSBM}} | {{EnemiesAdvSSBM}} |