Editing Luigi (SSBM)

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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.


Outside of his approach, Luigi suffers from an exploitable recovery. Although his 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 his recovery easy to edgeguard on reaction, undermining his otherwise relatively long recovery. While Fireball can be used as a potentially potent edgeguard breaker, characters with reflectors can easily punish and gimp Luigi as a result, on top of its high ending lag. 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, but strangely, 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). In comparison to [[Mario Tornado]] and [[Dr. Tornado]], 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.
Outside of his approach, Luigi suffers from an exploitable recovery. Although his 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. While Fireball can be used as a potentially potent edgeguard breaker, characters with reflectors can easily punish and gimp Luigi as a result, on top of its high ending lag. 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, but strangely, 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). In comparison to [[Mario Tornado]] and [[Dr. Tornado]], 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.


Overall, Luigi is a character that tends to run hot and cold. He lacks many particularly safe approaches on the ground outside of wavedashing, and his aerial approaches are very poor, which generally leaves him vulnerable to characters with good zoning ability. Additionally, Luigi is over-reliant on wavedashing; a highly effective Luigi player must have perfect control over his wavedash distance. However, if Luigi can get within range to where he can land his blows, he can quickly and efficiently take the opponents' stock with effective use of his wavesmashes and versatile aerials. While he requires a large amount of technical skill and relies on situational attacks more than most characters, mastering Luigi's moveset rewards players with unpredictability and very strong offensive potential that can't be taken lightly by opponents.
Overall, Luigi is a character that tends to run hot and cold. He lacks many particularly safe approaches on the ground outside of wavedashing, and his aerial approaches are very poor, which generally leaves him vulnerable to characters with good zoning ability. Additionally, Luigi is over-reliant on wavedashing; a highly effective Luigi player must have perfect control over his wavedash distance. However, if Luigi can get within range to where he can land his blows, he can quickly and efficiently take the opponents' stock with effective use of his wavesmashes and versatile aerials. While he requires a large amount of technical skill and relies on situational attacks more than most characters, mastering Luigi's moveset rewards players with unpredictability and very strong offensive potential that can't be taken lightly by opponents.

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