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==Trophies==
==Trophies==

Revision as of 20:39, October 19, 2015

This article is about Luigi's appearance in Super Smash Bros. 4. For the character in other contexts, see Luigi.
Luigi
in Super Smash Bros. 4
Luigi
MarioSymbol.svg
Universe Mario
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Poltergust 5000
LuigiHeadSSB4-U.png

Luigi (ルイージ, Luigi) is a playable character in Super Smash Bros. 4. He was announced during the Nintendo Direct on August 7th, 2013, as part of Nintendo's "Year of Luigi".[1] Charles Martinet provides his voice as well as Mario's and Wario's, although through the same voice clips that were used in Super Smash Bros. Brawl.[2]

Traditionally, Luigi has always been an unlockable character revealed after the game's release. This installment is the first to break that tradition,[1] as he was both revealed before release and is a starter now.

Attributes

Luigi is a variation of the usual character archetypes for his weight class: although he is a middleweight, he has very helpful smash attacks, as they are effective for either combos, KOing, or maintaining stage control. All three are also relatively fast and have little startup or ending lag, which further shows their excellent utility. His KOing potential is not limited to his smashes, however, as his air game, particularly his neutral aerial, is great for ending combos and can easily set up into KOs off the upper blast line with Luigi Cyclone. Additional benefits of his air game include all of his aerials being capable of being auto-cancelled when used with a short hop and his recovery game being fairly capable, as he has a wide variety of options with Super Jump Punch, Green Missile and Luigi Cyclone, though the latter requires button mashing in order to have its recovering capability utilized to its fullest. These specials can also be utilized in numerous mix-ups and allow him to trick his opponents, as he can arrange by himself the order of his recovery moves and can recover high or low at will.

Luigi's Fireball is very useful for spacing out opponents, as they have little lag and can be fired faster than most other projectiles; his custom Ice Ball works even better to help him keep pace of the match. Fireball can also be utilized as an aid to get back on stage, by firing it so the opponent has to deal with it while he himself recovers. He is also granted with very fast yet powerful attacks that have high damage outputs.

His grab game is among the best in the game, with his forward throw capable of edge-guarding and his back throw being a viable KOing option, especially at the edge. His up throw can also lead into an aerial combo. His down throw, however, is the most notable of his throws. Before update 1.1.1, it was capable of chaining into combos even in excess of 70%. However, the aforementioned update drastically increased down throw's knockback scaling, making it unable to combo reliably after medium percents. This has also resulted in the loss of one of his two pseudo-chain grabs: Prior to update 1.1.1, down throw could be followed by two forward aerials to keep an opponent in hitstun and thus render them able to be grabbed again upon landing. However, Luigi still retains his other pseudo-chain grab, which involves him constantly using the meteor smash of his down aerial to pin opponents to the ground while he performs a fast-fall into another grab. Though difficult to perform, this pseudo-chain grab works against every character in the game except for Bowser. His grab game is further complimented by him having the second longest perfect pivot with a value of 5.5, leaving him tied with Little Mac and only losing out to Captain Falcon.

Nonetheless, Luigi retains some of the significant drawbacks that limited him in previous installments, mainly in regard to his mobility. While his dashing speed is average and Luigi Cyclone covers a great amount of horizontal distance when used on the ground, his air speed is not fast at all, with his aerial mobility being among the worst due to the retention of his trademark floaty jumps from his home series. While he does have high jumps that can help his combos, they make him hard to maneuver, and he can sometimes lose control of matches with speedy opponents such as Sonic and Sheik.

Also, despite being long-distanced and varied, his recovery can be problematic as his options are predictable, and Green Missile is usually slow enough to easily be gimped. Luigi Cyclone's requirement of button mashing forces most players to burn out their double jump along with it to be able to rise easier if they cannot mash as fast, and it can be interrupted, sometimes fairly easy for some characters and particularly those with disjointed or strong projectile games. His recovery mostly depends on his double jump, forcing Luigi to preserve it and taking care to not have it burned it out for nothing. Luigi also has short range in most of his attacks, making it hard to get in against characters with strong zoning abilities or disjoint in their hitboxes. The lack of solid traction also hinders him, as he will be pushed back the farthest on shield (though his sidestep is very fast), holding back his usually amazing punish game.

With custom moves enabled, Luigi has a number of good moves. Ice Ball, while having slower movement speed, it has more range and can momentarily freeze opponents, completely disrupting their approach. Burial Header gives more height, descends faster, has much less landing lag and buries grounded opponents, at the cost of not having the very powerful sweetspot. Mach Cyclone gives almost no horizontal distance and all loop hits become wind-based, but it covers an outstanding amount of vertical distance and the final hit is stronger, making it viable for edge-guarding. His most notable custom moves, however, are Floating Missile and Quick Missile. Floating Missile flies perfectly straight and is weaker, but charges in less than a second, making it much riskier to intercept. Quick Missile goes much further and moves much faster, like in Melee, but it has less power, no traction and heavily increased ending lag.

In spite of his recurring flaws and update 1.1.1's nerf to his down throw resulting in his combo game being hampered, Luigi has nonetheless become a viable character in the transition to SSB4 due to his combo game still being reliable, his great air game, capable grab game, and the excellent utility of his smash attacks.

Changes from Brawl

Luigi has been significantly buffed in the transition from Brawl to Super Smash Bros. 4. His neutral and combo games have been improved, with the latter in particular being among the best and most versatile in the entire game. Additionally, he is more agile overall, which further supplements these improved traits. However, Luigi did receive a number of nerfs. His recovery was worsened moderately, some of his moves (including all his KOing options) had their power weakened and most of his moves deal less damage. Nonetheless, his buffs largely outweigh his nerfs to the point that he is now considered to be among the most viable characters in the game.

Aesthetics

  • Change Like Mario, Luigi has a more cartoonish and sleeker appearance instead of the more realistic look he had in Brawl, which more closely resembles his appearances in the Mario games as well as the new aesthetic used in SSB4. Like Mario, his appearance is more inline with recent 3D Mario games such as Super Mario Galaxy and Super Mario 3D World.
  • Change Like King Dedede and several other characters, his facial expressiveness has been exaggerated. Additionally, he appears to be less depressing overall than how he was in Brawl; an example being that he no longer frowns when losing or quitting a match on the results screen. He has also undergone many visual changes to his attacks, some of which have new animations. Unlike previous installments, Luigi's chest will always be facing the foreground, just like Mario.
  • Change Like Mario, the coin from his Super Jump Punch is now rendered in 3D and designed to look closer to the Star Coins from the New Super Mario Bros. series.
  • Change Luigi has a new jumping animation where he pedals his legs back and forth, a reference to his Scuttle that debuted in Super Mario Bros. 2 and is shown in a certain number of other Mario games.

Attributes

  • Buff Luigi dashes faster (1.34 → 1.5).
  • Buff Luigi's air speed is faster (0.7332 → 0.73418).
  • Buff Luigi's short hop is lower and his full jump is higher.
  • Buff Luigi's traction has increased (0.022 → 0.024), though it is still the lowest in the game.
  • Buff Luigi's falls faster (1.22 → 1.25).
  • Buff Luigi's fast falling speed is faster (1.708 → 2.0).
  • Buff Luigi's gravity has increased (0.065 → 0.075). While this is typically a nerf due to it affecting a character's recovery, it is a buff in Luigi's case due to it somewhat alleviating the negatives that his floatiness provides.

Ground attacks

  • Change Neutral attack's first two hits have new animations.
  • Change One of the hitboxes for neutral attack's second hit has less base knockback (16 → 15).
  • Buff Neutral attack's final hit now sends Luigi forward, increasing its range. Additionally, it has much more base knockback (30 → 65) and one less interruptibility frame (frame 32 → 31).
  • Nerf Neutral attack's final hit comes out 1 frame later (frame 5 → 6}.
  • Nerf All tilt attacks deal less damage (Up tilt 9% → 6%, forward tilt 10% → 8%, and down tilt 9% → 8%).
  • Nerf Forward tilt lasts shorter (6 frames → 3).
  • Buff Up tilt deals much less base knockback but more growth (30 base/127 growth → 8 base/150 growth). This makes it much better at juggling and starting combos at low percents while still KOing at high percents while under the effect of the rage mechanic. As a result, it is considered to have much more utility overall.
  • Buff Down tilt knocked opponent upwards and slightly to the side, which gave it marginal combo ability. Although this combo ability was hindered in update 1.1.0, as it now knocks opponents at the Sakurai angle, it still lets Luigi set up KOs slightly better.
  • Buff Dash attack's first hits connect much better, with opponents no longer able to evade the final hit. Furthermore, the last hit has much more knockback (50 base/100 growth → 60 base/128 growth).
  • Nerf Forward smash has much less knockback growth (135 → 116).
  • Change All angles of forward smash deal the same amount of damage rather than each one having a different damage value.
  • Nerf Down smash and sweetspotted up smash deal less damage (16% → 14% and 15% → 14% respectively).
  • Nerf Down smash's first hit comes out 1 frame slower (frame 5 → 6).
  • Change The properties of Luigi's down smash have been reversed, with the back end of it dealing more knockback than the front end.
  • Buff Due to this change, the back hit of down smash has much more knockback growth (80 → 100).

Aerial attacks

  • Nerf Neutral, forward, up, and down aerials all deal less damage (14%, 10%, 13% and 11% → 12%, 8%, 11% and 8%/10%).
  • Nerf Neutral and back aerials have 3 more frames of landing lag (frame 11 → 14 and frame 13 → 16, respectively).
  • Nerf Neutral aerial has lower knockback growth on the clean hit (100 → 90). Also, it can no longer be performed twice from a single short hop. Furthermore, neutral aerial's strong hitbox lasts for 1 less frame (frame 6 → 5.
  • Buff Neutral aerial's lower power makes it a better combo starter.
  • Change Neutral aerial's late hit has different launching angle (90° → 80°).
  • Buff Forward aerial has greater range. The move also has 1 less frame of landing lag (frame 23 → 22).
  • Buff Back aerial deals 2% more damage (12% → 14%).
  • Nerf Back aerial has more ending lag (interruptibility frame 37 → 46). This, when combined with Luigi's lower short hop, prevents it from being used twice from one short hop. The move also has shorter duration, with the strong hit and the move's hitboxes each lasting for 3 less frames (frame 5 → 2 and frame 16 → 13 respectively.
  • Buff Up aerial has 2 less frames of landing lag (frame 14 → 12).
  • Buff Down aerial has a slightly larger hitbox, making it much easier to meteor smash with.
  • Nerf Down aerial has 7 more frames of landing lag. Furthermore, its meteor smash hitbox has less knockback growth (100 → 80).

Throws/other attacks

  • Buff Grab has less ending lag.
  • Buff Dash grab has its start-up increased by 4 frames (frame 8 → 12).
  • Change Luigi now grabs with one hand as opposed to two.
  • Buff Pummel inflicts 0.2% more damage (3% → 3.2%).
  • Nerf Back throw deals 2% less damage (12% → 10%), making it weaker as a KOing option.
  • Buff The removal of hitstun cancelling makes down throw a useful combo starter.
  • Nerf As of update 1.1.1, down throw has much stronger knockback (75 base/30 growth → 55 base/83 growth). The lower base knockback makes Luigi's follow-up options simpler albeit more limited at lower percents, while the higher knockback scaling makes follow-ups difficult at medium percents, as well as completely removing his KO set-ups at high percents. Ultimately, down throw is now less effective overall.
  • Change Down throw has a new animation, where Luigi throws the opponent on the ground and Ground Pounds them, similar to Peach and Wario's down throws.
  • Change During his up taunt, Luigi's facial expressions are different than in Brawl.
  • Buff Luigi's floor attacks deal 1% more damage (6% → 7%).

Special moves

  • Buff Fireball goes slightly farther and is shot faster.
  • Buff Uncharged Green Missile deals 5% more damage (5% → 10%). The hitbox has been re-positioned, as it now covers Luigi's head instead of his neck, allowing for a much more precise hit.
  • Nerf Fully charged Green Missile deals slightly less damage.
  • Change Charging Green Missile past a certain point on the ground will cancel the move, instead of being able to hold the charge indefinitely. Overcharging this will make Luigi pant and be vulnerable for a second. This also makes it impossible to stall out using it and forcing opponents to go into Luigi's line of fire if they want to continue the fight, but it also makes it so that Luigi will not be stuck in a position that could potentially prove fatal.
  • Change Green Missile's chance of misfiring has decreased (12.5% → 10%). Additionally, a misfired Green Missile now emits a fiery aura around Luigi, making the misfire easier to notice.
  • Nerf Super Jump Punch does not go as far horizontally after ascending. It also gains much less vertical distance (now being unable to reach the top platform in Battlefield) and has more landing lag. Grounded Fire Jump Punch has much less base knockback (70 → 40), aerial Fire Jump Punch also had its knockback decreased (58 base/72 growth → 40 base/66 growth) and it comes out 2 frames later (frame 8 → 6.
  • Buff Super Jump Punch's decreased vertical distance does, however, make Luigi less vulnerable after use. The grounded sweetspot also has more knockback growth (73 → 77).
  • Change Super Jump Punch now has a spark at the start of the move to represent the sweetspot. Its launching angle has also been altered (90° → 88°).
  • Buff Luigi Cyclone's final hit has more knockback (60 base/115 growth → 80 base/120 growth) and its hits connect better.
  • Nerf Luigi Cyclone gains much less altitude when used in the air and it is also extremely difficult to ascend with it without a jump, as it requires much more button mashing. It also deals 3% less damage (12% → 9%), its re-hit rate has been reduced (8 → 6) and the first hit comes out 3 frames later (frame 7 → 10).
  • Change Luigi Cyclone now has whirlwind-like trails instead of the silvery trails in Brawl. Luigi also no longer closes his eyes in fear when performing the move.
  • Change Luigi has a new Final Smash, Poltergust 5000. Unlike Negative Zone, Luigi's previous Final Smash, Poltergust 5000 only affects nearby opponents rather than covering a very wide area. However, it compensates for this by being purely offensive rather than purely supportive like Negative Zone is, as it traps the nearby opponents (even multiple ones at once) by sucking them into the Poltergust 5000 before launching them upwards and dealing both high damage and tremendous KOing power, rather than enabling Luigi easy openings to only inflict more damage or only possibly secure KOs.

Update history

Luigi has received a mix of buffs and nerfs via game updates, though his buffs outweighed his nerfs until update 1.1.1. While update 1.1.1. brought about only two nerfs, the nerf to his down throw was considerable enough to counter the numerous buffs that the updates gave him. The changes to shield mechanics also seem to indirectly nerf Luigi, as it is even harder for him to punish out of shield and his best moves do not have noticeable hitlag. As a result, Luigi has become a slightly less effective character than he was during the initial release of SSB4, although he is still viable despite his most notable strengths (his combo and punishing games) being toned down.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Forward smash deals 1% more damage: 14%15%.
  • Change Forward smash's side angle altered: 55° → 53°.
  • Change Down smash's back hit's angle altered: 70° → 60°.
  • Buff Down smash's back hit's knockback scaling increased: 80 → 100.
  • Buff Forward aerial's hand hitbox radius increased: 4.8 → 5.6.
  • Change Order of hitboxes of forward aerial reversed. This has no practical effect.
  • Buff Super Jump Punch's ground and aerial sweetspots' radii increased: 1.6 → 1.7 (ground), 2.1 → 2.2 (aerial).
  • Change Super Jump Punch's ground and aerial sweetspots' z-offsets increased: 6.1 → 7.0 (ground), 4.7 → 5.5 (aerial).

Super Smash Bros. 4 1.0.6

  • Nerf Like Mario's Fireball, Luigi's Fireball deals 1% less damage the farther it goes: 6% → 5% (clean), 5% → 4% (late).

Super Smash Bros. 4 1.1.0

  • Change Forward aerial deals 1% less damage: 9% → 8%. While this slightly worsens its edge-guarding ability, it also slightly improves its combo ability.
  • Nerf Fireball's ending lag increased: 40 → 43 frames.
  • Buff Fiery Jump Punch's knockback growth increased: 40 → 50.
  • Buff Super Jump Punch's default grounded hitbox size increased: 1.7u → 2.2u.
  • Buff Super Jump Punch's default aerial hitbox size increased: 2.2u → 2.7u.
  • Change Down tilt's angle altered: 74° → Sakurai angle.
  • Buff Down tilt's new angle can result in a much greater chance to trip, allowing Luigi to follow up with a grab or dash attack.
  • Nerf Down tilt's new angle significantly hinders its function as a combo starter or set-up.
  • Buff Down tilt's knockback growth increased: 54 → 65.
  • Buff Down tilt's ending lag decreased: 29 → 26 frames.

Super Smash Bros. 4 1.1.1

  • Nerf Down throw's knockback scaling has increased while its base knockback has decreased: 30 → 83 (scaling), 75 → 55 (base). The new knockback scaling considerably limits Luigi's most notable follow-ups, particularly outside of low percents, while not being given KOing potential. Down throw's new base knockback allows for new combos, such as following it with either up smash (which can be further followed by forward tilt or forward smash against middleweights, heavyweights and fast-fallers due to up smash's launching trajectory), down smash (which can be further followed by forward tilt or forward smash against heavyweights and fast-fallers due to down smash's launching trajectory), or a few up tilts (which can only be used against a handful of lightweights). While these new combos are easier to perform and deal respectable damage from a lower number of hits, they are ultimately less effective than the previous ones due to racking up slightly less damage overall, only being reliable at low percents and each one only being reliable against particular characters rather than the overwhelming majority of the cast.
  • Buff Down aerial's spike hitbox size increased: 1.8 → 2.5.
  • Buff Down smash's knockback growth increased: 80 → 82 (first hit), 100 → 104 (second hit).
  • Buff Fiery Jump Punch's hitbox size increased: 3.8 → 4.0.
  • Buff Fiery Jump Punch's horizontal displacement increased: 6.4 → 7.0.
  • Change Luigi Cyclone's initial hibox hitlag increased: 1.0 → 1.3.
  • Change Luigi Cyclone's angle altered: 90° → 89°.
  • Nerf Aerial Luigi Cyclone's final hitbox growth decreased: 130 → 120.
  • Buff Clothesline Tornado's damage increased: 8% → 10%/12% (depending on the hitbox).
  • Buff Clothesline Tornado's sweetspot hitbox size increased.
  • Buff Clothesline Tornado's sweetspot's base knockback increased: 60 → 100.
  • Nerf Clothesline Tornado's sweetspot's knockback growth decreased: 120 → 70.

Moveset

  Name Damage Description
Neutral attack   3% Two jabs followed by a hip thrust.
2%
5%
Forward tilt   8% A reverse roundhouse kick. This move can be angled.
Up tilt   6% An overhead swipe. Very useful for starting combos. Like Mario's, it can juggle.
Down tilt   8% Luigi crouches and performs a reverse shin kick with his heel. Can trip at lower percents.
Dash attack   1% (hits 1-6), 2% (hit 7) Luigi rapidly swings his arms in a flurry of "sissy-fight" punches towards the opponent, launching them away with both hands.
Forward smash   15% Luigi rears his arm back before thrusting it forward to perform a knifehand thrust. The move can be angled.
Up smash   14% (head), 12% (body) An upward headbutt. The side which opponents fly changes depending on where they were hit. Hitting in Luigi's front will cause them to be launched to backward and vice versa.
Down smash   14% (legs), 15% (body) Luigi swings along the floor and performs a legsweep. The back hit is much stronger.
Neutral aerial   12% (clean), 6% (late) A flying kick. It is the only sex kick in the game to have vertical knockback.
Forward aerial   8% A downward knifehand strike. A hitbox exists where it is located on Luigi's body that sends opponents in the opposite direction.
Back aerial   14% (clean feet), 8% (clean legs, late) A dropkick. The move's hitbox barely extends across Luigi's body to his front side, making it possible (though very difficult) to unexpectedly hit the enemy in the opposite direction.
Up aerial   11% (clean), 7% (late) A backflip kick.
Down aerial   10% (clean), 8% (late) A downward corkscrew kick. This moves has a sweetspot that meteor smashes the opponent; unlike previous games, it is timing-based instead of position-based, making it much easier to control.
Grab   Luigi's grab range is relatively short, but it has little lag and is the fastest grab in the game.
Pummel   3.2% Headbutts the opponent.
Forward throw   9% Luigi spins his opponent around once and tosses the opponent forward. Extremely fast animation.
Back throw   10% (throw), 6% (collateral) A powerful throw that has Luigi spinning the opponent several times and throwing the opponent in the opposite direction grabbed. Originates from Super Mario 64. It also can hit other enemies when spinning, which deals minor damage and knockback.
Up throw   8% Luigi heaves his opponent high into the air with both hands.
Down throw   6% Luigi shoves his opponent under him and Ground Pounds them. Pre-update 1.1.1, it was an excellent combo starter that could be followed up by any aerials, most notably two forward aerials that could be further followed up with three jabs and then a dash attack. Post-update 1.1.1, its main follow-ups are up smash, down smash and up tilt. The up and down smash variations are capable of being further followed up with forward smash or forward tilt due to their launching trajectories, though the up smash variation is only useful against middleweights, heavyweights and fast-fallers, while the down smash variation is only useful against heavyweights and fast-fallers. Lastly, the up tilt variation can be used a few times, but only against a handful of lightweights.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets up and kicks behind himself and then in front of himself.
Floor attack (back)
Floor getups (back)
  7% Gets up and punches behind himself and then in front of himself.
Floor attack (trip)
Floor getups (trip)
  5% Gets up and kicks behind himself and then in front of himself.
Edge attack
Edge getups
  7% Flips over the edge and dropkicks the opponent during the flip.
Neutral special Default Fireball 6% (clean), 5% (late) Luigi fires a weak, green ball of flame that ignores gravity which weakens as it covers more distance.
Custom 1 Bouncing Fireball 6% (clean), 5% (mid), 4% (late) Luigi fires a fireball that bounces similar to Mario's. However, the bouncing arc is more vertical. This move weakens with distance. Has a large amount of end lag.
Custom 2 Ice Ball 4% Luigi fires a slow, whitish-blue ball of ice. Freezes enemies at higher percents.
Side special Default Green Missile 10% (uncharged), ~19.8% (fully charged) 25% (misfire) Luigi crouches and charges up before shooting forward like a missile. If used on the ground for too long, it cancels the charge. This move has a 10% chance to misfire, which has greater damage, knockback, and always goes the same distance no matter the charge.
Custom 1 Floating Missile ~4.3% (uncharged), ~18% (fully charged), 23% (misfire) This variation only goes straight, which can be more accurate for hitting enemies and getting back on stage. It also charges quicker. However, it deals less damage and knockback.
Custom 2 Quick Missile ~5.15% (uncharged), ~20% (fully charged), 20% (misfire) Luigi flies much farther and faster, but missing causes him to slide across the ground and be open for an attack.
Up special Default Super Jump Punch 25% (ground sweetspot), 20% (air sweetspot), 1% (sourspot) Luigi performs a strong, jumping uppercut. It deals flame damage and knockback if sweetspotted, but pitiful damage and no knockback if sourspotted. The sweetspot is bigger in midair, does not produce the ping sound and it covers more vertical distance had the player used Luigi's double jump beforehand, though at the cost of being slightly weaker. Pre-update 1.1.1, aerial Super Jump Punch was a viable KOing option around the 105%-110% range against the majority of the cast when used as a follow-up from his down throw. Post-update 1.1.1, this combo had its KOing ability removed due to down throw's new knockback and instead, it is now usable as a combo at low percents.
Custom 1 Fiery Jump Punch 18% (ground sweetspot), 15% (air sweetspot), 1% (sourspot) The sweetspot is easier to hit, it covers more horizontal distance and grants slightly more invincibility, but at the cost of less damage, covering vertical distance and having noticeable endlag. However, it also has higher height when double jumped. Like the aerial Super Jump Punch, it does not make the ping sound effect when sweetspotted.
Custom 2 Burial Header 8% (descent), 8% (landing), 1% (sourspot) Instead of a fiery sweetspot, Luigi deals burying damage as he falls down faster. Luigi will also get up much faster, allowing for follow-ups. Compared to his other up specials, this one has the best vertical distance of the three (able to reach the top platform in Battlefield), and has even higher height when paired with his double jump.
Down special Default Luigi Cyclone 1.5% (loop hits), 3% (last hit) Luigi rapidly spins around, trapping and dealing damage to the opponent before sending them flying. Can be mashed to gain height, and carries Luigi's double jump momentum to enable easier rise.
Custom 1 Mach Cyclone 6% Pushes back opponents who are close, and can rise a great amount compared to the other variations. However, only the ending does any damage, and knocks opponent sideways instead upwards. Much less horizontal movement, but jumps at the end.
Custom 2 Clothesline Cyclone 8% Slower, only hits once, and can barely float, but is stronger. Acts similar to Luigi's version of this move in Super Smash Bros. Has a lot of ending lag.
Final Smash Poltergust 5000 30% (captured; maximum), 10% (throw) The Poltergust 5000 from Luigi's Mansion: Dark Moon suddenly appears on Luigi's back. He then proceeds to suck up nearby opponents and then launches them out with great force. The sooner the foes are vacuumed in, the more damage they incur before being launched.

Taunts

  • Up Taunt: Initiates a variety of poses. In order: he faces the screen with one hand on his waist while the other gives the V sign, referencing his animation from Luigi's Mansion when he'd find a key; he turns to the right slightly, pointing his hands that direction, and what's new in this installment is the look of terror on his face while in this pose. Then, he places his right hand just below his nose, as seen in his artwork for Mario & Luigi: Partners in Time. Then he turns away from the screen, crouching, as if he's sad, just like his Bogey animation in Mario Golf and finally, he faces the screen once more, with both hands on his face, giving a frightened look from the cover of Luigi's Mansion.
  • Side Taunt: Luigi has his arms straight down and his body fully erect. The pose causes Luigi to fall forward and briefly balance on his belly. He says "pow pow". It is based off of one of his victory poses from Super Smash Bros. Melee. Moves Luigi towards the screen as such some attacks may miss, such as Fox's and Falco's Blaster.
  • Down Taunt: He bashfully kicks the ground and sighs. If it contacts with an opponent that is hanging on a ledge or off-stage, Luigi can perform a powerful meteor smash; if the opponent is on the stage, then they receive set knockback. It is similar to the action Luigi performs when he misses in certain mini-games in Mario Party 2.

On-Screen Appearance

A green Warp Pipe appears. Luigi leaps out with his hands on his head and hesitantly says "Let's-a go!"[2]

Idle Poses

  • Rubs the back of his head sheepishly.
  • Pulls on his nose, stretching it and snapping it back.

Victory Fanfare

A flourished remix directly from Brawl based on the sound clip that would play when Luigi reaches the end of a level in Super Mario Bros. It is shared with Mario, Peach, and Dr. Mario.

Victory Poses

  • Falls twice, stiff as a board. It is also similar to his side taunt and character art.
  • Childishly swings his arms at the air, then gasps twice with exhaustion. It is also the same animation used when he is selected in Super Smash Bros..
  • Turns around and makes gun motions with his fingers, saying "Bang, bang!".

In Competitive Play

Official Custom Moveset Project

Character Custom sets available
LuigiHeadSSB4-U.png Luigi 1311 1211 3311 3211 3111
1312 3312 3212 2311 3231

Notable players

Trophies

Luigi
Ntsc Super Smash Bros. for Nintendo 3DS Luigi recently celebrated his 30th anniversary with the Year of Luigi, but all that attention just made him even more shy and awkward. In Smash Bros., Luigi takes a lot of cues from his brother in fighting style, adding flair to moves like Super Jump Punch. His taunts, however, are truly unique.
Ntsc Super Smash Bros. for Wii U Luigi recently celebrated his 30th anniversary with the Year of Luigi, but all that attention just made him even more shy and awkward. In Smash Bros. (as in life), Luigi tends to follow his brother's lead, but he adds his own flair to moves like Super Jump Punch. His taunts, however, are 100% Weegee.
Pal With the Year of Luigi long gone now, it's up to you to prove to everyone that Mario's cowardly co-star is still awesome. He may share a lot of moves with his brother, but he still puts his own spin on things. When you Super Jump Punch a foe just right, for example, the noise he makes is epic. His taunts are pretty funny too. Try them!
Mario Bros. 1983
3DS: Luigi's Mansion: Dark Moon 03/2013
Luigi (Alt.)
Ntsc Luigi may sulk when his down taunt is used, but his little dejected kick can actually hurt a nearby enemy fighter. It can even trigger a meteor smash! Notice an enemy leisurely hanging from the edge? Run over and pout on the edge—that foe will be the one with something to pout about!
Pal Luigi might look a bit sulky when you use his down taunt, but when he does it next to another fighter, it can get in a little hit - well, a "little hit" that can also sometimes be a meteor smash! Say you spot a fighter hanging off the edge of the stage. Just give them a pout and a kick with this taunt, and they'll fall to their doom.
Mario Bros. 1983
3DS: Luigi's Mansion: Dark Moon 03/2013
Poltergust 5000
Ntsc A ghost-sucking vacuum cleaner created by Professor E. Gadd. In Luigi's ghostly adventures, it's the only thing standing between him and complete terror. In this game, it sucks in enemies, damages them, and then fires them diagonally upward. If it's used in an area with no ceilings, you might send them soaring right off the screen!
Pal A ghost-sucking vacuum cleaner created by Professor E. Gadd. In Luigi's ghostly adventures, it's the only thing standing between him and abject terror. In this game, it sucks in enemies, damages them, then fires them diagonally upward. Use it in an area with no ceilings, and you might send them soaring right off the screen!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Luigi Palette (SSB4).png
LuigiHeadSSB4-U.png LuigiHeadOrangeSSB4-U.png LuigiHeadPinkSSB4-U.png LuigiHeadCyanSSB4-U.png LuigiHeadWhiteSSB4-U.png LuigiHeadPurpleSSB4-U.png LuigiHeadBlueSSB4-U.png LuigiHeadYellowSSB4-U.png

Gallery

Trivia

  • His official artwork is based on his side taunt.
  • Early in development, Luigi could wall jump, but not in final release.
  • He has a different expression while jumping, spotdodging, and getting Screen KOed in the Wii U version of the game.
  • The trophy description for Luigi in the North American version of Super Smash Bros. for Wii U suggests a reference to Weegee, a popular internet meme. Though it could just be a reference to calling himself "Weegee" in several games when excited.
  • Luigi's All-Star trophy in the 3DS version resembles his Adventure Mode trophy from Melee, though with a different costume.
    • In addition, Luigi's alt trophy in the Wii U version resembles his Melee artwork.

References