Luigi (SSBU): Difference between revisions

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As in ''SSB4'', {{iw|wikipedia|Charles Martinet}}'s portrayal of Luigi from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Ultimate''.<!--Do not add that this is the last Smash Bros. game where Charles Martinet voices Luigi. Besides the fact this isn't done for other characters' pages, Jigglypuff and Lucina still use their voice clips from Rachael Lillis and Laura Bailey respectively in the Smash series instead of their current actors, so it's still possible for Martinet's voice to be reused in future Smash games-->
As in ''SSB4'', {{iw|wikipedia|Charles Martinet}}'s portrayal of Luigi from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Ultimate''.<!--Do not add that this is the last Smash Bros. game where Charles Martinet voices Luigi. Besides the fact this isn't done for other characters' pages, Jigglypuff and Lucina still use their voice clips from Rachael Lillis and Laura Bailey respectively in the Smash series instead of their current actors, so it's still possible for Martinet's voice to be reused in future Smash games-->


Luigi is ranked 39th out of 82 on the current [[tier list]], placing him at the end of B+ tier. This is a slight drop from his high tier placement ''SSB4'', where he was ranked 18th out of 54 characters. Similarly to [[Mario (SSBU)|his brother]], Luigi has excellent frame data, with low [[startup]] and [[ending lag]] on the majority of his kit, making him a very difficult character to punish. He has an outstanding air game, with one of the best jumping abilities of the roster and strong aerials with fast startup, low ending lag (except neutral and back aerials) and landing lag, and lenient [[auto-cancel]] windows, with all of them being able to auto-cancel from a short hop, and he can autocancel all of them in a short hop fast fall except for neutral aerial. His forward and up aerials in particular have such low ending lag that he can use two forward aerials or two up aerials in a short hop and still autocancel them. Additionally, Luigi boasts incredible combo ability and solid KO power: his [[down throw]] is one of the best combo starters in the game, and allows him to either perform consistent [[zero-to-death]] combos on the vast majority of the roster or set up for a kill via [[Super Jump Punch]], [[Luigi Cyclone]], or a sweetspotted back aerial at high percentages. Finally, Luigi Cyclone's frame 1 [[invincibility]] when used in the air gives Luigi a reliable combo breaker.
Luigi is ranked 39th out of 82 on the current [[tier list]], placing him at the end of B+ tier. This is a moderate drop from his high tier placement ''SSB4'', where he was ranked 18th out of 54 characters. Similarly to [[Mario (SSBU)|his brother]], Luigi has excellent frame data, with low [[startup]] and [[ending lag]] on the majority of his kit, making him a very difficult character to punish. He has an outstanding air game, with one of the best jumping abilities of the roster and strong aerials with fast startup, low ending lag (except neutral and back aerials) and landing lag, and lenient [[auto-cancel]] windows, with all of them being able to auto-cancel from a short hop, and he can autocancel all of them in a short hop fast fall except for neutral aerial. His forward and up aerials in particular have such low ending lag that he can use two forward aerials or two up aerials in a short hop and still autocancel them. Additionally, Luigi boasts incredible combo ability and solid KO power: his [[down throw]] is one of the best combo starters in the game, and allows him to either perform consistent [[zero-to-death]] combos on the vast majority of the roster or set up for a kill via [[Super Jump Punch]], [[Luigi Cyclone]], or a sweetspotted back aerial at high percentages. Finally, Luigi Cyclone's frame 1 [[invincibility]] when used in the air gives Luigi a reliable combo breaker.


However, Luigi still has several noticeable weaknesses. His overall mobility is sluggish, with his [[air speed]] being one of the slowest in the game. Luigi's pitifully slow air speed is an especially painful hindrance, as it makes him susceptible to [[juggling]]. Both of these weaknesses leave Luigi with a poor disadvantage state. Along with his only average grounded mobility at best, his ground game is also further brought down by his below average range, which makes it difficult for him to fight against [[camping]]. In addition, Luigi's recovery, while long-distanced, is very predictable and linear, as [[Green Missile]] doesn't leave him [[helpless]] but only grants him horizontal distance with noticeable ending lag, while Super Jump Punch only travels straight upwards with no horizontal gain, and it also possesses very high landing lag, making him vulnerable to punishes if he fails to grab the ledge. Finally, Luigi Cyclone has lost all of its recovery and gimping potential, as the move's very high ending lag and reduced distance cause him to lose what little recovery distance he got before he can act, removing one of Luigi's strongest options off-stage.  
However, Luigi still has several noticeable weaknesses. His overall mobility is sluggish, with his [[air speed]] being one of the slowest in the game. Luigi's pitifully slow air speed is an especially painful hindrance, as it makes him susceptible to [[juggling]]. Both of these weaknesses leave Luigi with a poor disadvantage state. Along with his only average grounded mobility at best, his ground game is also further brought down by his below average range, which when combined with his aforementioned debilitating airspeed and the lack of a reflector, makes it very difficult for him to fight against [[camping]]. In addition, Luigi's recovery, while long-distanced, is very predictable and linear, as [[Green Missile]] doesn't leave him [[helpless]] but only grants him horizontal distance with noticeable ending lag, while Super Jump Punch only travels straight upwards with no horizontal gain, and it also possesses very high landing lag, making him vulnerable to punishes if he fails to grab the ledge. Finally, Luigi Cyclone has lost all of its recovery and gimping potential, as the move's very high ending lag and reduced distance cause him to lose what little recovery distance he got before he can act, removing one of Luigi's strongest options off-stage.  


Overall, Luigi is a polarizing character who, in the right situation, can setups for quick and unexpected KOs, but on the other hand his weaknesses, can allow opponents to take advantage of his poor mobility and predictable recovery. This has allowed him to foster a good-sized playerbase spearheaded by players such as {{Sm|Luugi}}, {{Sm|Rarukun}}, and, prior to his ban, {{Sm|Elegant}}.
Overall, Luigi is a polarizing character who, in the right situation, can setups for quick and unexpected KOs, but on the other hand, his weaknesses can allow opponents to take advantage of his poor mobility and predictable recovery. This has allowed him to foster a good-sized playerbase spearheaded by players such as {{Sm|Luugi}}, {{Sm|Raru}}, and, prior to his ban, {{Sm|Elegant}}.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Luigi is a [[Weight|middleweight]] whose attributes deviate from most other characters in his weight class. Luigi sports fairly average [[walk]]ing speed, [[dash]]ing speed, and [[air acceleration]], a decent initial dashing speed, below-average [[gravity]], slow [[falling speed]], low [[traction]], the 2nd slowest [[air speed]], and the 4th highest [[jump]]s. As a result, Luigi is quite [[floaty]] and his mobility is fairly sluggish overall, especially in the air.
Luigi is a [[Weight|middleweight]] whose attributes deviate from most other characters in his weight class. Luigi sports fairly average [[walk]]ing speed, [[dash]]ing speed, and [[air acceleration]], a decent initial dashing speed, below-average [[gravity]], slow [[falling speed]], low [[traction]], the 2nd slowest [[air speed]], and among the best jumping prowess in the roster, with the fourth highest [[jump]] and the tenth highest [[double jump]]. As a result, Luigi is quite [[floaty]] and his mobility is fairly sluggish overall, especially in the air.


Luigi's greatest asset is his outstanding frame data, which is easily among the fastest in the game. Because of this, similarly to [[Mario (SSBU)|his older brother]], Luigi can be very difficult to punish; only two of his standard moves and five of his attacks overall have more than 9 frames of startup lag (forward smash, down aerial, [[Fireball]], [[Green Missile]], and [[Luigi Cyclone]]), a multitude of his moves hit on or before frame 5 (such as neutral attack, dash attack, neutral aerial, up aerial and his tilts), and the vast majority of his moveset has low ending lag, granting him incredible attack speed and an excellent punish game; both points are complemented by the utility of his overall moveset. Neutral attack's damage output and [[range]] are average at best, yet its two hits can [[lock]]. Its first hit also comes out on frame 2, which makes the move a fairly useful option for warding off nearby opponents. Luigi's tilt attacks also have their own perks: forward tilt can be angled and is useful for spacing, up tilt has excellent combo and juggling potential, and down tilt is an incredibly quick and highly [[spam]]mable move that can combo into itself and a few other moves while also being able to consistently perform [[2 frame punish]]es at the edge. Lastly, Luigi's dash attack has quick startup; when coupled with its reduced ending lag, increased damage output and higher knockback, it is a much better move for approaching and attacking than in previous installments.
Luigi's greatest asset is his outstanding frame data, which is easily among the fastest in the game. Because of this, similarly to [[Mario (SSBU)|his older brother]], Luigi can be very difficult to punish; only two of his standard moves and five of his attacks overall have more than 9 frames of startup lag (forward smash, down aerial, [[Fireball]], [[Green Missile]], and [[Luigi Cyclone]]), a multitude of his moves hit on or before frame 5 (such as neutral attack, dash attack, neutral aerial, up aerial and his tilts), and the vast majority of his moveset has low ending lag, granting him incredible attack speed and an excellent punish game; both points are complemented by the utility of his overall moveset. Neutral attack's damage output and [[range]] are average at best, yet its two hits can [[lock]]. Its first hit also comes out on frame 2, which makes the move a fairly useful option for warding off nearby opponents. Luigi's tilt attacks also have their own perks: forward tilt can be angled and is useful for spacing, up tilt has excellent combo and juggling potential, and down tilt is an incredibly quick and highly [[spam]]mable move that can combo into itself and a few other moves while also being able to consistently perform [[2 frame punish]]es at the edge. Lastly, Luigi's dash attack has quick startup; when coupled with its reduced ending lag, increased damage output and higher knockback, it is a much better move for approaching and attacking than in previous installments.
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Luigi's smash attacks are among the fastest of their kind, have below-average ending lag, and are strong enough to be reliable finishers. As a result of these traits, they allow Luigi to quickly and effectively punish opponents close to him while also rendering him being difficult to punish on shield. Forward smash deals extra [[shield damage]], up smash is an effective anti-air attack due to rendering Luigi's head [[intangible]] while its hitboxes are active as well as functioning as an effective [[out of shield]] option, and down smash is very useful for punishing rolls thanks to its minimal lag, respectable damage output, and long range, with its back hit being an especially good finisher. Both up smash and down smash also have set-up potential at low percentages if Luigi successfully covers the opponent's options afterward.
Luigi's smash attacks are among the fastest of their kind, have below-average ending lag, and are strong enough to be reliable finishers. As a result of these traits, they allow Luigi to quickly and effectively punish opponents close to him while also rendering him being difficult to punish on shield. Forward smash deals extra [[shield damage]], up smash is an effective anti-air attack due to rendering Luigi's head [[intangible]] while its hitboxes are active as well as functioning as an effective [[out of shield]] option, and down smash is very useful for punishing rolls thanks to its minimal lag, respectable damage output, and long range, with its back hit being an especially good finisher. Both up smash and down smash also have set-up potential at low percentages if Luigi successfully covers the opponent's options afterward.


Despite his extremely poor air speed, Luigi has a fantastic set of aerial attacks, courtesy of them possessing fast startup, lenient [[auto-cancel]] windows, quick [[interruptibility]] (except for neutral and back aerials) and low ending lag in general. In terms of auto-canceling, he can auto-cancel all of his aerials with a short hop, can auto-cancel all of them except neutral aerial with a short hop fast fall, and can use forward, up and down aerials twice with a single short hop. Lastly, he can use his forward and up aerials twice with a single short hop without suffering from landing lag. Neutral aerial is the only [[sex kick]] that consistently launches an opponent vertically, which grants it a few notable perks: the clean hitbox deals high damage and respectable knockback, making it a great combo breaker and even a situational KO option while near the upper [[blast line]] at high percentages, while both it and especially the late hitbox are very useful combo starters when used with a [[short hop]]. Forward aerial has the lowest ending lag of its kind and launches at the [[Sakurai angle]]; at low to medium percentages, these traits make it very reliable for [[approach]]ing, down throw-initiated combos into itself, neutral aerial and up aerial, as well as a reliable [[edge-guarding]] option at high percentages. Back aerial has the highest ending lag of Luigi's aerials by a noticeable margin, but its minimal startup, decent range and powerful clean hitbox collectively enable it to function as a safe and reliable option for KOing, edge-guarding and (when used via a [[reverse aerial rush]]) approaching. Up aerial is useful for combos: it can either extend them or, thanks to having the lowest amount of landing lag out his aerials, use its clean hitbox to start them at low percentages when SHFF'd due to its clean hit dealing above-average damage for a combo move. Its generous auto-cancel window and very low ending lag also allow Luigi to use it twice in a single short hop and still auto-cancel it successfully, a trait it shares with his forward aerial and {{SSBU|Little Mac}}'s neutral aerial. Lastly, down aerial is safe to use and has a clean hitbox which is a fast meteor smash, coming out on frame 10 and with only 18 frames of ending lag, the lowest of any meteor smash. Due to his powerful aerials with generally low lag all around, Luigi has an outstanding air game.  
Despite his extremely poor air speed, Luigi has a fantastic set of aerial attacks, courtesy of them possessing fast startup, lenient [[auto-cancel]] windows, quick [[interruptibility]] (except for neutral and back aerials) and low ending lag in general. In terms of auto-canceling, he can auto-cancel all of his aerials with a short hop, can auto-cancel all of them except neutral aerial with a short hop fast fall, and can use forward, up and down aerials twice with a single short hop. Lastly, he can use his forward and up aerials twice with a single short hop without suffering from landing lag. Neutral aerial is the only [[sex kick]] that consistently launches an opponent vertically, which grants it a few notable perks: the clean hitbox deals high damage and respectable knockback, making it a great combo breaker and even a situational KO option while near the upper [[blast line]] at high percentages, while both it and especially the late hitbox are very useful combo starters when used with a [[short hop]]. Forward aerial has the lowest ending lag of its kind and launches at the [[Sakurai angle]]; at low to medium percentages, these traits make it very reliable for [[approach]]ing, down throw-initiated combos into itself, neutral aerial and up aerial, as well as a reliable [[edge-guarding]] option at high percentages. Back aerial has the highest ending lag of Luigi's aerials by a noticeable margin, but its minimal startup, decent range and powerful clean hitbox on his feet collectively enable it to function as a safe and reliable option for KOing, edge-guarding and (when used via a [[reverse aerial rush]]) approaching. Up aerial is useful for combos: it can either extend them or, thanks to having the lowest amount of landing lag out his aerials, use its clean hitbox to start them at low percentages when SHFF'd due to its clean hit dealing above-average damage for a combo move. Its generous auto-cancel window and very low ending lag also allow Luigi to use it twice in a single short hop and still auto-cancel it successfully, a trait it shares with his forward aerial and {{SSBU|Little Mac}}'s neutral aerial. Lastly, down aerial is safe to use and has a clean hitbox which is a fast meteor smash, coming out on frame 10 and with only 18 frames of ending lag, the lowest of any meteor smash. Due to his powerful aerials with generally low lag all around, Luigi has an outstanding air game.  


Luigi has an excellent grab game, but unlike in past installments, he has a [[tether grab]] due to him using the {{iw|mariowiki|Poltergust G-00}}'s {{iw|mariowiki|Suction Shot}} to grab an opponent. As a result, Luigi can grab opponents from a fairly long distance, preventing the necessity for him to get up close to do so. It also provides Luigi with a [[grab aerial]], in which the suction cup functions as a projectile that deals minor damage and knockback. This grants Luigi an additional edge-guarding option and deceptively useful combo option that, unlike most projectiles, cannot be absorbed or reflected. Like Mario, Luigi has an average pummel, which can deal multiple hits before being followed up with any of his useful throws. Forward throw deals respectable damage and is useful for repositioning opponents or setting up edge-guards against them at high percentages. Back throw also deals respectable damage and great knockback, allowing it to KO beginning at 120% or even earlier with [[rage]]. Unlike Mario's back throw, it also lacks a noticeably long animation, which makes it noticeably more difficult for the opponent to use [[directional influence]] to survive it. Up throw deals average damage and knockback, and possesses follow-up potential into forward or up aerials at low to medium percentages, depending on the opponent's DI. It also possesses a collateral hitbox to hit bystanders. Lastly, down throw is Luigi's primary combo starter and is one of his most useful attacks: it deals average knockback, has low ending lag, and launches at a vertical angle, which collectively enable it to lead into potent and highly damaging combos, even being able to lead into potential [[zero-to-death]] combos. Down throw can combo into moves such as up tilt, up smash, all of Luigi's aerials, Super Jump Punch and Luigi Cyclone, due to its aforementioned traits. It also functions as an excellent setup for KOs, such as by comboing into Super Jump Punch, back aerial, or Luigi Cyclone at high percentages. Although situational, down throw also has a collateral hitbox before the throw that can hit bystanders, similarly to up throw.
Luigi has an excellent grab game, but unlike in past installments, he has a [[tether grab]] due to him using the {{iw|mariowiki|Poltergust G-00}}'s {{iw|mariowiki|Suction Shot}} to grab an opponent. As a result, Luigi can grab opponents from a fairly long distance, preventing the necessity for him to get up close to do so. It also provides Luigi with a [[grab aerial]], in which the suction cup functions as a projectile that deals minor damage and knockback. This grants Luigi an additional edge-guarding option and deceptively useful combo option that, unlike most projectiles, cannot be absorbed or reflected. Like Mario, Luigi has an average pummel, which can deal multiple hits before being followed up with any of his useful throws. Forward throw deals respectable damage and is useful for repositioning opponents or setting up edge-guards against them at high percentages. Back throw also deals respectable damage and great knockback, allowing it to KO beginning at 120% or even earlier with [[rage]]. Unlike Mario's back throw, it also lacks a noticeably long animation, which makes it noticeably more difficult for the opponent to use [[directional influence]] to survive it. Up throw deals average damage and knockback, and possesses follow-up potential into forward or up aerials at low to medium percentages, depending on the opponent's DI. It also possesses a collateral hitbox to hit bystanders. Lastly, down throw is Luigi's primary combo starter and is one of his most useful attacks: it deals average knockback, has low ending lag, and launches at a vertical angle, which collectively enable it to lead into potent and highly damaging combos, even being able to lead into potential [[zero-to-death]] combos. Down throw can combo into moves such as up tilt, up smash, all of Luigi's aerials, Super Jump Punch and Luigi Cyclone, due to its aforementioned traits. It also functions as an excellent setup for KOs, such as by comboing into Super Jump Punch, back aerial, or Luigi Cyclone at high percentages. Although situational, down throw also has a collateral hitbox before the throw that can hit bystanders, similarly to up throw.


As a pseudo-[[clone]] of Mario, Luigi has a pair of special moves that are derived from his older brother, yet his versions deviate in noticeable ways. [[Fireball]] is a [[projectile]] that is useful for pressuring, hindering an opponent's approach, or setting up an attack. Unlike Mario's Fireball, Luigi's is unaffected by gravity and undulates; these traits make it somewhat less effective at hindering an opponent's [[recovery]] attempt, but allow it to cover a consistent area horizontally and vertically. Compared to Mario's version, Luigi's Fireballs have less ending lag as well as a clean hit that deals more damage, allowing him to throw another one just 1 frame before the clean hitbox ceases. Luigi's [[Super Jump Punch]] has fast startup like Mario's, but propels him vertically instead of diagonally. By extension, it consists of a sweetspot and sourspot, instead of multiple hitboxes like Mario's. Its sweetspot boasts devastating power, which makes it a very potent punishment option, yet it is very risky because of its high ending and landing lag and its sourspot being mostly useless aside from being a niche gimping option.
As a pseudo-[[clone]] of Mario, Luigi has a pair of special moves that are derived from his older brother, yet his versions deviate in noticeable ways. [[Fireball]] is a [[projectile]] that is useful for pressuring, hindering an opponent's approach, or setting up an attack. Unlike Mario's Fireball, Luigi's is unaffected by gravity and undulates; these traits make it somewhat less effective at hindering an opponent's [[recovery]] attempt, but allow it to cover a consistent area horizontally and vertically. Compared to Mario's version, Luigi's Fireballs have less ending lag as well as a clean hit that deals more damage, allowing him to throw another one just 1 frame before the clean hitbox ceases. Luigi's [[Super Jump Punch]] has fast startup like Mario's, but propels him vertically instead of diagonally. By extension, it consists of a sweetspot and sourspot, instead of multiple hitboxes like Mario's. Its sweetspot boasts devastating power, which makes it a very potent punishment option, yet it is very risky because of its high ending and landing lag and its sourspot being mostly useless aside from being a niche gimping option, as it only deals 1% damage and is not safe on hit due to hasving almost no knockback whatsoever.


Aside from these, Luigi's other special moves are completely distinct from Mario's. [[Green Missile]] deals damage and covers horizontal distance, both of which can be increased thanks to its ability to be [[charge]]d, giving KO potential to the fully charged version. However, it also has a one-in-ten [[random]] chance of misfiring; in this case, it becomes even stronger than the fully charged version, and travels much further. Lastly, [[Luigi Cyclone]] grants Luigi some [[invincibility]] frames on startup, enabling him to break out of combos or contest opposing attacks effectively. It also functions as a KOing option near the upper blast line, and is a guaranteed follow-up from down throw even at high percentages, which can function as a reliable KO confirm (especially on platforms).
Aside from these, Luigi's other special moves are completely distinct from Mario's. [[Green Missile]] deals damage and covers horizontal distance, both of which can be increased thanks to its ability to be [[charge]]d, giving KO potential to the fully charged version. However, it also has a one-in-ten [[random]] chance of misfiring; in this case, it becomes even stronger than the fully charged version, and travels much further. Lastly, [[Luigi Cyclone]] grants Luigi some [[invincibility]] frames on startup, enabling him to break out of combos or contest opposing attacks effectively. It also functions as a KOing option near the upper blast line, and is a guaranteed follow-up from down throw even at high percentages, which can function as a reliable KO confirm (especially on platforms).
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However, Luigi has some notable disadvantages. He has fairly sluggish mobility, with his extremely slow air speed and floaty physics making it difficult for him to land onstage, especially against faster characters, thus giving him a notable weakness to [[juggling]]. His range, even compared to Mario's, is well below-average and thus he struggles to approach characters with ranged or disjointed attacks, such as {{SSBU|Lucina}} and {{SSBU|Shulk}}. Compared to Mario, Luigi's lack of a [[reflect]]or also makes it more difficult for him to deal with [[projectile camping]] (especially against characters such as {{SSBU|Snake}}, {{SSBU|Samus}}, and {{SSBU|Simon}}) when combined with his awkward mobility.
However, Luigi has some notable disadvantages. He has fairly sluggish mobility, with his extremely slow air speed and floaty physics making it difficult for him to land onstage, especially against faster characters, thus giving him a notable weakness to [[juggling]]. His range, even compared to Mario's, is well below-average and thus he struggles to approach characters with ranged or disjointed attacks, such as {{SSBU|Lucina}} and {{SSBU|Shulk}}. Compared to Mario, Luigi's lack of a [[reflect]]or also makes it more difficult for him to deal with [[projectile camping]] (especially against characters such as {{SSBU|Snake}}, {{SSBU|Samus}}, and {{SSBU|Simon}}) when combined with his awkward mobility.


Additionally, Luigi's poor aerial mobility hinders his ability to approach with his aerial attacks, as well as his recovery. On top of this, his recovery, although long-distanced, is linear, slow, predictable and fairly susceptible to [[gimp]]ing and edgeguarding. Luigi Cyclone barely grants any additional height compared to previous games, which leaves him reliant on [[Super Jump Punch]] and [[Green Missile]] for recovering; the former travels directly upward only, and the latter has noticeable lag, cannot [[Edge sweet spot|sweetspot edges]], and relies on either charging or its random misfire chance to cover a serviceable horizontal distance.
Additionally, Luigi's poor aerial mobility hinders his ability to approach with his aerial attacks, as well as his recovery. On top of this, his recovery, although long-distanced, is linear, slow, predictable and fairly susceptible to [[gimp]]ing and edgeguarding. Luigi Cyclone barely grants any additional height compared to previous games, and its very high ending lag causes him to lose the height he obtained when using it, which leaves him reliant on [[Super Jump Punch]] and [[Green Missile]] for recovering; the former travels directly upward only, and the latter has noticeable lag, cannot [[Edge sweet spot|sweetspot edges]], and relies on either charging or its random misfire chance to cover a serviceable horizontal distance.


Overall, Luigi is a very solid character, but unlike Mario, he can have a tendency to run hot and cold. His extremely fast frame data, devastating combos and strong air game and grab game collectively make him a force to be reckoned with, so long as his opponents make careless mistakes. Luigi's overall combo game, KO potential, and advantage state are easily superior to his brother's, having many different set-ups that can deal absurdly high damage within seconds, and then score KOs immediately thereafter. However, Luigi's short range, mediocre grounded mobility, abysmal aerial mobility, and predictable side special and up special force him to fight at close-quarters all the time, hindering both his approach and recovery. Because of this, a mastery of Luigi's recovery mix-ups and powerful combo game is crucial to achieving success with him.
Overall, Luigi is a very solid character, but unlike Mario, he can have a tendency to run hot and cold. His extremely fast frame data, devastating combos and strong air game and grab game collectively make him a force to be reckoned with, so long as his opponents make careless mistakes. Luigi's overall combo game, KO potential, and advantage state are easily superior to his brother's, having many different set-ups that can deal absurdly high damage within seconds, and then score KOs immediately thereafter. However, Luigi's short range, merely average grounded mobility, abysmal aerial mobility, and predictable side special and up special force him to fight at close-quarters all the time, hindering both his approach and recovery. Because of this, a mastery of Luigi's recovery mix-ups and powerful combo game is crucial to achieving success with him.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashname=Lead Headbutt ({{ja|スマッシュヘッドバット|Sumasshu Heddobatto}}, ''Smash Headbutt'')
|usmashdmg={{ChargedSmashDmgSSBU|14}} (head), {{ChargedSmashDmgSSBU|12}} (body)
|usmashdmg={{ChargedSmashDmgSSBU|14}} (head), {{ChargedSmashDmgSSBU|12}} (body)
|usmashdesc=An upward arcing headbutt. Due to it coming out on frame 9, it is fairly quick for a smash attack, and is one of Luigi's fastest KO options. Like Mario and {{SSBU|Dr. Mario}}'s up smashes, it renders his head [[intangible]] throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot, the latter of which inflicts 2% less damage and is located closer to Luigi. Despite this, the sourspot is out-prioritized by the sweetspot, and is very unlikely to hit unless the opponent is practically touching him. Compared to Mario's version, it launches at a fairly lower angle, but actually KOs earlier due to its overall higher knockback. Like Dr. Mario's version, its hitbox lasts for 1 frame longer than Mario's version, giving it more frontal range and a longer period of intangibility. In addition, its animation ends 1 frame earlier. Its combination of very fast interruptibility, the intangibility on Luigi's head and respectable power make it very hard to punish, especially from out of shield.
|usmashdesc=An upward arcing headbutt. Due to it coming out on frame 9, it is fairly quick for a smash attack, and is one of Luigi's fastest KO options. Like Mario and {{SSBU|Dr. Mario}}'s up smashes, it renders his head [[intangible]] throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot, the latter of which inflicts 2% less damage and is located closer to Luigi, covering his neck and chest. Despite this, the sourspot is out-prioritized by the sweetspot, and is very unlikely to hit unless the opponent is practically touching him. Compared to Mario's version, it launches at a fairly lower angle, but actually KOs earlier due to its overall higher knockback. Like Dr. Mario's version, its hitbox lasts for 1 frame longer than Mario's version, giving it more frontal range and a longer period of intangibility, which allows it to hit short opponents on the ground that Mario's version can't. Its combination of very fast interruptibility, the intangibility on Luigi's head and respectable power make it very hard to punish, especially from out of shield.
|dsmashname=Double Kick ({{ja|ダブルキック|Daburu Kikku}})
|dsmashname=Double Kick ({{ja|ダブルキック|Daburu Kikku}})
|dsmashdmg={{ChargedSmashDmgSSBU|15}} (body), {{ChargedSmashDmgSSBU|14}} (legs)
|dsmashdmg={{ChargedSmashDmgSSBU|15}} (body), {{ChargedSmashDmgSSBU|14}} (legs)
|dsmashdesc=A modified {{iw|mariowiki|Sweep Kick}}. Due to it coming out on frame 6, it is Luigi's fastest smash attack. It is useful for punishing rolls, thanks to it hitting in front of Luigi and behind himself; the back hit also has noticeably higher knockback compared to the front hit. Its respectable damage output also makes it useful for edge-guarding, and enables it to KO at reasonable percentages while near the edge. In an opposite fashion to his up smash, both hits possess sweetspots located closer to Luigi, with the sourspots covering the rest of his legs. Unlike in ''SSB4'', its front hit is significantly more reliable for KOing and edge-guarding, thanks to it launching the opponent at 52° instead of 120°.
|dsmashdesc=A modified {{iw|mariowiki|Sweep Kick}}. Due to it coming out on frame 6, it is Luigi's fastest smash attack. It is useful for punishing rolls, thanks to it hitting in front of Luigi and behind himself; the back hit also has noticeably higher knockback and launches slightly lower compared to the front hit. Its respectable damage output also makes it useful for edge-guarding, and enables it to KO at reasonable percentages while near the edge. In an opposite fashion to his up smash, both hits possess sweetspots located closer to Luigi, with the sourspots covering the rest of his legs. Unlike in ''SSB4'', its front hit is significantly more reliable for KOing and edge-guarding, thanks to it launching the opponent at 52° instead of 120°.
|nairname=Luigi Kick ({{ja|ルイージキック|Ruīji Kikku}})
|nairname=Luigi Kick ({{ja|ルイージキック|Ruīji Kikku}})
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdesc=A flying kick. It comes out on frame 3, which is the fastest startup out of Luigi's aerials and, in turn, makes it very useful for breaking out of combos. It also launches at a vertical angle; this enables its late hit to start combos reliably with a landing short hop, and enables its clean hit to potentially KO at high percentages while near the upper blast line. Despite being able to auto-cancel with a short hop like Luigi's other aerials, it is his only aerial that cannot do so with a [[SHFF|short hop fast fall]].
|nairdesc=A flying kick. It comes out on frame 3, which is the fastest startup out of Luigi's aerials and, in turn, makes it very useful for breaking out of combos. It also launches at a vertical angle; this enables its late hit to start combos reliably with a landing short hop, and when combined with its clean hit's high damage output, good knockback and perfectly vertical angle, it can KO at high percentages, especially while near the upper blast line, qualities that are supported by Luigi's high jumps. Despite being able to auto-cancel with a short hop like Luigi's other aerials, it is his only aerial that cannot do so with a [[SHFF|short hop fast fall]].
|fairname=Crown Chop ({{ja|脳天チョップ|Nōten Choppu}})
|fairname=Crown Chop ({{ja|脳天チョップ|Nōten Choppu}})
|fairdmg={{ShortHopDmgSSBU|8}}
|fairdmg={{ShortHopDmgSSBU|8}}
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|bairname=Rear Drop Kick ({{ja|後方ドロップキック|Kōhō Droppu Kikku}})
|bairname=Rear Drop Kick ({{ja|後方ドロップキック|Kōhō Droppu Kikku}})
|bairdmg={{ShortHopDmgSSBU|14}} (clean feet), {{ShortHopDmgSSBU|8}} (clean legs, late)
|bairdmg={{ShortHopDmgSSBU|14}} (clean feet), {{ShortHopDmgSSBU|8}} (clean legs, late)
|bairdesc=A dropkick. It has decent range, to the point that it has the second longest range among Luigi's aerial attacks. The clean hit's sweetspot is located on Luigi's feet and deals high damage and knockback, making it one of Luigi's best KOing options. The clean hit's sourspot and the late hit deal much less damage and knockback; as a result, they are much less effective for KOing, yet more useful for partaking in combos. It comes out on frame 6, but its 33 frames of ending lag is the highest amount out of Luigi's aerials. It can auto-cancel both with a short hop and with a short hop fast fall, although in the latter case, it requires strict timing to do so.
|bairdesc=A dropkick. It has decent range, to the point that it has the second longest range among Luigi's aerial attacks. The clean hit's sweetspot is located on Luigi's feet and deals high damage and knockback, making it one of Luigi's best KOing options. The clean hit's sourspot and the late hit deal much less damage and knockback; as a result, they are much less effective for KOing, yet more useful for partaking in combos. It comes out on frame 6, but its 33 frames of ending lag is the highest amount of ending lag out of Luigi's aerials. It can auto-cancel both with a short hop and with a short hop fast fall, although in the latter case, it requires strict timing to do so.
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairname=Air Slash ({{ja|エアスラッシュ|Ea Surasshu}})
|uairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|7}} (late)
|uairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|7}} (late)
|uairdesc=A bicycle kick. It is useful for combos like Mario's up aerial, due to its very low ending lag and landing lag. Its clean hitbox also inflicts above-average damage for a combo-oriented move. However, it launches at a lower angle than Mario's; this makes it less effective for juggling and especially vertical combos past low percentages, yet more effective for horizontal combos. It also comes out 1 frame later than Mario's, on frame 5 instead of 4, but has less ending lag. However, it possesses a substantially smaller hitbox. Just like his forward aerial, Luigi can use his up aerial twice with a single short hop, as well as auto-cancel it due to its lenient auto-cancel window and low ending lag.
|uairdesc=A bicycle kick. It is useful for combos like Mario's up aerial, due to its very low ending lag and landing lag. Its clean hitbox also inflicts above-average damage for a combo-oriented move. However, it launches at a lower angle than Mario's; this makes it less effective for juggling and especially vertical combos past low percentages, yet more effective for horizontal combos. It also comes out 1 frame later than Mario's, on frame 5 instead of 4, but has less ending lag. However, it possesses a substantially smaller hitbox, a late hit that deals less damage, and it also has no base knockback, which gives it little to no safety on hit at low percents. Just like his forward aerial, Luigi can use his up aerial twice with a single short hop, as well as auto-cancel it due to its lenient auto-cancel window and low ending lag.
|dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|dairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|dairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late)
|dairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late)
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|dsname=Luigi Cyclone
|dsname=Luigi Cyclone
|dsdmg=2% (hits 1-4), 4% (hit 5)
|dsdmg=2% (hits 1-4), 4% (hit 5)
|dsdesc=Spins around rapidly, to the point of generating a vortex around himself that traps an opponent and damages them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. It allows Luigi to move horizontally on the ground, as well as maintain his aerial position by mashing the special move button, although both abilities are considerably weaker than in previous games. It also grants Luigi [[invincibility]] during startup (frames 4-8 while grounded and 1-7 in midair), and has [[windbox]]es around Luigi that pull opponents into the attack. These traits make it a more effective, yet slightly less rewarding combo breaker compared to his neutral aerial. As of update 2.0.0, Luigi Cyclone's final hit has respectable power: the grounded version KOs middleweights at ≈160%, whereas the aerial version is a reliable KO confirm from down throw at high percentages, especially when used on a platform. Although Luigi Cyclone connects more reliably than in previous games, it should also be noted that it now requires consistent button mashing for all of its hits to connect.
|dsdesc=Spins around rapidly, to the point of generating a vortex around himself that traps an opponent and damages them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. It allows Luigi to move horizontally on the ground, as well as maintain his aerial position by mashing the special move button, although both abilities are considerably weaker than in previous games. It also grants Luigi [[invincibility]] during startup (frames 4-8 while grounded and 1-7 in midair), and has [[windbox]]es around Luigi that pull opponents into the attack. These traits make it a more effective, yet slightly less rewarding combo breaker compared to his neutral aerial. As of update 2.0.0, Luigi Cyclone's final hit has respectable power: the grounded version KOs middleweights at ≈160%, whereas the aerial version is a reliable KO confirm from down throw at high percentages, especially when used on a platform. Although Luigi Cyclone connects more reliably than in previous games, it should also be noted that it now requires consistent button mashing for all of its hits to connect. Resembles the {{s|mariowiki|Spin Jump}}, a technique that first debuted in ''Super Mario World''.
|fsname=Poltergust G-00
|fsname=Poltergust G-00
|fsdmg=30.1% (maximum captured), 10% (ejection)
|fsdmg=30.1% (maximum captured), 10% (ejection)
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===[[Announcer]] calls===
===[[Announcer]] calls===
<gallery>
<gallery>
Luigi English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Luigi English Announcer SSB4-SSBU.wav|English/Japanese/Chinese/Korean
Luigi German Announcer SSBU.wav|German
Luigi Dutch Announcer SSBU.wav|Dutch
Luigi French Announcer SSBU.wav|French
Luigi French Announcer SSBU.wav|French
Luigi German Announcer SSBU.wav|German
Luigi Spanish Announcer SSBU.wav|Spanish
Luigi Italian Announcer SSBU.wav|Italian
Luigi Italian Announcer SSBU.wav|Italian
Luigi Russian Announcer SSBU.wav|Russian
Luigi Russian Announcer SSBU.wav|Russian
Luigi Spanish Announcer SSBU.wav|Spanish
</gallery>
</gallery>


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''See also: [[:Category:Luigi players (SSBU)]]''
''See also: [[:Category:Luigi players (SSBU)]]''


*{{Sm|Elegant|USA}} - The best Luigi player of all-time, notably placing 3rd at {{Trn|Mainstage 2021}} and 4th at {{Trn|Riptide}} and {{Trn|Low Tide City 2021}}. His highest ranking was 14th on the [[OrionRank Ultimate: Eclipse]], the highest-ranking Luigi player on a notable global ranking. However, he has since been banned in several regions due to his conduct while drunk.
*{{Sm|Elegant|USA}} - The best Luigi player of all-time, notably placing 3rd at {{Trn|Mainstage 2021}} and 4th at {{Trn|Riptide}} and {{Trn|Low Tide City 2021}}, some of Luigi's best major results. His highest ranking was 14th on the [[OrionRank Ultimate: Eclipse]], the highest-ranking Luigi player on a global ranking. He has since been banned in several regions due to his conduct while drunk.
*{{Sm|Kiyarash|USA}} - Debuted during the online metagame and was the best Luigi in North America's online metagame, with notable placements such as 2nd at the {{Trn|SWT: NA Southwest Ultimate Online Qualifier}}. Offline, he is one of the best Luigi players in North America since 2023, placing 6th at the {{Trn|SWT: NA West Ultimate Regional Finals}}, 17th at the supermajor {{Trn|Crown the Third}}, and 25th at the supermajor {{Trn|Port Priority 8}}, upsetting {{Sm|Zomba}} in the latter event.
*{{Sm|Kiyarash|USA}} - Debuted during the online metagame and was the best Luigi in North America's online metagame, with notable placements such as 2nd at the {{Trn|SWT: NA Southwest Ultimate Online Qualifier}}. Offline, he is one of the best Luigi players in North America since 2023, ranking 88th on the [[LumiRank 2023]] and placing 17th at {{Trn|Crown the Third}} and 25th at {{Trn|Port Priority 8}} upsetting {{Sm|Zomba}}, and 33rd at {{Trn|GENESIS X}}.
*{{Sm|Luugi|UK}} - One of the best Luigi players in the world since mid-2022 and the second Luigi player ranked top 50 on a notable global ranking, ranking 47th on the [[LumiRank Mid-Year 2023]]. His 2nd-place finish at {{Trn|King Of Fields 95 3}} is tied for the highest placement for a Luigi player at a major/supermajor.
*{{Sm|Luugi|UK}} - One of Europe's best players who has been one the best Luigi players in the world since mid-2022 and the second Luigi player ranked top 50 on a notable global ranking, ranking 47th on the [[LumiRank Mid-Year 2023]]. His 2nd-place finish at {{Trn|King Of Fields 95 3}} is tied for the highest placement for a Luigi player at a major/supermajor.
*{{Sm|Navy|Japan}} - One of the Japan's most accomplished Luigi players in 2019, Navy most notably placed 4th at {{Trn|Sumabato SP 6}} with wins over {{Sm|Etsuji}} and {{Sm|kept}}. Navy went on a hiatus from offline competition during the period of 2020 until early 2023. Navy has since returned to form, placing 9th at the major {{Trn|Maesuma TOP 15 "FINAL"}} and 13th at the major {{Trn|Maesuma TOP 14.5 "in Hyogo"}}.  
*{{Sm|Navy|Japan}} - One of the Japan's most accomplished Luigi players in 2019, most notably placing 4th at {{Trn|Sumabato SP 6}} with wins over {{Sm|Etsuji}} and {{Sm|kept}}. He went on a hiatus from offline competition in 2020 before returning in early-2023, and remains one of Japan's best Luigi players, placing 9th at {{Trn|Maesuma TOP 15 "FINAL"}} and 13th at {{Trn|Maesuma TOP 14.5 "in Hyogo"}}.  
*{{Sm|Rarukun|Japan}} - One of the best Luigi players in the world since mid-2023, thanks to a string of strong major performances, most notably 2nd at {{Trn|KOWLOON 9 with Sumabato}}, tied for the highest placement for a Luigi player at a major/supermajor.
*{{Sm|Raru|Japan}} - One of the best Luigi players in the world since mid-2023, thanks to a string of strong major performances, most notably 2nd at {{Trn|KOWLOON 9 with Sumabato}}, tied for the highest placement for a Luigi player at a major/supermajor. He is the third Luigi player ranked top 50 globally, ranking 49th on the [[LumiRank 2023]].
*{{Sm|WaKa|Mexico}} - The best Luigi player in North America following Elegant's ban, and one of the best players in Mexico. Although his activity has been either online or in-region, he has won many regionals in his region and has also placed highly at all Mexican majors he attended, including 9th at {{Trn|Smash Factor 9}} and 17th at both {{Trn|Smash Factor X}} and {{Trn|Delfino Maza 2023}}. He is also ranked 66th on the [[UltRank 2022]].
*{{Sm|WaKa|Mexico}} - The best Luigi player in North America following Elegant's ban, with his highest ranking being 66th on the [[UltRank 2022]], and is one of the best players in Mexico. Although his activity has been either online or in-region, he has won many regionals in his region and has also placed highly at all Mexican majors he attended, including 9th at {{Trn|Smash Factor 9}} and 17th at both {{Trn|Smash Factor X}} and {{Trn|Delfino Maza 2023}}.  
*{{Sm|Yamanaction|Japan}} - The best Luigi player in Japan in 2021 and 2022. His upset over {{Sm|ProtoBanham}} at {{Trn|Umebura SP 7}} is the largest upset at an ''Ultimate'' major, with an upset factor of 14. He has also placed highly at several majors, including 9th at {{Trn|Kagaribi 7}}, and was ranked 90th on the [[OrionRank 2022]]. Since 2023 he has been playing more {{SSBU|Steve}}, although he keeps Luigi as a secondary or counterpick.
*{{Sm|Yamanaction|Japan}} - The best Luigi player in Japan in 2021 and 2022. His upset over {{Sm|ProtoBanham}} at {{Trn|Umebura SP 7}} is the largest upset at an ''Ultimate'' major, with an upset factor of 14. He has also placed highly at several majors, including 9th at {{Trn|Kagaribi 7}}, and was ranked 90th on the [[OrionRank 2022]]. Since 2023 he has been playing more {{SSBU|Steve}}, although he keeps Luigi as a secondary or counterpick.


===Tier placement and history===
===Tier placement and history===
Luigi's new grab, which had noticably more lag, and nerfs to [[Luigi Cyclone]] that removed its recovery and gimping potential initially soured opinions on Luigi's viability. However, many players soon realized Luigi's combo game porential, specifically his zero-to-death combos. In addition, several Luigi players placed highly at tournaments as the metagame progressed, most notably {{Sm|Elegant}}, who despite a rough start eventually became a top 50 player by the end of the first year. Although Luigi's poor disadvantage state still hindered him, his perception greatly improved, and many players considered him as a mid-tier at worst.
Luigi's new grab, which had noticeably more lag, and nerfs to [[Luigi Cyclone]] that removed its recovery and gimping potential initially soured opinions on Luigi's viability. However, many players soon realized Luigi's combo game potential, specifically his zero-to-death combos. In addition, several Luigi players placed highly at tournaments as the metagame progressed, most notably {{Sm|Elegant}}, who despite a rough start eventually became a top 50 player by the end of the first year. Although Luigi's poor disadvantage state still hindered him, his perception greatly improved, and many players considered him as a mid-tier at worst.


Since then, Luigi's results only improved as Luigi's combo game developed even further: in the post-online metagame, Elegant established himself as a top 20 player in the world following a string of top 8 results at supermajor events. Even after Elegant's ban, other Luigi players came and took his place; most notable among them were {{Sm|Luugi}} and {{Sm|Rarukun}}, both of which have seen placements that were on-par if not better than what Elegant had. As such, although Luigi was ranked 47th on the current tier list as an upper-mid tier, many players have argued that Luigi should be ranked in the high-tier due to his strong results and deadly combo game.
Since then, Luigi's results only improved as Luigi's combo game developed even further: in the post-online metagame, Elegant established himself as a top 20 player in the world following a string of top 8 results at supermajor events. Even after Elegant's ban, other Luigi players came and took his place; most notable among them were {{Sm|Luugi}} and {{Sm|Rarukun}}, both of which have seen placements that were on-par if not better than what Elegant had. As such, although Luigi was ranked 47th on the current tier list as an upper-mid tier, many players have argued that Luigi should be ranked in the high-tier due to his strong results and deadly combo game. As a result, he rose eight positions in the second tier list, ranking at 39th place.


=={{SSBU|Classic Mode}}: Luigi's Nightmares==
=={{SSBU|Classic Mode}}: Luigi's Nightmares==
[[File:SSBU Congratulations Luigi.png|thumb|Luigi's congratulations screen.]]
[[File:SSBU Congratulations Luigi.png|thumb|Luigi's congratulations screen.]]
Luigi's opponents are fighters who demonstrate a creepy or scary motif, either because of their appearance (such as [[Dark Link]]), the series they hail from (such as [[Bayonetta]]), or both (such as [[Ridley]]). This theme is further referenced by each Round being fought on a stage that is gloomy and/or set at nighttime. The [[boss]] of Luigi's route, [[Dracula]], also fits this theme due to being a vampire; by extension, his role as the boss also references Luigi's exploration of [[Dracula's Castle|his castle]] during {{SSBU|Simon}} and {{SSBU|Richter}}'s reveal trailer.
Luigi's opponents are fighters who demonstrate a creepy or scary motif, either because of their appearance (such as [[Dark Link]]), the series they hail from (such as [[Bayonetta]]), or both (such as [[Ridley]]). This theme is further referenced by each Round being fought on a stage that is gloomy and/or set at nighttime. The [[boss]] of Luigi's route, [[Dracula]], also fits this theme due to being a vampire; on a related note, Dracula's role as the boss also references Luigi's exploration of [[Dracula's Castle|his castle]] during {{SSBU|Simon}} and {{SSBU|Richter}}'s reveal trailer.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|•The enemy has increased attack power after a little while<br>•The enemy deals damage when falling<br>•The enemy is giant
|•The enemy has increased attack power after a little while<br>•The enemy deals damage when falling<br>•The enemy is giant
|{{SSBUMusicLink|Super Mario Bros.|Battle! - Paper Mario: Color Splash}}
|{{SSBUMusicLink|Super Mario Bros.|Battle! - Paper Mario: Color Splash}}
|{{s|mariowiki|Mr. L}}
|{{s|mariowiki|Super Dimentio}}
|-
|-
|108
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