Luigi (SSBU): Difference between revisions

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|ftiltname= 
|ftiltname= 
|ftiltdmg=9%
|ftiltdmg=9%
|ftiltdesc=A hook kick. It can be angled. It is different from {{SSBU|Mario}}'s due to its different animation, but has similar properties and thanks to its higher damage output, it is strong enough to KO at very high percents at the ledge. Just like Luigi's other tilts, it comes out on frame 5. Good spacing option despite having less range and more ending lag than Mario's. It is also outperformed by other stronger and more versatile spacing tools.
|ftiltdesc=A hook kick. Despite having a different animation compared to {{SSBU|Mario}}'s, it can be angled like his and has similar properties. Thanks to its higher damage output, it can function as a situational KO option near an edge at very high percents. Just like Luigi's other tilts, it comes out on frame 5. Good spacing option despite having less range and more ending lag than Mario's. However, it is outperformed by other stronger and more versatile spacing tools.
|utiltname= 
|utiltname= 
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=An uppercut. It is a potent combo starter, leading into itself at low percents and all of Luigi's aerials at mid to high percents. Usually KOs middleweights at around 180%. Compared to Mario's, it deals more damage, has more frontal range and less ending lag, but its much lower base knockback makes it less safe at very low percents.
|utiltdesc=An uppercut. It is a potent combo starter, leading into itself at low percents and all of Luigi's aerials at medium to high percents. However, it can also function as a situational KO option, as it usually KOs middleweights at around 180%. Compared to Mario's, it deals more damage, has more frontal range and less ending lag, but its much lower base knockback makes it less safe at very low percents.
|dtiltname= 
|dtiltname= 
|dtiltdmg=5%
|dtiltdmg=5%
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|dashname= 
|dashname= 
|dashdmg=2% (hits 1-4), 4% (hit 5)
|dashdmg=2% (hits 1-4), 4% (hit 5)
|dashdesc=A flurry of childish punches. It has been considerably improved from previous games, having significantly less ending lag and dealing both more damage and knockback, while still being one of the fastest dash attacks in the game in terms of startup, coming out at frame 4, tied with {{SSBU|Ivysaur}} and {{SSBU|Fox}}'s dash attacks. Since Luigi runs forward, it has long range, but it is very punishable if whiffed.
|dashdesc=A flurry of childish punches. It has been considerably improved from previous games, having significantly less ending lag and dealing both more damage and knockback, to the point that it can function as a situational KO option near an edge at very high percents. It also remains one of the fastest dash attacks in the game in terms of start-up, coming out at frame 4, tied with {{SSBU|Ivysaur}} and {{SSBU|Fox}}'s dash attacks. Since Luigi runs forward, it has long range, but it is very punishable if whiffed.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|15}}
|fsmashdmg={{ChargedSmashDmgSSBU|15}}
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|nairname=Luigi Kick
|nairname=Luigi Kick
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdesc=A flying kick. It has the fastest startup out of Luigi's aerials at frame 3, making it very useful for breaking out of combos. It also launches at a vertical angle, allowing it to start combos when [[SHFF]]'d, especially with its late hit. The clean hit possesses an above average damage output and high knockback, giving it good KO power. Just like his other aerials, it can autocancel in a short hop, although it is his only aerial that cannot autocancel in a short hop fastfall.
|nairdesc=A flying kick. It has the fastest start-up out of Luigi's aerials at frame 3, making it very useful for breaking out of combos. It also launches at a vertical angle, allowing it to start combos when [[SHFF]]'d, especially with its late hit. The clean hit possesses an above-average damage output and high knockback, giving it good KO power. Just like his other aerials, it can auto-cancel in a short hop, although it is his only aerial that cannot auto-cancel in a short hop fast fall.
|fairname= 
|fairname= 
|fairdmg={{ShortHopDmgSSBU|8}}
|fairdmg={{ShortHopDmgSSBU|8}}
|fairdesc=A downward knifehand strike. Very fast, coming out on frame 7 and being interruptible just 13 frames after the hitbox ceases (frame 24), tying it with {{SSBU|Pac-Man}}'s forward aerial for the fastest in the game. It is a reliable follow-up from down throw at low to medium percents, and is useful for edgeguarding and approaching due to its extremely low ending lag, with the fastest interruptibility of its type. It autocancels at frame 21, and combined with its lack of ending lag, it can autocancel in a short hop fastfall and can be used twice in a short hop without landing lag. Its hitbox is positioned on Luigi's hand and arm, but also has a another, smaller hitbox on his shoulder that covers slightly around his body.
|fairdesc=A downward knifehand strike. Very fast, coming out on frame 7 and being interruptible just 13 frames after the hitbox ceases (frame 24), tying it with {{SSBU|Pac-Man}}'s forward aerial for the fastest in the game. It is a reliable follow-up from down throw at low to medium percents, and is useful for edge-guarding and approaching due to its extremely low ending lag, with the fastest interruptibility of its type. It auto-cancels at frame 21, and combined with its lack of ending lag, it can auto-cancel in a short hop fast fall and can be used twice in a short hop without landing lag. Its hitbox is positioned on Luigi's hand and arm, but also has a another, smaller hitbox on his shoulder that covers slightly around his body.
|bairname= 
|bairname= 
|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, the highest of Luigi's aerial attacks. The clean hit's sweetspot is located on Luigi's feet and deals high damage and great knockback, making it one of Luigi's best KOing options. Conversely, the clean hit's sourspot and the late hit deal much less damage and knockback. It comes out quickly on frame 6, but has noticeable ending lag, with 33 frames of lag, the highest of Luigi's aerials. It can autocancel both in a short hop and in a short hop fast fall, although in the latter's case, it requires strict timing.
|bairdesc=A dropkick. It has decent range, the highest of Luigi's aerial attacks. The clean hit's sweetspot is located on Luigi's feet and deals high damage and great knockback, making it one of Luigi's best KOing options. Conversely, the clean hit's sourspot and the late hit deal much less damage and knockback. It comes out quickly on frame 6, but has noticeable ending lag, with 33 frames of lag, the highest of Luigi's aerials. It can auto-cancel both in a short hop and in a short hop fast fall, although in the latter's case, it requires strict timing.
|uairname= 
|uairname= 
|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 end lag and landing lag, while dealing above-average damage for a combo move. However, it launches at a lower angle than Mario's, which makes it less effective for combos and juggling past low percents but making it better for edgeguarding. It also comes out one frame later than Mario's, at frame 5 instead of 4. Just like his forward aerial, Luigi can use his up aerial twice in a single short hop and still autocancel it due to its lenient autocancel window and low ending lag.
|uairdesc=A bicycle kick. It is useful for combos like Mario's up aerial, due to its very low end lag and landing lag, while dealing above-average damage for a combo move. However, it launches at a lower angle than Mario's, which makes it less effective for combos and juggling past low percents but making it better for edge-guarding. It also comes out one frame later than Mario's, at frame 5 instead of 4. Just like his forward aerial, Luigi can use his up aerial twice in a single short hop and still auto-cancel it due to its lenient auto-cancel window and low ending lag.
|dairname= 
|dairname= 
|dairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late)
|dairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late)
|dairdesc=A diagonal corkscrew dropkick, similar to the {{s|mariowiki|Drill Stomp}}. It comes out on frame 10, has low landing lag, very low ending lag, autocancels in a short hop fastfall and has a clean hit that meteor smashes with respectable power, making it a safe edgeguarding option and a fast but powerful meteor smash with low risk and high reward. It also has the lowest ending lag of any meteor smash in the game, with only 15 frames of lag. However, the clean hit only affects the hitbox on Luigi's feet and only lasts one frame, whereas the late hit is less rewarding due to launching opponents horizontally away from Luigi, although this still makes it effective for edgeguarding. Prior to update 2.0.0, the clean hit could affect both grounded and aerial opponents, which allowed it to start combos at a wide variety of percents, even possessing KO setups into Super Jump Punch. From the update onward, it only affects aerial opponents, removing most of its potential as a combo starter; however, it can still function as a valuable combo extender from a down throw or neutral aerial, launching opponents back to the ground and into more followup attacks.
|dairdesc=A corkscrew double foot stomp, similar to the {{s|mariowiki|Drill Stomp}}. It comes out on frame 10, has low landing lag, very low ending lag, auto-cancels in a short hop fast fall and has a clean hit that meteor smashes with respectable power, making it a safe edge-guarding option and a fast, yet powerful meteor smash with low risk and high reward. It also has the lowest ending lag of any meteor smash in the game, with only 15 frames of lag. However, the clean hit only affects the hitbox on Luigi's feet and only lasts one frame, whereas the late hit is less rewarding due to launching opponents horizontally away from Luigi, although this still makes it effective for edge-guarding. Prior to update 2.0.0, the clean hit could affect both grounded and aerial opponents, which allowed it to start combos at a wide variety of percents, even possessing KO set-ups into Super Jump Punch. From the update onward, it only affects aerial opponents, removing most of its potential as a combo starter; however, it can still function as a valuable combo extender from a down throw or neutral aerial, launching opponents back to the ground and into more follow-ups.
|zairname=Suction Shot
|zairname=Suction Shot
|zairdmg=5%
|zairdmg=5%
|zairdesc=[[mariowiki:Suction Shot|Fires a plunger]] from the {{s|mariowiki|Poltergust G-00}}. It behaves unusually from other grab aerials in that it cannot be used as a tether recovery, and the plunger alongside its string detach from the Poltergust G-00 after being fired forward, behaving as a projectile that is affected by gravity and cannot be [[reflect]]ed or [[absorb]]ed, which makes it useful for edgeguarding. The plunger falls down until either landing on the ground or traveling a set distance, disappearing afterwards, and does not restrict Luigi from using his grab while active. Unlike other grab aerials, this move has much higher landing lag (20 frames), but if Luigi lands before firing the plunger, it can come out and hit opponents during landing lag, allowing it to combo into several ground attacks at close enough range. These attributes make it a good projectile overall.
|zairdesc=[[mariowiki:Suction Shot|Fires a plunger]] from the {{s|mariowiki|Poltergust G-00}}. It behaves unusually from other grab aerials in that it cannot be used as a tether recovery, and the plunger alongside its string detach from the Poltergust G-00 after being fired forward, behaving as a projectile that is affected by gravity and cannot be [[reflect]]ed or [[absorb]]ed, which makes it useful for edge-guarding. The plunger falls down until either landing on the ground or traveling a set distance, disappearing afterward, and does not restrict Luigi from using his grab while active. Unlike other grab aerials, this move has much higher landing lag (20 frames), but if Luigi lands before firing the plunger, it can come out and hit opponents during landing lag, allowing it to combo into several ground attacks at close enough range. These attributes make it a good projectile overall.
|grabname=Suction Shot
|grabname=Suction Shot
|grabdesc=Fires a plunger from his Poltergust G-00. Has shorter range than other extended grabs, but less ending lag, with Luigi being able to act out of it before the plunger disappears.
|grabdesc=Fires a plunger from his Poltergust G-00. Has shorter range than other extended grabs, but less ending lag, with Luigi being able to act out of it before the plunger disappears.
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|bthrowname=Slam
|bthrowname=Slam
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Turns around to slam the opponent behind himself with the Poltergust G-00. It is Luigi's most damaging and strongest throw, as well as one of the strongest back throws in ''Ultimate'', being able to reliably KO middleweights under 120% at the edge.
|bthrowdesc=Turns around to slam the opponent behind himself with the Poltergust G-00. It is Luigi's most damaging and strongest throw, as well as one of the strongest back throws in ''Ultimate'', being able to reliably KO middleweights under 120% at an edge.
|uthrowname= 
|uthrowname= 
|uthrowdmg=8% (throw), 6% (collateral)
|uthrowdmg=8% (throw), 6% (collateral)
|uthrowdesc=Swings the Poltergust G-00 upwards. It can combo into a forward aerial or up aerial at low to mid percents, and possesses a collateral hitbox that launches bystanders upwards alongside the thrown opponent. It is generally considered less versatile than down throw.
|uthrowdesc=Swings the Poltergust G-00 upward. It can combo into a forward aerial or up aerial at low to medium percents, and possesses a collateral hitbox that launches bystanders upwards alongside the thrown opponent. However, it is a less versatile combo starter compared to down throw.
|dthrowname= 
|dthrowname= 
|dthrowdmg=3% (hit 1 and throw)
|dthrowdmg=3% (hit 1 and throw)
|dthrowdesc=Shoves the opponent under himself and {{s|mariowiki|Ground Pound}}s them. It is Luigi's most useful attack and one of the most effective combo starters in the game, thanks to its average knockback, low ending lag and mostly vertical angle. It can combo into several moves, including an up tilt or up smash at low percents, and any of Luigi's aerials or Luigi Cyclone at low and up to high percents, as well as an aerial sweetspotted Super Jump Punch. Its most effective followup at lower percents is a clean down aerial, followed up by a neutral aerial into another clean down aerial, before finally ending with an up aerial into a Super Jump Punch for a [[zero-to-death combo]] that works on a wide variety of characters. At higher percents, it has several potential KO setups, including an aerial Super Jump Punch, a back aerial near the edge, and Luigi Cyclone on platforms. It has a collateral hitbox before the throw at frames 18-28 that can hit bystanders, and due to the throw's  low ending lag, Luigi can act as soon as he comes back to the ground.
|dthrowdesc=Shoves the opponent under himself and {{s|mariowiki|Ground Pound}}s them. It is Luigi's most useful attack and one of the most effective combo starters in the game, thanks to its average knockback, low ending lag and mostly vertical angle. It can combo into several moves, including an up tilt or up smash at low percents, and any of Luigi's aerials or Luigi Cyclone at low and up to high percents, as well as an aerial sweetspotted Super Jump Punch. Its most effective follow-up at low percents is a clean down aerial, followed up by a neutral aerial into another clean down aerial, before finally ending with an up aerial into a Super Jump Punch for a [[zero-to-death combo]] that works on a wide variety of characters. At high percents, it has several potential KO setups, including an aerial Super Jump Punch, a back aerial near the edge, and Luigi Cyclone on platforms. It has a collateral hitbox before the throw at frames 18-28 that can hit bystanders, and due to the throw's  low ending lag, Luigi can act as soon as he comes back to the ground.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|nsname=Fireball
|nsname=Fireball
|nsdmg=6% (clean), 5% (late)
|nsdmg=6% (clean), 5% (late)
|nsdesc=Throws a {{s|mariowiki|Green Fireball}}. It is fairly [[spam]]mable, which enables it to pressure opponents from afar and hinder approaches. Compared to Mario's Fireball, Luigi's version has less ending lag and has a clean hit that deals more damage, with Luigi being able to throw another fireball when the clean hit ceases. Unlike Mario's version, the fireball also unaffected by gravity, which gives it more vertical range, but makes it less suitable for edgeguarding.
|nsdesc=Throws a {{s|mariowiki|Green Fireball}}. It is fairly [[spam]]mable, which enables it to pressure opponents from afar and hinder approaches. Compared to Mario's Fireball, Luigi's version has less ending lag and has a clean hit that deals more damage, with Luigi being able to throw another fireball when the clean hit ceases. Unlike Mario's version, the fireball also unaffected by gravity, which gives it more vertical range, but makes it less suitable for edge-guarding.
|ssname=Green Missile
|ssname=Green Missile
|ssdmg=≈6.16% (uncharged), ≈21% (fully charged), 25% (misfired)
|ssdmg=≈6.16% (uncharged), ≈21% (fully charged), 25% (misfired)