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Green Missile

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Green Missile
Green Missile
The Green Missile in Super Smash Bros. for Wii U.
User Luigi
Universe Mario
Article on Super Mario Wiki Green Missile
Charge it to dive across the stage. Sometimes backfires.
Smash for 3DS's foldout

The Green Missile (ルイージロケット, Luigi Rocket) is Luigi's side special move since Super Smash Bros. Melee. It can be charged for about three seconds, and once let go, Luigi is launched sideways like a rocket, the distance and damage being based on how long the move is charged.

The move also has a small chance to "misfire". A misfire's distance and damage will not be affected by how much it is charged, with both being greater than even a fully charged regular Green Missile. The probability of misfiring is 1/8 for Melee and Brawl and 1/10 for SSB4. When one occurs, the move's animation will have a noticeable fire/rocket effect. But after a misfire the chance of getting another one is only 1/4

A misfire can allow Luigi to cover horizontal distances significantly farther than normal; however, as implied by the name, a misfire is not always beneficial. For example, if the move is aimed at an opponent who dodges and the move misfires, Luigi will likely travel horizontally a long distance off the stage even if the move was uncharged, making it very hard for him to get back on (as well as leaving him exposed to edgeguarding). In Melee, the spontaneous misfire fires Luigi extremely far, nearly three times the distance of an uncharged Green Missile and longer than Final Destination. This has been toned down in Brawl to about twice the regular distance, lowering the chance of an SD occuring.

As Luigi's regular up special recovery move, Super Jump Punch, gains no horizontal distance whatsoever, CPU Luigis in Melee are coded to use the Green Missile instead to recover. However, even at CPU level 9, they will never switch to the Super Jump Punch once they drop below the level of the stage, which will always cause them to uselessly repeat the Green Missile over and over below the edge and result in an avoidable SD. This is most visible when fighting a CPU Luigi on Mushroom Kingdom II. Additionally, the CPU will never charge the move, making it even more likely to come up short. High-level CPUs in Brawl are capable of properly combining the two recovery moves (though lower-level ones will only use the Super Jump Punch).

Super Smash Bros. Brawl allows Luigi to hold this move at full charge indefinitely. If a partially charged one hits a wall, occasionally Luigi will get stuck for a brief moment and have to pull himself free, accompanied by a spring noise as his body bobs up and down for comedic effect. Also added in Brawl is the lesser-known fact that the move gives Luigi a slight vertical boost if used right after a jump. This may be related to Luigi's normally slow falling speed. If the trick is used when Luigi is metal or is wearing a Bunny Hood (both of which increase a character's falling speed), the boost will be much higher.

Super Smash Bros. 4 still allows the move to be held at full charge, but if Luigi's on the ground, it will cancel after a certain amount of time, leaving Luigi vulnerable for a short time. The vertical boost gained from using the move right after a jump is retained from Brawl.

In Melee, an uncharged Missile will travel farther if the control stick is tapped, rather than just held, during the input. In SSB4, this instead causes the Green Missile to charge faster.

The move is similar to Skull Bash, though Skull Bash cannot misfire.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Green Missile 2. Floating Missile 3. Quick Missile
LuigiSide1-SSB4.png
LuigiSide2-SSB4.png
LuigiSide3-SSB4.png
"A sideways dive that can be charged. It's Luigi, so this move can backfire." "Float sideways in a straight line. Charges quickly, but doesn't do a lot of damage." "Fly faster and farther than normal, sliding across the ground if you miss."
  1. Green Missile: Default.
  2. Floating Missile: Flies sideways in a straight line. Charges up quickly, but does not do a lot of damage. The speed of the move is the same regardless of how much it is charged or if it backfires.
  3. Quick Missile: Luigi flies faster and farther than normal, sliding across the ground if he misses. However, it deals less damage and Luigi is also left open to attack after landing the hit.

Origin

A Green Missile that is not a misfire.
A standard Green Missile.

There is no game from which the Green Missile originates from, as nothing like it has appeared in any Mario game released before Super Smash Bros. Melee. Luigi has been known to have a comical style though, as mentioned on the official Smash Bros. website, which could explain the Green Missile's rather silly execution.

Like the Egg Roll, the Green Missile has appeared in games released after the move's introduction in Super Smash Bros. Melee. The Green Missile later makes an appearance in Mario Sports Mix. Luigi uses a similar move in Mario & Sonic at the Olympic Winter Games. Unlike the Egg Roll, however, the resemblance may just be a coincidence, as it is not used as a named special move. Luigi did a similar move in The Super Mario Bros. Super Show! episode The Adventures of Sherlock Mario.

Gallery

Trivia

  • As noted above, Green Missile's charging stage gains notable vertical distance when used immediately after a jump in Brawl. Luigi Cyclone shares this property. When these two moves are combined with his usual recovery move (optimally in the order jumped Green Missile→jumped Cyclone→Green Missile at apex of height→Super Jump Punch), it becomes possible for Luigi to travel absurd distances aerially, being able to easily perform many stage jumps, including clearing the entire Online Practice Stage and traversing Temple aboveground.

See also