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Luigi (SSBM)

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This article is about Luigi's appearance in Super Smash Bros. Melee. For the character in other contexts, see Luigi.
Luigi
in Super Smash Bros. Melee
Luigi in Super Smash Bros. Melee.
MarioSymbol(preBrawl).svg
Universe Mario
Other playable appearances in SSB
in Brawl
in SSB4
in Ultimate
Availability Unlockable
Tier D (13) (North America)
E (13) (Europe)
LuigiHeadSSBM.png
Luigi has worse traction than his brother, but he's a more powerful jumper.
—Trophy description of Luigi.

Luigi (ルイージ, Luigi) is an unlockable character in Super Smash Bros. Melee. Luigi is markedly similar to Mario, though his moveset and attributes (such as traction and aerial mobility) are different in many ways, making him a semi-clone.

Charles Martinet reprises his role as Luigi in Melee, albeit via Mario's voice clips from Super Mario 64, but more high-pitched.

Luigi currently ranks 13th on the tier list, in the D tier, placing him two places above his older brother Mario as well as being in the middle of the entire tier list. This is a drastic improvement from his previous ranking in the original Super Smash Bros., where he was ranked 12th out of 12 at the very bottom of the tier list. Luigi is notable for having some of the best aerials in all of Melee; they are very fast, very powerful and have very low ending and landing lag. Luigi's wavedash is the longest in the game, taking him nearly half the distance of Final Destination at a high speed (only slightly slower than Captain Falcon's dash). Luigi also has a wide array of efficient combo and KO moves both in the air and on the ground. Luigi's traction is the lowest in the game; while it gives him an excellent wavedash, it also limits some of his approaches on the ground if he's not wavedashing, as well as his out of shield options (as he often gets pushed too far away for fast follow-ups when his shield is hit). His approach options are generally poor; he struggles to approach on the ground despite his excellent movement due to his short range and lack of disjointed hitboxes, while his aerial approaches are hampered by his high short hop and slow falling speed (giving him one of the worst SHFFLs in the game) and his extremely poor aerial mobility (the worst in the game). This problem is compounded with his difficulty in forcing opponents to approach (mainly as a result of his very poor projectile). Additionally, his recovery is easy to edgeguard, being very linear and slow despite covering a large distance.

However, Luigi's pros are on par with his cons, and he is considered a decent character in competitive play, with a solid matchup spread with above average results.

How to Unlock

To unlock Luigi, the player must clear the first level of Adventure Mode with a two as the second digit of the seconds portion of the clock. (XX:X2XX). After this requirement is met, a cinematic plays when the player finishes the level, showing Luigi replacing Mario in the level to battle alongside Peach. The player must then defeat Luigi within one minute. After Adventure Mode is completed, the player will face off against Luigi.

Alternately, playing 800 versus matches will also give the opportunity to unlock Luigi.

When fought against, Luigi appears in Mushroom Kingdom II.

Attributes

While Luigi may initially appear to be a clone of his older brother Mario, similar to Dr. Mario, Luigi is a semi-clone of Mario who exchanges mobility for extra power, despite the inverse being true in the Mario games. Many significant differences are present between their ground, aerial, and special attacks, and Luigi possesses several unique moves. Luigi's attributes can also wildly vary from Mario's; Luigi's air speed, dashing speed, and traction are amongst the lowest in the game, whereas Mario's are about average. Luigi's jumps are also much higher than Mario's. Luigi has the longest wavedash in the game as a result of his low traction.

Luigi's primary advantage in this regard is his impressive ground movement. Luigi's wavedash functions as his primary method of movement on the ground, allowing him to traverse large distances very quickly and with a great deal of maneuverability. Luigi can combine his excellent wavedash with a variety of powerful smash attacks to produce some of the best wavesmashes in the game. His down smash is highly versatile, acting as combo starter due to its completely vertical knockback, as a juggling move, or as a KO move at high percentages. His forward smash has extremely high knockback scaling (135; the highest in the game), making it a powerful KO move (if a risky one due to its high ending lag). His up smash has intangibility on his head and is effective at KOing on the upper blast line and on floaty opponents, in addition to outprioritizing attacks from above Luigi.

Luigi also has a variety of powerful attacks in his arsenal; all of Luigi's aerial attacks are extremely solid. His neutral aerial is extremely quick, coming out on frame 3, and has high, completely vertical knockback, making it excellent for both starting and continuing combos. His forward aerial has quick startup and high knockback (at the Sakurai angle; 45° against aerial opponents), making it a useful attack for both KOing and edgeguarding. In addition to these, Luigi's down aerial is among the most flexible attacks in the game. While it has slightly slower startup than his forward air, it launches at the same angle yet has less ending and landing lag. At lower percentages, the forward aerial has more knockback than down aerial. The upper hitbox of the d-air (near Luigi's hips) is a meteor smash, although it is difficult to land and generally more situational than the regular hit. His back aerial has good range and works well for setting up edgeguards, while his up aerial is useful for hitting opponents above him and has low knockback which allows it to combo effectively into more aerials (such as a down or neutral aerial) on floaty opponents, and also works as a somewhat situational edgeguarding tool. Luigi's up special can act as a powerful vertical finisher if sweetspotted, though it leaves Luigi in a helpless state and is very laggy; it is very punishable if the sweetspot is missed or the opponent avoids the attack (such as by shielding it). As a result, its use is often restricted to punishing very laggy moves (such as Sheik's Vanish) unless it can be edge cancelled.

Luigi's grab game is also good. Although his grab range is merely average, it is still much longer than Mario's and his aforementioned long wavedash allows Luigi to extend its reach. His throws have many varied uses. Both his down throw and up throw function as combo starters, leading into juggles with moves like up tilt, neutral air, and down smash; fast fallers such as Fox and Falco are generally more susceptible to up throw, while down throw is more suitable for floaty characters like Marth. Up throw is also a viable chain grab on fast-fallers at low percentages. His forward throw and back throws can set up a variety of edgeguards, with his back throw having sufficiently high knockback to function as a kill move at high percentages.

Luigi's strange variety of attributes, however, acts as a double-edged sword. Despite a highly effective wavedash, Luigi's movement without wavedashing is poor; while his moonwalk is decent, his dash is slow and his short initial dash animation gives him a very short dash-dance. Additionally, Luigi's projectile, Fireballs are poor; they have low hitstun, travel slowly, and have high ending lag, making them some of the more situational projectiles in the game. In addition, Luigi's air game, despite his powerful aerials, lacks much needed synergy with his stellar ground movement due to his low air speed. Furthermore, it, along with his low falling speed, leaves him highly vulnerable to juggles, as he cannot reach the ground effectively to escape them (this is one of the major factors in his poor matchup with Marth, who is capable of both starting and maintaining juggles on Luigi very effectively). A very high short hop and a low falling speed also gives Luigi among the worst SHFFLs in the game, even with his low-lag aerials. Finally, his low falling speed is what makes him vulnerable to being KOed off the top blast line (especially by characters with powerful vertical finishers, like Fox and Ganondorf).

Luigi's two primary recovery moves, Super Jump Punch and Green Missile have decent range (and Green Missile can be used repeatedly when recovering high), they are extremely linear in trajectory; Super Jump Punch does not move Luigi horizontally at all and Green Missile moves him horizontally and then causes him to fall significantly during the high ending lag. The slow and linear nature of these moves make is recovery easy to edgeguard on reaction, undermining his otherwise relatively long recovery. His Super Jump Punch also makes for one of the poorest meteor cancels in the game. He can also recover using the Luigi Cyclone, which gives vertical and horizontal distance. However, the Cyclone needs to be "charged" before it allows Luigi to rise while using it. The move becomes charged when it is completed or is interrupted while Luigi is touching the ground; the charge will be lost if the move finishes while Luigi is not touching the ground. If the charged Cyclone is interrupted in the air it remains charged. Sometimes Luigi begins with the flying cyclone "charged" and sometimes it needs to be charged before use. This is determined by a combination of stage choice, character choice of your opponent, and having lower port priority than your opponent. Also the flying cyclone can be performed from the ground; if Luigi is doing his teeter animation at the edge of a platform he can execute a flying cyclone from that position. This cyclone has different properties for input than a standard flying Cyclone, as it seems to have a similar difficulty level to Mario's flying Tornado. If this rising cyclone is executed from the ground then it must be charged before executing another aerial cyclone unless the one from ground lands on a platform. Additionally, if the cyclone is executed on the ground, other than from a teetering animation, pressing B again will cause Luigi to do a small hop off the ground while still doing the cyclone animation. It also requires intense button mashing to rise; many Luigi players must hold the controller in a different way to normal (such as balancing it on their leg) to be able to press the B button fast enough to utilize the Cyclone as an effective recovery move.

The Fireball is also a potent recovery tool. When knocked off the stage into the range at which Green Missile is effective for grabbing the ledge, Luigi can double jump and aim a fireball at the stage. This will allow him to safely reach the ledge with Super Jump Punch. Depending on which edgeguarding option the opponent uses, there are many different options for aiming the fireball. Aiming at the opponents shield stalls their timing due to shield stun. If they attempt an edgeguard with an aerial or ground based physical attack it is guaranteed to beat the fireball if it does more than 15% damage. Aiming at the corner of the stage will disrupt an opponent who has taken the ledge or is stalling near the stage attempting a gimp. This option greatly enhances Luigi's recovery, but it is still very situational as the opponent can simply avoid, absorb, or deflect the projectile, which may sometimes result in a gimped recovery in the lattermost case.

Luigi also suffers from being a character that requires a somewhat large amount of technical skill and relies heavily on situational attacks; a majority of Luigi's attacks have to timed properly with a wavedash to be at their most effective. Additionally, Luigi is over-reliant on wavedashing; a highly effective Luigi player must have perfect control over his wavedash distance. Using a long wavedash does him little good for offensive purposes up close, and a short wavedash hampers safe retreat. Furthermore, the frequency with which a Luigi player needs to wavedash can increase the number of errors involving jumping or airdodging compared to other characters, which increases the number of opportunities for the opponent to punish. Despite his mobility, Luigi has lacks many particularly safe approaches on the ground, and his aerial approaches are very poor, which generally leaves him vulnerable to characters with good zoning ability.

Changes from Smash 64 to Melee

Given that Luigi was considered to be the worst character in Smash 64 being ranked at the lowest position on the latest tier list at 12th, Luigi was significantly buffed from his transition from Smash 64 to Melee. Luigi greatly benefits from Melee's new mechanics most notably wavedashing. Wavedashing immensely improves Luigi's otherwise poor grounded mobility and it now gives his low traction an advantage rather than it only being a huge detriment. Luigi also benefits from the inclusion of up and down throws as it gives him a powerful chaingrabbing game. A wide variety of his moves have also seen improvements to their speed and some moves such as down smash and neutral aerial have gained combo potential.

However, Luigi has also seen some significant nerfs. Despite gaining some new KO options, many of Luigi's attacks have reduced KO potential including his up smash, back throw and Luigi Cyclone (which is also slower). His recovery is also worse. While his new side special Green Missile grants him an extra recovery option, it is very slow and predictable and it can easily be challenged most of the time. Luigi Cyclone grants less height and it now needs to be charged on the ground before it can be used in the air for recovery purposes and Super Jump Punch covers much less distance especially horizontally. In addition, Super Jump Punch is both slower and much weaker especially the aerial version and it is a lot more difficult to combo into. Despite gaining new combo options, he has also lost one of his most valuable combo options in the form of his up aerial which now has increased startup lag, a worse auto-cancel window and it no longer sends opponents vertically significantly hindering its combo and juggling potential (no longer leading into Super Jump Punch) although it now has less ending lag and higher edgeguarding potential.

Overall, while Luigi's direct changes do not significantly buff him, the changes to the game's mechanics (mainly the inclusion of wavedashing) have immensely helped him pushing him into the mid tiers. It also helps that his damage output and auto-cancel ability are greater relative to the cast making him shine in those areas more than he did in Smash 64.

Aesthetics

  • Change Luigi received a minor cosmetic change: when using his default costume, his overalls are now a navy blue color (more like Mario's) instead of purple from the previous game.
  • Change Idle animation has somewhat altered via his arms waving around a bit.
  • Change Luigi has two new victory poses: the first one has Luigi planks twice when falling, and the second one has Luigi make the gun with his hand and pretend to shoot. They replace two of his victory poses from Smash 64.

Attributes

  • Buff The addition of air dodging has greatly benefitted Luigi as he can now wavedash. Luigi possesses the longest wavedash in the game due to his extremely low traction making him benefit from wavedashing more than almost any other returning veteran. Wavedashing has greatly aided Luigi's mobility as it gives him an excellent approach option; offsetting his otherwise poor approach.
  • Buff Luigi's walking speed is significantly faster (0.3 → 1.1).
  • Buff Luigi's dashing speed is faster (40 → 1.34) no longer being the slowest.
  • Nerf Luigi's initial dash is slower (50 → 1.34).
  • Change Luigi's falling speed is higher (42 → 1.6), which improves his vertical endurance, but makes him easier to combo.
  • Change Luigi's gravity is higher (2.1 → 0.069).
    • Nerf As a result, his jumps are lower.
  • Buff Luigi's air speed is marginally higher (22.5 → 0.68) although it is still the lowest.
  • Buff Luigi's short hop is considerably lower although it is still rather high. This improves his aerial approach potential while Luigi retains his ability to auto-cancel all of his aerials as well perform multiple aerials in a short hop.
  • Nerf Luigi's jumpsquat is longer (3 frames → 4).

Ground attacks

  • Neutral attack:
    • Buff Neutral attack deals more damage (2% → 3% (hit 1)/4% → 5% (hit 3)).
    • Buff The first two hits knockback (8 (base), 50 (scaling) → 20 (set)/100) and angles (361° (hit 1)/70° (hit 2) → 83°/85° (both)) have been altered, allowing them to connect more reliably into the third hit.
    • Buff All three hits have less ending lag (FAF 18 → 15 (hit 1)/FAF 20 → 19 (hit 2), FAF 26 → 23 (hit 3)).
    • Nerf Luigi can no longer cancel the first hit into a grab.
    • Nerf The second hit has a shorter duration (frames 3-5 → 3-4).
    • Buff The third hit has a new animation with Luigi bumping forward with his rear end, slightly increasing its range.
    • Nerf The third hit has more startup lag with a shorter duration (frames 3-8 → 5-6).
  • Forward tilt:
    • Buff Forward tilt has less startup (frame 8 → 4) and ending lag (FAF 43 → 32).
    • Nerf Forward tilt has decreased base knockback (10 → 2).
    • Nerf Down angled forward tilt now deals weak set knockback (10 (base), 0 (set), 100 (scaling) → 2/1/100) now making it easily punishable on hit regardless of the opponent's percent.
  • Up tilt:
    • Buff Luigi has a new up tilt: an overhead "cat paw" swipe with his fist. It has less startup (frame 5 → 4) and ending lag (FAF 42 → 30) compared to the previous up tilt.
    • Buff Up tilt has more horizontal range.
    • Buff Up tilt now launches opponents towards Luigi (80° → 100°).
    • Change Up tilt has altered knockback (0 (base), 150 (scaling) → 30/(127/125/123).
      • Buff This makes the move much safer on hit at lower percents and improves its juggling potential when combined with its lower ending lag.
      • Nerf However, this also hinders its KO potential when combined with its lower damage.
    • Nerf Up tilt deals less damage (10% → 9%).
    • Nerf Up tilt has a shorter duration (frames 5-16 → 4-12).
  • Down tilt:
    • Buff Luigi has a new down tilt: a low swinging crouch back-kick with Luigi's following/right leg which deals more damage (7% → 9%) compared to the previous down tilt.
    • Nerf Down tilt has more startup lag and a shorter duration (frames 3-6 → 5-7).
    • Nerf Down tilt has more ending lag (FAF 18 → 35) significantly hindering its use as a spacing tool.
    • Nerf Down tilt has less range.
    • Nerf Down tilt deals less knockback (0 (base), 100 (scaling) → 10/80).
    • Nerf Down tilt now launches opponents vertically (361° → 80°) further hindering its spacing potential while not granting it combo potential due to its low knockback and high ending lag.
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 61 → 59).
    • Change Dash attack's hits have altered knockback (0 (base), 40 (set), 100 (scaling) → 2/0/100).
      • Buff This makes it connect more reliably at lower percents.
      • Nerf However, this makes it connect less reliably at higher percents.
    • Nerf Dash attack has more startup lag (frame 3 → 4).
    • Nerf Dash attack's hits have shorter durations (4 frames (hits 1-2)/7 frames (hits 3-6) → 1 frame (all)).
    • Nerf Dash attack deals slightly less damage due to changes to stale move negation (12% → 11.1%).
  • Forward smash:
    • Buff Luigi has a new forward smash: a knifehand. It has less startup lag (frame 16 → 12) compared to the previous forward smash.
      • Nerf However, its total duration remains unchanged; increasing its ending lag.
    • Buff Forward smash deals much more knockback (30 (base), 100 (scaling) → 20/135), making it much stronger despite its lower damage and no longer being the weakest in the game.
    • Buff Forward smash now deals extra shield damage (0 → 5).
    • Nerf Forward smash has a shorter duration (frames 16-20 → 12-14).
    • Nerf Forward smash deals less damage (16%/15%/14% → 14%/13%/12%).
    • Nerf Forward smash's angles have been altered (361° (all) → 65° (up)/55° (non angled)/45° (down)) which along with its lower damage, hinders the effectiveness of the non angled and up angled versions; especially against fast fallers.
  • Up smash:
    • Buff Up smash has a new animation; Luigi now takes a massive step forward as he leans for the headbutt. This gives it a bit more horizontal range and much less ending lag (FAF 60 → 40).
    • Nerf Up smash has more startup lag with a shorter duration (frames 7-15 → 9-11). Luigi also no longer jumps, decreasing it's vertical range.
    • Nerf Up smash has less intangibility (frames 7-10 → 9-11).
    • Nerf Up smash deals less damage (19% → 17%) and knockback (26 (base), 120 (scaling) → 35/98) in addition to sending opponents at a less vertical angle (85° → 110°). This significantly hinders its KO potential; no longer being the strongest in the game alongside Mario's version of up smash.
  • Down smash:
    • Buff Down smash has less startup lag (frame 8 → 5) and a shorter total duration (FAF 45 → 38).
    • Change Down smash now launches opponents vertically (361° → 90°), significantly improving its combo potential, but hindering its edgeguarding and KO potential.
    • Nerf Down smash has a shorter duration (frames 8-29 → 5-6/14-15) with the front hit and back hit now having separate hitboxes rather than one long lasting hitbox.
      • Nerf This also increases the move's cooldown as its total duration was not fully compensated.
    • Nerf Down smash deals less knockback (20 (base), 100 (scaling) → 40/80).

Aerial attacks

  • Buff All aerials except up aerial auto-cancel earlier (frame 37 → 36 (neutral), frame 27 → 20 (forward), frame 20 → 19 (back), frame 33 → 24 (down)).
    • Nerf However, Luigi's aerials no longer auto-cancel the entire time their hitboxes are not active.
  • Neutral aerial:
    • Buff Neutral aerial's clean hit deals more damage (14% → 15%) and has higher base knockback (15 → 20).
    • Change Neutral aerial now launches opponents vertically (361° → 90°).
      • Buff This significantly improves its combo potential being an excellent combo starter.
      • Nerf However, this also removes its edgeguarding potential.
    • Buff Neutral aerial has a shorter total duration (FAF 50 → 46).
      • Nerf However, it can also no longer be performed twice in a short hop due to Luigi's lower short hop.
    • Nerf Neutral aerial has a shorter duration (frames 3-10 (clean)/11-36 (late) → 3-6/7-31), slightly increasing its ending lag.
    • Nerf Neutral aerial has slightly increased landing lag (14 frames → 15).
    • Nerf Late neutral aerial deals less damage (11% → 8%) without full compensation on its base knockback (0 → 20).
      • Buff However, this improves its combo potential.
  • Forward aerial:
    • Buff Luigi has a new forward aerial: A karate chop. It has less startup (frame 11 → 7) and ending lag (FAF 40 → 33).
    • Buff Forward aerial has increased base knockback (10 → 43), improving its spacing and edgeguarding potential.
      • Nerf However, this hinders its combo potential.
    • Buff Forward aerial has less landing lag (30 frames → 25).
    • Nerf Forward aerial deals less damage compared to its previous clean hit (16% → 12%), making it weaker overall despite its increased base knockback.
    • Nerf Forward aerial has a shorter duration due to it no longer possessing a late hit (frames 11-26 → 7-10).
    • Nerf Forward aerial has less range.
  • Back aerial:
    • Buff Back aerial has less startup lag with a longer duration (frames 10-13 (clean)/14-19 (late) → 6-17).
    • Change Back aerial has a new animation, where Luigi kicks more sideways with his right side facing up, instead of kicking backward face-down. Luigi also recovers differently without curling up into a flip.
      • Buff This new animation is shorter significantly reducing the move's ending lag (FAF 40 → 29).
      • Nerf However, this also gives the move less range.
    • Nerf Back aerial deals less damage compared to its previous clean hit (16% → 11%) with only a slight increases to its base knockback (10 → 12), significantly hindering its KO potential.
      • Buff However, this improves the move's combo potential.
      • Buff Additionally since the move no longer has a weaker late hit, it deals more damage (10% → 11%) and has higher base knockback (0 → 12) compared to the previous late hit.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 40 → 30).
    • Buff Up aerial deals more damage (12% (clean)/9% (late) → 13%).
    • Change Up aerial launches opponents horizontally rather than vertically (80°/70° → 55°).
      • Buff This grants the move edgeguarding potential.
      • Nerf However, this significantly hinders its combo and juggling potential removing one of Luigi's most powerful combo tools.
    • Buff Up aerial has much less landing lag (40 frames → 15).
    • Nerf Up aerial has more startup lag with a shorter duration due to no longer having a late hit (frames 2-4 (clean)/5-11 (late) → 5-7).
    • Nerf Up aerial auto-cancels later (frame 12 → 16), removing Luigi's ability to perform two up aerials in a short hop and still auto-cancel the up aerial.
    • Nerf Up aerial has decreased knockback scaling (120 → 100) hindering its KO potential despite its higher damage.
  • Down aerial:
    • Change Luigi's down aerial hits only once via a single drill spinning stomp, instead of being a multi-hitting drill.
    • Change Down aerial's angles have been altered (-70° → 361°/270°).
    • Buff Down aerial deals much more damage (3% → 16%) and knockback (30 (set), 100 (scaling) → 20 (base), 100 (scaling)) compared to the previous individual kicks; making it a powerful KO move.
    • Buff Down aerial has a shorter total duration (FAF 39 → 29).
    • Buff Down aerial has less landing lag (36 frames → 18).
    • Nerf Due to down aerial only consisting of one hit instead of eight:
      • Nerf Its maximum damage potential is lower (24% → 16%).
      • Nerf It has a much shorter duration (frames 10-11,13-14,16-17,19-20,22-23,25-26,28-29,31-32 → 10-14), increasing its ending lag.
      • Nerf It can no longer be used as an effective shield pressuring tool.
      • Nerf It is no longer a powerful and reliable combo tool.
      • Buff However, the move is now more reliable; no longer being escapable with SDI.
    • Nerf The introduction of meteor canceling hinders the new sweetspot's reliability.

Throws/other attacks

  • Buff Luigi has been given an up throw, a down throw, and a pummel, along with the rest of the Super Smash Bros. veterans, significantly improving his attack options. His new up and down throw's are capable of chain grabbing opponents.
  • Grabs:
    • Nerf Luigi's Grabs have more startup lag (frame 6 → 7 (standing), 11 (dash)) and ending lag (FAF 16 → 31 (standing), 41 (dash)).
  • Forward throw:
    • Nerf Forward throw deals much less damage (16% → 8%) and knockback (70 (base), 70 (scaling) → 60/65).
  • Back throw:
    • Nerf Back throw deals less damage (12% → 10%) and has decreased knockback scaling (70 → 65).
    • Nerf Back throw's collateral hit deals less damage (10% → 8%).
  • Taunt:
    • Buff Taunt has less startup (frame 48 → 46) and ending lag (FAF 79 → 71).
      • Nerf However, it can no longer be interrupted with shield or grab increasing the amount of time Luigi cannot shield or grab after performing the taunt (60 frames → 70).
    • Buff Taunt has slightly more range; now being able to hit the entire cast on the ground.
    • Buff Taunt now deals extra shield damage (0 → 1).
    • Buff Taunt has increased set knockback (60 → 100) and is now a meteor smash (361° → 280°), increasing its utility.
    • Nerf Taunt has a shorter duration (frames 48-50 → 46).

Special moves

  • Fireball:
    • Buff Fireball travels faster.
    • Nerf Fireball has a smaller hitbox.
    • Nerf Fireball has slightly more startup (frame 16 → 17) and ending lag (FAF 46 → 47).
    • Nerf Fireball has decreased base knockback (10 → 5).
  • Green Missile:
    • Change Luigi has a side special: Green Missile. Luigi travels sideways like a rocket which he can charge to increase its strength/distance. It also has a 1/8 chance to misfire which will set Luigi on fire and immediately make him travel a great distance with strong damage/knockback regardless of charge. It gives him an additional recovery option. It also slightly aids to his KO ability, being another KO option with a misfire, albeit not very reliable and a misfire travels so far that it can lead into a self destruct.
  • Super Jump Punch:
    • Buff Super Jump Punch has increased intangibility (frame 2 → 5-8).
      • Nerf However, its intangibility has increased startup lag (frame 2 → 5).
    • Change The late hit has an altered angle (361° → 80°) as well as altered knockback (10 (set), 100 (scaling) → 1 (base)/1).
    • Change The aerial sweetspot no longer makes the ping sound effect when it connects.
    • Nerf Super Jump Punch has more startup lag with a shorter duration (frames 2-24 → 5-23).
    • Nerf Super Jump Punch has a new animation where Luigi jumps straight up. This new animation covers less vertical distance and covers no horizontal distance whatsoever meaning that Luigi has to enter free fall before he can move horizontally.
    • Nerf Super Jump Punch can no longer be angled.
    • Nerf Super Jump Punch has more landing lag (25 frames → 40).
    • Nerf The changes to up aerial and the introduction of DI have made Super Jump Punch much harder to combo into.
    • Nerf The grounded sweetspot has reduced knockback (90 (base), 80 (scaling) → 70/73).
    • Nerf The aerial sweetspot deals less damage (25% → 20%) and knockback (80 (base), 80 (scaling) → 58/72) significantly hindering its KO potential despite its altered angle (80° → 90°).
  • Luigi Cyclone:
    • Buff Luigi Cyclone has less ending lag (FAF 87 → 80).
    • Buff Grounded Luigi Cyclone now allows Luigi to move along the ground to cover a moderate distance very quickly improving its utility.
    • Buff The first hit now always launches opponents straight up (65°/90° → 90°).
    • Change The first hit deals much less damage (15% → 8% (ground)/9% (air)) and knockback (65 (base), 90 (scaling) → 50/80).
      • Buff This improves its ability to lead into the second hit.
      • Nerf However, this significantly hinders its KO potential.
    • Buff The second hit now launches opponents straight up (70° → 90°) which along with the move's lower ending lag, improves its combo potential.
    • Nerf Luigi Cyclone has more startup lag with a shorter duration (frames 1-42 (hit 1)/43-44 (ground hit 2)/43-46 (air hit 2) → 6-29/43).
    • Nerf Luigi Cyclone now requires significantly faster button inputs to make Luigi rise.
    • Nerf Luigi can no longer mash to rise when using the grounded version.
    • Nerf Luigi Cyclone now needs to be "charged" by being used on the ground first before it can be used in midair to rise with mashing.
    • Nerf The second hit deals much less damage (18% → 12%) and knockback (80 (base), 100 (scaling) → 50/80) drastically hindering its KO potential.
      • Buff However, this improves its combo potential.
      • Nerf As a result of all these changes, the move is no longer a reliable KO move and combo finisher.

Moveset

For a gallery of Luigi's hitboxes, see here.

Luigi's aerial attacks
  Name Damage Description
Neutral attack   3% A three-hit attack consisting of two jabs followed by a hip bump. Useful as a low-damage opener. Because the third strike of the combo knocks the opponent away with a medium amount of lag, many players elect to omit the third strike of the combo. Luigi can repeat the first strike of the neutral attack by jab cancelling.
2%
5%
Forward tilt   10% Does a back spinning kick with his right leg. Has medium knockback. It is often used to poke or simply to push the opponent away, giving Luigi extra time to maneuver or set up edgeguards. It can be angled, with the downwards angled version having very low hitstun, often leaving Luigi vulnerable on hit or block.
Up tilt   9% Swipes over his head with his fist. Its upward trajectory makes this move well-suited for juggling, especially against fast-fallers.
Down tilt   9% Crouches, turns around, and kicks his heel out behind him. It pops the opponent up with low-knockback and is laggy, making it of limited usefulness. Since this attack hugs the ground, it can be used to attack a sweet spotting enemy.
Dash attack   2% (hits 1-6) Dashes forward and attacks his opponent with a flurry of punches. It hits six times and does moderate damage, but it's not very useful due to being extremely unsafe on hit (it has 22 frames on ending lag and very low hitstun), allowing any character to grab him out of it. All hits deal ≈11.1% when used fresh.
Forward smash   14% Bends his elbow before thrusting his arm out, performing a spearhand thrust. Launches opponents diagonally upwards. The highest knockback scaling in the game at 135, being able to KO under 130%. Additionally, charging this move will cease Luigi momentum mid-wavedash, which will make him stop suddenly. This move can be angled up or down.
13%
12%
Up smash   17% Performs an upwards headbutt. Identical to Mario's up smash but has an up-and-behind trajectory, ideal for KOs off the upper blast line, or KOs on floaty opponents. It can also set up aerial combos in a similar manner to his up tilt. Luigi's head is intangible while the hitboxes are active.
Down smash   17% Kicks out twice in a breakdancing motion, first in front and then behind. The combination of the attack's upward trajectory and its knockback makes it an excellent combo starter.
Neutral aerial   15% (clean), 8% (late) A sex kick that sends the opponent straight upwards. For this reason, Luigi's sex kick is a popular tool for juggling and comboing opponents, being able to KO at high percentages. Its hitbox and low startup time (hits on frame 3) means that it is useful for interrupting combo attempts by the opponent. One of the strongest sex kicks in the game (being the 3rd most powerful neutral aerial overall and the most powerful sex kick in Melee).
Forward aerial   12% Does a quick karate chop forward. High horizontal knockback and is one of Luigi's primary KO'ing aerial attacks. It also has high knockback at low damage. Launches at the Sakurai angle.
Back aerial   11% Performs a reverse dropkick. Good for damage racking, edgeguarding, and zoning (especially on floaty opponents such as Jigglypuff). It also has high base knockback, similar to Dr. Mario's back aerial, adding to it's effectiveness.
Up aerial   13% Does a upwards flipkick, hitting above him. Doesn't offer the same juggling properties from the ground as Mario's; however, it is often used against opponents above Luigi on platforms, or as a vertical launcher to set up an aerial finisher like his forward aerial. It is also useful as an edgeguard.
Down aerial   16% Does a quick downwards spin kick. A valuable edgeguarding move. Can meteor smash if he hits the opponent with his hip (in a similar fashion to Young Link's down aerial meteor smash.) The lower hitbox has strong knockback at the Sakurai angle in a similar fashion to his forward aerial.
Grab    
Pummel   3% Headbutts opponent. Relatively slow.
Forward throw   8% Spins around once and throws his opponent forward. This throw is relatively weak but can be used near the ledge to set up edgeguards.
Back throw   10% (throw), 8% (collateral) Spins around three times and throws his opponent backwards. Luigi's strongest throw, often being used for throwing enemies offstage and getting KOs.
Up throw   7% Throws his opponent upward. Very useful combo starter, leading into moves such as an up tilt, a neutral aerial, and an up smash. It can also chain grab fast-fallers.
Down throw   7% Throws the opponent into the ground, causing them to bounce at a horizontal angle. Allows for combos or tech chase follow ups.
Floor attack (front)   6% Gets up and punches behind him, then in front.
Floor attack (back)   6% Swirls around in a similar fashion to his down smash.
Edge attack (fast)   6% (body), 8% (legs) Does a somersault and then kicks upward onto the stage.
Edge attack (slow)   10% Slowly gets up and kicks forward with one leg.
Neutral special Fireball 6% Shoots a fireball as a projectile. The fireball isn't affected by gravity.
Side special Green Missile 5-26% (normal), 25% (misfire) A chargeable move that launches Luigi sideways like a rocket. There is a lot of ending lag on this move, which makes it very punishable. There is a 1-in-8 chance that Luigi will misfire, sending him much farther, much faster, and with much more knockback. Performing this move like a smash attack causes the move to finish charging sooner.
Up special Super Jump Punch 25% (ground clean), 20% (air clean), 1% (late) Does a jumping uppercut upwards with no horizontal distance. There is a 1-frame sweetspot right at the beginning of the move, which is very powerful. Otherwise, it deals pitiful damage and no knockback.
Down special Luigi Cyclone 8% (ground hit 1), 9% (air hit 1), 12% (hit 2) A spinning attack that can be moved left and right. By rapidly tapping the B button, it can be used to gain a little vertical distance.

Taunt

  • Bashfully kicks the ground, dealing 1% damage to anyone who hits his foot. It is the only taunt in Melee that can damage the opponent. The taunt normally sends the enemy upwards with set knockback, but against opponents hanging on the ledge, it will meteor smash. Since it is slow and very weak, Luigi's taunt is rarely used in competitive play.
Luigi-Taunt-SSBM.gif

Idle pose

  • Rubs the back of his head sheepishly. The controller vibrates slightly during this animation.
Luigi Idle Pose Melee.gif

Crowd cheer

English Japanese
Cheer
Description Lu-i-gi! Lu-i-gi!
Pitch Group chant Group chant

Victory poses

An orchestrated cover of the iconic "Level Completed" music from Super Mario Bros..
  • Falls down twice as stiff as a board.
  • Turns around and makes gun motions with his fingers, saying "Let's-a go"!
  • Childishly swings his arms at the air and gasps twice with exhaustion. This is his animation when he is chosen in Super Smash Bros. 64
Luigi-Victory1-SSBM.gif Luigi-Victory2-SSBM.gif Luigi-Victory3-SSBM.gif

In Competitive play

Matchups

Super Smash Bros. Melee Character Matchups
  FoxHeadSSBM.png MarthHeadSSBM.png JigglypuffHeadSSBM.png FalcoHeadSSBM.png SheikHeadSSBM.png CaptainFalconHeadSSBM.png PeachHeadSSBM.png IceClimbersHeadSSBM.png PikachuHeadSSBM.png YoshiHeadSSBM.png SamusHeadSSBM.png LuigiHeadSSBM.png DrMarioHeadSSBM.png GanondorfHeadSSBM.png MarioHeadSSBM.png DonkeyKongHeadSSBM.png YoungLinkHeadSSBM.png LinkHeadSSBM.png MrGame&WatchHeadSSBM.png MewtwoHeadSSBM.png RoyHeadSSBM.png PichuHeadSSBM.png NessHeadSSBM.png ZeldaHeadSSBM.png KirbyHeadSSBM.png BowserHeadSSBM.png Avg.
LuigiHeadSSBM.png -2 -2 -2 -2 -2 -1 -1 ±0 +1 +2 -1 Mirror match ±0 -1 ±0 -1 +1 +1 +1 +1 +2 +2 +2 +1 +2 +2 ±0

Luigi's matchup spread is above average. He soft counters 6 characters, counters 6, has 3 even matchups, is countered by the top 5 characters and is soft-countered by 5. Luigi does well against characters who lack options to challenge his amazing air game or punish him due to his fast attacks, or are vulnerable to his combos. He also does well against the Ice Climbers because he can separate Popo and Nana easily and his wavedash make him harder to grab, although he can be chaingrabbed. However, his poor mobility outside of wavedashing and subpar range puts him in disadvantage against projectile users like Samus or disjointed characters like Marth, while Marth himself, Sheik and Jigglypuff can edgeguard him easily due to his linear recovery. Overall, Luigi has decent matchups and is considered viable in competitive play, although he has troubles against most of the top and high tiers.

Notable players

See also: Category:Luigi professionals (SSBM)

Active

Inactive

Tier placement and history

Luigi was once ranked quite high on the tier list, hovering around positions 6 to 9 for about the first year of Melee's metagame. He then saw a large drop to 12th, which can be attributed to his low traction leading to slippery movement, predictable recovery, and short reach, which many players of top tier characters began adapting to and countering in their own metagames, resulting in worse matchups for Luigi; he was also seen as outclassed by both Dr. Mario and Mario, who either had more power or a less risky combo game, respectively. He then fell to the top of low tier for many years to come. However, with excellent performances by dedicated professionals such as Eddy Mexico and Abate showing Luigi's extremely quick mobility and approach with the wavedash and waveland, as well as his great aerial game and KO power despite his poor reach, opinions of Luigi began to change. In recent tournaments such as EVO 2013 and The Big House 5, Luigi players have placed relatively high with lacking similar performances by Mario, resulting in Luigi pulling ahead back into the middle tier, two spots above Mario in 13th place. Today, Luigi is still a solid middle tier character who has a relatively small, but strong, player base, and he makes decent impressions in large tournaments.

In 1-P Mode

Classic Mode

In Classic Mode, Luigi can appear as an ordinary opponent, an ally in team and giant battles, alongside Dr. Mario, Link, or Yoshi in a team, a giant opponent, the sole member of a multi-character battle, or a metal character. In all appearances, he either appears on Mushroom Kingdom or Mushroom Kingdom II with the exception of the metal battle and when on a team with Yoshi, where he will fight the player on Battlefield or Yoshi's Story, respectively.

Adventure Mode

Luigi can appear in the Adventure Mode if the player finishes the first stage, Mushroom Kingdom, with the number two anywhere in the seconds meter (ex. 3:42:35) , a cutscene will occur which will show Luigi taking Mario's place in the upcoming battle (unusually, it does not count if there is a two in the tens column, but not the ones column: ex. 3.25:35 will not count). The player will then have to battle a team of Luigi and Peach. Of note is that Luigi can appear in the Adventure Mode without being unlocked; encountering him in the Adventure Mode prior to unlocking him is actually one of two criteria the player can meet to unlock him.

If the player has unlocked Luigi, Metal Luigi will appear in Stage 11-2: Battlefield stage alongside Metal Mario.

All-Star Mode

Luigi and his allies are fought on Mushroom Kingdom.

Event Matches

Luigi is featured in the following event matches:

Ending Images

Trophies

In addition to the normal trophy about Luigi as a character, there are two trophies about him as a fighter, unlocked by completing both Adventure and All-Star modes respectively with Luigi on any difficulty:

Luigi
Although Mario's younger brother has always played second fiddle, Luigi finally garnered the spotlight with his very own game, Luigi's Mansion. Things are looking up for the eternal understudy; he's even picked up his own rival in Waluigi. The day he's referred to as the "lean, mean, green machine" may not be too far off.
  • Mario Bros. Arcade 1983
Luigi [Smash]
Luigi has worse traction than his brother, but he's a more powerful jumper. His Fireballs aren't affected by gravity, so they fly straight horizontally. The Green Missile is similar to Pikachu's Skull Bash, but there's a 12.5% chance of a spontaneous misfire. Luigi's taunting pose inflicts minor damage.
  • B: Fireball
  • Smash B: Green Missile
Luigi [Smash]
Smack someone with Luigi's Super Jump Punch, and if the timing is just right, it will become a Fire Jump Punch of incredible strength. However, Luigi can only jump straight up when delivering this blow, and if his aim is a bit off, he'll only do a single point of damage. The Luigi Cyclone sucks foes in and twirls them about.
  • Up & B: Super Jump Punch
  • Down & B: Luigi Cyclone

Alternate costumes

Luigi's palette swaps, with corresponding tournament mode colours.
LuigiHeadSSBM.png LuigiHeadWhiteSSBM.png LuigiHeadBlueSSBM.png LuigiHeadPinkSSBM.png

Trivia

  • Beating Luigi in the Adventure Mode only gives the player 20 bonus points, the smallest bonus point increase in the game. Luigi is also the only unlockable character who can appear in Adventure Mode prior to unlocking him.
    • Luigi is the only unlockable character to have his own cinematic, which plays when the player meets the criterion in Adventure Mode.
  • Luigi is the only SSB64 veteran and is overall one of the only Melee characters (Roy, Marth, Falco, Mr. Game & Watch, and Dr. Mario) to not appear in the Melee intro.
  • In the first two Smash Bros. games, Luigi's voice clips are simply higher-pitched versions of Mario's (most of which are taken from Super Mario 64), with the exception of the voice clip used when he performs the Luigi Cyclone, which is a direct rip of Mario's voice with no pitch modulation. This is despite the fact that Luigi had his own distinct voice in Mario Kart 64 (albeit by the same actor), which came out over two years before Smash 64. This is also the last time to do so to date.
    • The only unique sound Luigi had prior to Brawl was the Spring sound effect from Super Mario World, used in one of his victory poses (Green Missile simply reused Skull Bash's sound effect, and all other clips belonged to Mario).
  • Luigi is the only character in Melee that has a taunt that can damage a player.
    • Because of this, he is the only character where the Poser Power and Poser KO bonuses can be utilized.
  • Jigglypuff and Luigi are the only veterans to be unlockable in Melee.
  • Luigi is the only playable character in Melee to already make his playable debut on the GameCube before this game, as Luigi's Mansion was released before Melee.