Luigi (SSBU): Difference between revisions

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|availability = [[Unlockable character|Unlockable]]
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|tier = B+
|ranking = 39
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'''Luigi''' ({{ja|ルイージ|Ruīji}}, ''Luigi'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside {{SSBU|Yoshi}} and the rest of the returning roster on June 12th, 2018 during E3 2018, with him and Yoshi being the last two veterans to be revealed. Like in his appearances prior to ''[[Super Smash Bros. 4]]'', he is [[unlockable]], instead of being available from the start. Luigi is classified as [[Fighter number|Fighter #09]].
'''Luigi''' ({{ja|ルイージ|Ruīji}}, ''Luigi'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed alongside {{SSBU|Yoshi}} and the rest of the [[veteran]]s on June 12th, 2018 during E3 2018, with him and Yoshi being the last two veterans to be revealed. As in his appearances prior to ''[[Super Smash Bros. 4]]'', he is [[unlockable character|unlockable]], instead of being available from the start. Luigi is classified as [[Fighter number|Fighter #09]].


As in ''SSB4'', {{iw|wikipedia|Charles Martinet}}'s portrayal of Luigi from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Ultimate''.
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 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 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|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]] who is quite [[floaty]] and has attributes that 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 dash, below-average [[gravity]], slow [[falling speed]], low [[traction]], the 2nd slowest [[air speed]], and the 4th highest [[jump]]s in the game. As such, Luigi's 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 best of the cast. Because of this, similarly to [[Mario (SSBU)|his older brother]], Luigi can be very difficult to punish, as 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]]) and a multitude of moves that hit at or before frame 5, such as neutral attack, dash attack, neutral aerial, up aerial and all of his tilts while the vast majority of his moveset also has low ending lag, giving him among the fastest attack speed of the entire cast and an excellent punish game, which is complemented by the impressive utility of his overall moveset. Neutral attack's damage output and [[range]] are decent, and the first two hits can [[lock]]. 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 many other moves while also being able to consistently perform [[2 frame punish]]es at the edge. Finally, Luigi's dash attack has quick startup, and with its reduced ending lag as well as its increased damage output and knockback, it is a much better move for approaching and attacking than in previous titles.
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 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, and down smash is very useful for punishing rolls thanks to its minimal lag, respectable damage output, and long range. 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.


Luigi's aerial attacks are also very useful, having fast startup, lenient [[auto-cancel]] windows, quick [[interruptibility]] (except for neutral and back aerials) and low ending lag in general. In terms of autocanceling, he can auto-cancel all his aerials with a short hop, can auto-cancel all of them except for neutral aerial with a short hop fast fall and can use forward, up and down aerials twice in 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 a [[sex kick]] and, like in previous installments, the only one that launches opponents vertically, which benefits its clean and late hitboxes: the former is a great combo breaker and deals high damage and good knockback, making it a reliable KO option at high percentages, and both are very useful combo starters when [[SHFF]]'d, with the latter working even up to high percentages. Forward aerial has the fastest duration of its kind and launches at the [[Sakurai angle]]; at low to medium percentages, these traits make it very reliable for [[approach]]ing or 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 other than fast startup, it has a powerful clean hitbox on Luigi's feet and decent range, which enable it to function as a safe and reliable KOing and edge-guarding option, or as an approach option via [[reverse aerial rush]]. 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 14 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 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 decent 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 Shot's plunger functions as a projectile that deals minor damage and knockback. This grants Luigi an additional edge-guarding option and situational combo move 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 higher percentages. Back throw also deals respectable damage and great knockback, allowing it to KO at a mere 120%, or even earlier with [[rage]]. Unlike Mario's back throw, it also lacks a noticeably long animation, which makes it harder for the opponent to survive with [[DI]]. Up throw deals average damage and knockback, and possesses follow-up potential into forward or up aerials at mid percentages. It also possesses a collateral hitbox to harm 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]]s. 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, and functions as an excellent KO setup tool, being able to lead into Super Jump Punch, back aerial, or Luigi Cyclone at high percents. 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 two 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 moves up and down, which makes it somewhat less effective at hindering an opponent's [[recovery]] attempt, but allows it to cover a consistent area horizontally and vertically. Compared to Mario's version, Luigi's Fireballs also have a clean hit that deals more damage and they have less ending lag, allowing him to throw another one just one frame before the clean hit ceases. [[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 lag and sourspot that is mostly useless outside of being a niche gimping tool.
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 out of down throw even at high percentages, which can function as a reliable KO combo 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).


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 possessing a subpar approach and a weakness to [[juggling]]. His range, while better than Mario's, is still below-average and thus leaves him fairly susceptible to getting outspaced by characters with long range, 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|Link}}, {{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. 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, though he often tends to run hot-and-cold, unlike his brother. His extremely fast frame data, strong air game, and devastating combos make him a force to be reckoned with, provided 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 - along with his mediocre grounded mobility, abysmal aerial mobility, and predictable side and up specials - 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 mixups 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]]''==
Luigi has received a mix of buffs and nerfs in his transition from ''SSB4'' to ''Ultimate'', but has been nerfed slightly overall. While Luigi received numerous buffs and changes that improve his strengths and benefit him, he has also suffered from a few major nerfs; both points are also compounded by the universal changes to the game's engine, which were a mixed bag for him.
Luigi has received some noticeable changes in his transition from ''SSB4'' to ''Ultimate'', with some altered animations and the introduction of the Poltergust G-00 to Luigi's moveset resulting in his moveset being further decloned from his brother {{SSBU|Mario}}. Collectively, these changes have resulted in a mix of buffs and nerfs for Luigi in the transition to ''Ultimate'', but he was nerfed slightly overall. While Luigi received numerous buffs and changes that improve his strengths and benefit him, he has also suffered from a few major nerfs; both points are also affected by the universal changes to the game's engine, which were a mixed bag for him.
 
Luigi's direct nerfs have affected his playstyle quite noticeably. [[Luigi Cyclone]] travels much less vertical distance via [[button mash]]ing, removing all of its usefulness for [[recovery]], as even with very fast mashing, Luigi barely gets any additional distance at the end of the move. Alongside the addition of [[windbox]]es to it, this also removes its ability to [[gimp]] opponents and KO them at virtually any percentage if timed correctly, which was a crucial technique to his success in ''SSB4''.
 
In terms of indirect nerfs, the changes to [[air dodging]] have both helped and hindered Luigi, but hurt him overall: due to his floatiness, the reintroduction of directional air dodges allows him to use one for recovery in a pinch, but his air dodges have drastically more ending lag relative to the rest of the cast, thus making them more punishable, and recovery mix-ups with them are almost unfeasible due to the ability to only use one before landing. When combined with his [[air speed]] remaining the second worst in the game, as well as the severe distance nerf to Luigi Cyclone, his recovery is much more linear and easier to intercept, causing Luigi to become much more prone to [[edge-guarding]] and early offstage KOs, despite Super Jump Punch and fully charged Green Missile granting slightly more distance.


Luigi's direct nerfs have affected his playstyle quite noticeably. Particularly, [[Luigi Cyclone]] travels much less vertical distance via [[button mash]]ing, removing all of its usefulness for [[recovery]], as even with very fast mashing, Luigi barely gets any additional distance at the end of the move. Alongside the addition of windboxes to it, this also removes its ability to [[gimp]] opponents and KO them at virtually any percentage if timed correctly, which was a crucial technique to his success in ''SSB4''. Another notable example comes from his new grabs: although they still have only moderate ending lag for their range, they possess much more startup, and are more prone to punishment due to the ability to cancel [[spot dodge]]s earlier into attacks. This makes them much riskier to use and harder to land, especially since their increased startup removes many guaranteed setups into them and severely weakens Luigi's ability to [[shield grab]], consequently limiting his defensive game and the usage of his pivotal down throw.
The addition of the Poltergust G-00 has brought both benefits and drawbacks to Luigi. His [[grab]]s are now much longer ranged while retaining only moderate ending lag for their range, and Luigi now has access to a [[grab aerial]], the latter of which can be used as a [[spacing]] tool, start and/or extend combos, as well as even edge-guard opponents. Conversely, Luigi's grabs possess much more startup, and are more prone to punishment due to the ability to cancel [[spot dodge]]s earlier into attacks, making them much riskier to use; this especially weakens Luigi's ability to [[shield grab]], limiting his defensive game and the usage of his pivotal down throw.


In terms of indirect nerfs, the changes to [[air dodging]] have both helped and hindered Luigi, but hurt him overall: due to his floatiness, the reintroduction of directional air dodges allows him to use one for recovery in a pinch. However, due to his below-average gravity, his air dodges have drastically more ending lag relative to the rest of the cast, thus making them more punishable, and recovery mix-ups with them are almost unfeasible due to the ability to only use one before landing. When combined with his [[air speed]] remaining the second worst in the game, as well as the severe distance nerf to Luigi Cyclone, his recovery is much more linear and easier to intercept, causing Luigi to become much more prone to [[edgeguarding]] and early offstage KOs, despite Super Jump Punch and fully charged Green Missile granting slightly more distance.
However, Luigi has also received several buffs, with said buffs being of greater quantity than his nerfs. Some of his least useful moves in ''SSB4'' have been significantly improved; [[down tilt]] can be interrupted twice as fast and deals less knockback, allowing it to poke opponents much more safely and increasing its combo potential, while his [[dash attack]] has considerably decreased ending lag, connects more consistently, and has increased power, making it much safer and more reliable as a burst option, while its higher power gives it utility as a potential KO option near the edge at high percentages. Additionally, his existing KO options have been improved overall, as [[forward smash]], [[up smash]], [[down aerial]], sweetspotted [[Super Jump Punch]] and [[Luigi Cyclone]] all have increased knockback, forward smash and [[down smash]]'s launching angles are much more favorable for KOing outright and edge-guarding, down smash's sweetspots out-prioritize its sourspots, and [[back throw]] is more effective at KOing due to its much faster and farther release making it harder to DI.


However, Luigi has also received several buffs, with said buffs being of greater quantity than his nerfs. In particular, some of his least useful moves in ''SSB4'' have been significantly improved: [[down tilt]] can be interrupted twice as fast and deals less knockback, allowing it to poke opponents much more safely and increasing its combo potential, while his [[dash attack]] has considerably decreased ending lag, connects more consistently, and has increased power, making it much safer and more reliable as a burst option while its higher power gives it utility as a potential KO option near the edge at high percentages. Additionally, his existing KO options have been improved overall: [[forward smash]] has higher knockback and a lower trajectory across all angles, [[up smash]], [[down aerial]], and [[Luigi Cyclone]] have increased knockback, [[down smash]]'s sweetspots are easier to land, [[back throw]] has a new animation with a much faster release that makes it much harder to DI and allow it to KO at the ledge more consistently, and his [[Super Jump Punch]]'s signature sweetspot can KO at even lower percentages. Further complementing these changes, Luigi's already excellent combo game has been improved as well: he has gained a new [[up tilt]] with less ending lag and more range in front of and above him, his [[up aerial]] has less ending lag, and his [[down throw]], already one of his best moves, leads to deadlier combos due to its lower ending lag and Luigi's faster [[jumpsquat]], having more consistent KO setups and even potential [[zero-to-death]]s. Lastly, Luigi Cyclone has received far more utility overall despite its usage for recovery being removed: it deals greater damage with more knockback, pulls opponents in more consistently thanks to its new [[windbox]]es, has increased range, and grants [[invincibility]] on startup (especially prevalent in the air, which grants it as soon as frame 1), improving both its offensive and defensive capabilities, and with the addition of the Poltergust G-00 to Luigi's moveset, not only do his [[grab]]s have more range, but he has also gained a [[grab aerial]], firing a plunger that can start and extend combos and even edgeguard opponents.
Further complementing these changes, Luigi's already excellent combo game has been improved as well. His new [[up tilt]] has less ending lag and more range in front of and above him compared to his previous up tilt, [[up aerial]] has less ending lag, and [[down throw]] leads to deadlier combos, having more consistent KO setups and even potential [[zero-to-death]] combos due to its redistributed damage output, lower ending lag and Luigi's faster [[jumpsquat]]. Lastly, Luigi Cyclone has received far more utility overall to compensate for its recovery and gimping potential being removed: in addition to its aforementioned higher knockback, it inflicts more damage, pulls opponents in more consistently thanks to its new windboxes, connects more reliably, has increased range, and grants [[invincibility]] on startup; in particular, the lattermost change means Luigi has the fastest option to break out of combos in the game.


Luigi also benefits from some of the universal changes. Like the rest of the veterans, Luigi has had decreased [[landing lag]] in all his aerial attacks, a faster [[jumpsquat]] (now having a 3 frame jumpsquat like the rest of the cast), and his mobility enhanced in most areas, but most importantly, his infamously low [[traction]] has been greatly increased, which somewhat alleviates his problems with [[approach]]ing and significantly improves his out of shield options. The increased [[shieldstun]] on grounded moves in comparison to ''SSB4'' makes Luigi harder to punish on some of his moves, notably his newly improved down tilt. In addition, unlike most characters, Luigi has increased [[falling speed]] and [[gravity]], making him less vulnerable to juggling while the latter increases his jump speed, allowing him to more easily take advantage of his buffed down throw and combo game when combined with his faster jumpsquat.
Luigi also benefits from some of the universal changes. Like the rest of the veterans, Luigi has had decreased [[landing lag]] in all his aerial attacks, a faster [[jumpsquat]] (now having a 3-frame jumpsquat like the rest of the cast), and his mobility enhanced in most areas, but most importantly, his infamously low [[traction]] has been greatly increased, which somewhat alleviates his problems with [[approach]]ing and significantly improves his out of shield options. The increased [[shieldstun]] on grounded moves in comparison to ''SSB4'' makes Luigi harder to punish on some of his moves, notably his newly improved down tilt. In addition, unlike most characters, Luigi has increased [[falling speed]] and [[gravity]], making him less vulnerable to juggling while the latter increases his jump speed, allowing him to more easily take advantage of his buffed down throw and combo game when combined with his faster jumpsquat.


Overall, Luigi has become even more polarizing than in ''SSB4'': while his combo and KO capabilities have been improved, ''Ultimate''{{'}}s game engine and nerfs to crucial aspects of his toolkit have made it harder for him to take advantage of his strengths and render him easier to KO due to his worsened recovery. Luigi has achieved decent tournament success in ''Ultimate'' so far, with respectable representation from players such as {{Sm|Elegant}} and {{Sm|SMB}}, though as a whole, his tournament results are not as dominating as they were in ''SSB4''. This has lead to a positive reception of Luigi, although his reception has been slightly more mixed: several top players, such as {{sm|Dabuz}}, {{sm|Mew2King}}, {{sm|ESAM}}, {{sm|VoiD}}, {{sm|Samsora}}, and {{sm|ZeRo}}, view him as either an upper mid tier character or a high tier character. As for now, Luigi's true viability remains uncertain, although he is still considered a viable choice.
Overall, Luigi has become even more polarizing than in ''SSB4'': while his combo and KO capabilities have been improved, ''Ultimate''{{'}}s game engine and nerfs to crucial aspects of his toolkit have made it harder for him to take advantage of his strengths and render him easier to KO due to his worsened recovery. Because of this, Luigi fares overall worse than in ''SSB4'', though his numerous options and terrific advantage still make him a viable character.


{{SSB4 to SSBU changelist|char=Luigi}}
{{SSB4 to SSBU changelist|char=Luigi}}


==Update history==
==Update history==
Luigi received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed slightly overall. Update {{SSBU|1.1.0}} decreased his up aerial's ending lag, which improved its combo potential and restored its ability to auto-cancel with a short hop like in ''SSB'' and ''Brawl''. Update {{SSBU|2.0.0}} granted Luigi a handful of buffs, with the most notable being a noticeable increase to [[Luigi Cyclone]]'s knockback. Thanks to this buff, Luigi Cyclone now functions as a reliable KO confirm from down throw at high percentages when used on platforms. Aside from this, Luigi received a few quality of life buffs: his up smash's knockback was increased, [[Green Missile]]'s ending lag was decreased, and both his standing and pivot grabs gained 1 more active frame apiece. However, this update harmed Luigi more so than helped him by removing his down aerial's ability to [[meteor smash]] grounded opponents, which reverted it to how it functioned in ''SSB4''. This nerfed most of its combo potential, particularly in regard to its consistency at performing [[zero-to-death]] combos.
Luigi received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed slightly overall. Update {{SSBU|1.1.0}} decreased his up aerial's ending lag, which improved its combo potential and restored its ability to auto-cancel with a short hop like in ''SSB'' and ''Brawl''. Update {{SSBU|2.0.0}} granted Luigi a handful of buffs, with the most notable being a noticeable increase to [[Luigi Cyclone]]'s knockback. Thanks to this buff, Luigi Cyclone now functions as a reliable KO confirm from down throw at high percentages when used on platforms.
 
Aside from this, Luigi received a few quality of life buffs: his up smash's knockback was increased, [[Green Missile]]'s ending lag was decreased, and both his standing and pivot grabs gained 1 more active frame apiece. However, this update harmed Luigi more so than helped him by removing his down aerial's ability to [[meteor smash]] grounded opponents, which reverted it to how it functioned in ''SSB4''. This nerfed most of its combo potential, particularly in regard to its consistency at performing [[zero-to-death]] combos.


As part of update {{SSBU|3.0.0}}'s near-universal nerf to [[projectile]]s, [[Fireball]]'s [[shield damage]] output was decreased. Update {{SSBU|3.1.0}} improved his grab aerial's range by repositioning its plunger, and slightly improved his neutral attack's consistency. However, an adjustment to the timing of Luigi Cyclone's [[invincibility]] resulted in its utility being worsened slightly. Lastly, update {{SSBU|10.1.0}} noticeably improved his dash attack's consistency by decreasing its looping hits' knockback and adjusting its penultimate hit's angles. When coupled with the damage output buff it received in the transition to ''Ultimate'', Luigi's dash attack has become more reliable as both a burst option and a risky, yet viable KO option.
As part of update {{SSBU|3.0.0}}'s near-universal nerf to [[projectile]]s, [[Fireball]]'s [[shield damage]] output was decreased. Update {{SSBU|3.1.0}} improved his grab aerial's range by repositioning its plunger, and slightly improved his neutral attack's consistency. However, an adjustment to the timing of Luigi Cyclone's [[invincibility]] resulted in its utility being worsened slightly. Lastly, update {{SSBU|10.1.0}} noticeably improved his dash attack's consistency by decreasing its looping hits' knockback and adjusting its penultimate hit's angles. When coupled with the damage output buff it received in the transition to ''Ultimate'', Luigi's dash attack has become more reliable both as a burst option and as a risky, yet viable KO option.


Overall, Luigi fares mildly better than he did at the launch of ''Ultimate''. Although down aerial's combo potential was worsened noticeably, his combo game remains potent thanks to his inherent strengths, up aerial's improved combo potential, and Luigi Cyclone's improved KO potential.
Overall, Luigi fares mildly better than he did at the launch of ''Ultimate''. Although down aerial's combo potential was worsened noticeably, his combo game remains potent thanks to the retention of his other inherent strengths, up aerial's ending lag being decreased, and Luigi Cyclone's KO potential improving.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
Line 92: Line 106:
*Luigi can [[crawl]].
*Luigi can [[crawl]].
*Luigi possesses a [[Grab#Tether grabs and extended grabs|tether grab]].
*Luigi possesses a [[Grab#Tether grabs and extended grabs|tether grab]].
**It can also be used a [[grab aerial]], but not as a [[tether recovery]].
**It can be used as a [[grab aerial]], but not as a [[tether recovery]].  
''For a gallery of Luigi's hitboxes, see [[Luigi (SSBU)/Hitboxes|here]].''
''For a gallery of Luigi's hitboxes, see [[Luigi (SSBU)/Hitboxes|here]].''


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|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=A {{iw|wikipedia|one-two combo}} followed by a [[wikipedia:Professional wrestling attacks#Hip attack|hip thrust]]. It hits on frame 2 and its last hit slightly moves Luigi forward, making it a safe option at close range. The first two hits can also be used for jab locking opponents. The first two hits are based on the {{iw|mariowiki|Punch}} + Punch + {{iw|mariowiki|Kick}} combo from ''{{iw|mariowiki|Super Mario 64}}''.
|neutraldesc=A {{iw|wikipedia|one-two combo}} followed by a [[wikipedia:Professional wrestling attacks#Hip attack|hip thrust]]. Its first hit comes out on frame 2 and its last hit slightly moves Luigi forward, making it a safe option at close range. The first 2 hits can also [[jab lock]] an opponent. The first 2 hits are based on the {{iw|mariowiki|Punch}} + Punch + {{iw|mariowiki|Kick}} combo from ''{{iw|mariowiki|Super Mario 64}}''.
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltname=Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|ftiltdmg=9%
|ftiltdmg=9%
|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 percentages. 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.
|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 while near the edge at very high percentages. 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=Cat Uppercut ({{ja|ねこアッパー|Neko Appākatto}})
|utiltname=Cat Uppercut ({{ja|ねこアッパー|Neko Appākatto}})
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=An uppercut. It is a potent combo starter, leading into itself at low percentages and all of Luigi's aerials at medium to high percents. Due to its generous hitbox and low lag, it is one of Luigi's better [[juggling]] options. 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 percentages.
|utiltdesc=An uppercut. It is a potent combo starter, leading into itself at low percentages and all of Luigi's aerials at medium to high percentages. Due to its generous hitbox and low lag, it is one of Luigi's better [[juggling]] options. Compared to Mario's version, 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 percentages.
|dtiltname=Heel Kick ({{ja|かかとげり|Kakato Geri}})
|dtiltname=Heel Kick ({{ja|かかとげり|Kakato Geri}})
|dtiltdmg=5%
|dtiltdmg=5%
|dtiltdesc=A crouching, low-angle back kick. It has short range, and deals low damage and knockback. However, its very minimal lag allows it to be quickly used in succession to combo into itself and whittle down shields if the opponent is close enough to Luigi, as he can act as soon as he puts his foot back to the ground. It can also combo into several moves at a variety of percentages, and is an excellent ledge trapping tool, as its extremely low lag makes it highly spammable, being able to 2-frame quite effectively and pressure the opponent's ledge options.  
|dtiltdesc=A crouching, low-angle heel kick. It has short range, and deals low damage and knockback. However, its very minimal lag allows it to combo into itself, forward tilt, dash attack and forward smash at very low percentages. Its ability to be used in very quick succession can also enable it to whittle down shields if the opponent is close enough to Luigi, as he can act as soon as he puts his foot back to the ground. It is also an excellent edge trapping tool, since its aforementioned speed makes it a fairly effective [[2 frame punish]] that can pressure the opponent's edge options.  
|dashname=Flurry Punches ({{ja|ぽこぽこパンチ|Pokopokok Panchi}})
|dashname=Flurry Punches ({{ja|ぽこぽこパンチ|Pokopokok Panchi}})
|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, to the point that it can function as a situational KO option near an edge at very high percentages. Due to it coming out on frame 4, it also remains one of the fastest dash attacks in the game in terms of start-up alongside {{SSBU|Ivysaur}} and {{SSBU|Fox}}'s dash attacks. Since Luigi dashes forward, it has long range, but it is very punishable if whiffed.
|dashdesc=A flurry of childish punches. Unlike in previous games, it has significantly less ending lag and both its damage output and knockback are noticeably higher, to the point that it can function as a situational KO option while near an edge at very high percentages. Due to its first hit coming out on frame 4, it is also one of the fastest dash attacks in the game in regard to startup alongside {{SSBU|Ivysaur}} and {{SSBU|Fox}}'s dash attacks. Since Luigi dashes forward, it has fairly long range, but it is very punishable if whiffed.
|fsmashname=Hell Thrust ({{ja|地獄突き|Jigoku Tsuki}})
|fsmashname=Hell Thrust ({{ja|地獄突き|Jigoku Tsuki}})
|fsmashdmg={{ChargedSmashDmgSSBU|15}}
|fsmashdmg={{ChargedSmashDmgSSBU|15}}
|fsmashdesc=A knifehand thrust. Luigi's most powerful smash attack, thanks to its respectable damage output, very high knockback scaling on all angles, and considerable shield damage. It is his slowest grounded attack, but it is one of the fastest forward smashes, coming out on frame 12, with relatively low ending lag for a smash attack (28 frames). When combined with its high shield damage output, it is hard to punish. However, it has short range, making it difficult to land.
|fsmashdesc=A knifehand thrust. Luigi's most powerful smash attack, thanks to its respectable damage output, very high knockback scaling on all angles, and considerable [[shield damage]] output. Due to it coming out on frame 12, it is Luigi's slowest grounded attack. Despite this, its startup makes it one of the fastest forward smashes in the game; this is further supplemented by it having relatively low ending lag for a smash attack (28 frames). It also possesses a high shield damage output, which can make it challenging to punish. However, it has short range, which can make it difficult to land.
|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. It is quite fast for a smash attack due to it coming out on frame 9, making it one of Luigi's fastest KO options, and launches opponents at a vertical angle towards him. 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 that deals 2% less damage, the latter which is located closer to Luigi, but it 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 lower angle, but actually KOs earlier due to its higher knockback overall, the hitbox lasts for one more frame, giving it more frontal range and a longer period of intangibility, and the animation ends one frame earlier. Its combination of very fast interruptibility, the intangibility on Luigi's head and respectable power make it very hard to punish, especially 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 version of the {{iw|mariowiki|Sweep Kick}} from ''Super Mario 64''. It hits on both sides of himself. It is Luigi's fastest smash attack due to it coming out on frame 6, but it is also his weakest. In an opposite fashion to his up smash, both hits possess sweet spots located closer to Luigi, with the sour spots covering the rest of his legs. Unlike in ''SSB4'', its front hit is drastically better at KOing, thanks to it launching the opponent at a fairly low diagonal angle in the direction Luigi is facing instead of behind him.
|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 has the fastest start-up out of Luigi's aerials due to it coming out on 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 decent KO power, especially near the upper blast lines. 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.
|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}}
|fairdesc=A downward knifehand strike. It is very fast thanks to it 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 percentages, 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 another, smaller hitbox on his shoulder that covers slightly around his body.
|fairdesc=A downward knifehand strike. It comes out on frame 7 and is interruptible only 13 frames after the hitbox's active frames conclude (frame 24), making it the fastest forward aerial in the game in regard to ending lag. It is a reliable follow-up from down throw at low to medium percentages, and is useful for edge-guarding due to its extremely low ending lag, with the fastest interruptibility of its type. It also auto-cancels on frame 21; when combined with its minimal startup and lack of ending lag, these traits make it a useful approach option, since it can auto-cancel with a short hop fast fall or can be used twice with a short hop without incurring landing lag. Its hitbox is positioned on Luigi's hand and arm, but it also has a smaller hitbox on his shoulder that covers slightly around his body.
|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, 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 has minimal start-up due to it coming out on frame 6, but has 33 frames of ending 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.
|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, while dealing above-average damage for a combo move. However, it launches at a lower angle than Mario's; this makes it less effective for [[Combo|ladder]] combos and juggling past low percentages, yet more effective for horizontal combos. It also comes out one 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 in a single short hop and still 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)
|dairdesc=A corkscrew double foot stomp. It comes out on frame 10, has low ending and landing lag, auto-cancels in a short hop fast fall, and has a clean hit that meteor smashes with respectable power. Altogether, these traits make it a fast yet safe edge-guarding option and a versatile move overall. It also has the lowest ending lag of any meteor smash in the game, with only 14 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 percentages, 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. It resembles the {{iw|mariowiki|Drill Stomp}}.
|dairdesc=A corkscrew double foot stomp. It comes out on frame 10 and auto-cancels with a short hop fast fall. Its clean hit is a respectably strong [[meteor smash]] against airborne opponents, and it has the lowest ending lag (14 frames) of any meteor smash in the game alongside minimal landing lag. Altogether, these traits make it a fast, yet safe edge-guarding option and a versatile move overall. However, the clean hit only affects the hitbox on Luigi's feet and only lasts for 1 frame. Although the late hit is less rewarding due to launching opponents horizontally away from Luigi, it is still quite 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 percentages, even possessing KO set-ups into Super Jump Punch. As of update 2.0.0, the meteor smash hitbox only affects aerial opponents, removing most of its potential as a combo starter. Despite this, it remains a valuable combo extender from down throw or late neutral aerial, since it can launch opponents down to the stage and thus provide more follow-ups. It resembles the {{iw|mariowiki|Drill Stomp}}.
|zairname=Suction Shot ({{ja|空中オバキューム|Kūchū Obakyūmu}}, ''Aerial Poltergust'')
|zairname=Suction Shot ({{ja|空中オバキューム|Kūchū Obakyūmu}}, ''Aerial Poltergust'')
|zairdmg=5%
|zairdmg=5%
|zairdesc=[[mariowiki:Suction Shot|Fires a plunger]] from the {{iw|mariowiki|Poltergust G-00}} from ''Luigi's Mansion 3''. 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.
|zairdesc=Uses the {{iw|mariowiki|Poltergust G-00}} to [[mariowiki:Suction Shot|fire a suction cup attached to a rope]]. Despite its appearance, it cannot be used as a tether recovery. The suction cup and its rope also detach from the Poltergust G-00 after being fired, with the suction cup functioning like a projectile thereafter. The suction cup is affected by gravity and cannot be [[reflect]]ed or [[absorb]]ed; altogether, these traits make it useful for edge-guarding. Notably, the projectile will still be launched if Luigi inputs grab in the air but lands before before the projectile is launched. The suction cup will descend a set distance and then disappear thereafter; it will also disappear shortly after landing on the ground. However, using Luigi's grab aerial will not restrict him from using his grounded grabs while the prior suction cup is active. Luigi's grab aerial has much higher landing lag (20 frames) compared to other grab aerials, but this can be circumvented if he lands before firing the suction cup, as it can come out and then hit opponents during its landing lag. Doing this allows the suction cup to combo into several grounded attacks while he is sufficiently close to the opponent. Overall, its attributes make it a good projectile and a useful part of Luigi's moveset.
|grabname=Suction Shot ({{ja|つかみ|Tsukami}}, ''Grab'')
|grabname=Suction Shot ({{ja|つかみ|Tsukami}}, ''Grab'')
|grabdesc=Fires a plunger from his Poltergust G-00. Has high range due to being a tether grab, however unlike most tether grabs, it has fairly low ending lag as Luigi is able to act out of it before the plunger disappears.
|grabdesc=Uses the Poltergust G-00 to fire a suction cup attached to a rope. Like other tether grabs, it has long range; unlike most tether grabs, it has fairly low ending lag, to the point that Luigi is able to act out of it before the suction cup disappears.
|pummelname=Poltergust Shock ({{ja|オバキュームショック|Obakyūmu Shokku}}
|pummelname=Poltergust Shock ({{ja|オバキュームショック|Obakyūmu Shokku}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Squeezes the opponent with the Poltergust G-00. Much quicker than his previous pummel, but does less damage.
|pummeldesc=Vacuums the opponent with the Poltergust G-00. It is much quicker, yet much less damaging than Luigi's previous pummel.
|fthrowname=Slam ({{ja|オバキューム投げ|Obakyūmu Nage}}, ''Poltergust Throw'')
|fthrowname=Slam ({{ja|オバキューム投げ|Obakyūmu Nage}}, ''Poltergust Throw'')
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc={{iw|mariowiki|Slam}}s the opponent forward with the Poltergust G-00. Luigi's second most damaging throw, but has limited utility outside of dealing damage and setting up edge-guards at high percentages. It can KO middleweights at around 162% at the ledge of Final Destination.
|fthrowdesc={{iw|mariowiki|Slam}}s the opponent forward with the Poltergust G-00. It is Luigi's second most damaging throw, but has limited utility outside of dealing damage and setting up edge-guards at high percentages. It can KO middleweights at around 162% at the edge of Final Destination.
|bthrowname=Slam ({{ja|オバキューム反転投げ|Obakyūmu Hanten Nage}}, ''Reverse Poltergust Throw'')
|bthrowname=Slam ({{ja|オバキューム反転投げ|Obakyūmu Hanten Nage}}, ''Reverse Poltergust Throw'')
|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 an 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 the game, to the point of being able to reliably KO middleweights under 120% while near an edge.
|uthrowname=Poltergust Reel ({{ja|オバキューム釣り|Obakyūmu Tsuri}})
|uthrowname=Poltergust Reel ({{ja|オバキューム釣り|Obakyūmu Tsuri}})
|uthrowdmg=8% (throw), 6% (collateral)
|uthrowdmg=8% (throw), 6% (collateral)
|uthrowdesc=Swings the Poltergust G-00 upward. It can combo into a forward aerial or up aerial at low to medium percentages, 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. It can KO middleweights at around 189% on Final Destination.
|uthrowdesc=Swings the Poltergust G-00 upward to fling the opponent overhead. It can combo into forward aerial or up aerial at low to medium percentages, depending on the opponent's [[DI]]. It also possesses a collateral hitbox that launches bystanders upward alongside the thrown opponent. However, it is a much less versatile combo starter compared to down throw, and is much less effective for KOing compared to back throw.
|dthrowname=Poltergust Drop ({{ja|オバキュームドロップ|Obakyūmu Droppu}})
|dthrowname=Poltergust Drop ({{ja|オバキュームドロップ|Obakyūmu Droppu}})
|dthrowdmg=3% (hit 1 and throw)
|dthrowdmg=3% (hit 1 and throw)
|dthrowdesc=Shoves the opponent under himself and {{iw|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 percentages, and any of Luigi's aerials or Luigi Cyclone at low and up to high percentages, as well as an aerial sweetspotted Super Jump Punch. Its most effective follow-up at low percentages is a sweet spotted down aerial, followed up by a neutral aerial into another sweet spot 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 percentages, it has several potential KO setups, including an aerial Super Jump Punch, a back aerial near the edge, and Luigi Cyclone with platforms or subpar [[DI]]. 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 touches the ground.
|dthrowdesc=Shoves the opponent under himself and {{iw|mariowiki|Ground Pound}}s them. It is easily Luigi's best throw and arguably his best move overall, thanks to its average knockback, low ending lag and 80° launching angle collectively making it one of the best combo starters in the game. It can combo into several moves, including up tilt and up smash at low percentages, as well as any of Luigi's aerials and Luigi Cyclone at low to high percentages. Its most effective follow-up at low percentages is clean down aerial, followed by a neutral aerial into another clean down aerial, before concluding with up aerial into a grounded Super Jump Punch for a [[zero-to-death combo]] that works on a wide variety of characters. At high percentages, it has several potential KO setups, including aerial Super Jump Punch, back aerial (while near the edge), and aerial Luigi Cyclone (when used on a platform or if the opponent uses subpar DI). In addition to its combo potential, it has a collateral hitbox before the throw on frames 18-28 that can hit bystanders. Due to its low ending lag, Luigi can act as soon as he touches the ground.  
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Performs a modified version of the Sweep Kick before getting up.
|floorfdesc=Performs a modified Sweep Kick before getting up.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Performs a breakdancing kick before getting up.
|floorbdesc=Performs a modified Sweep Kick before getting up.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Performs a wheel kick while getting up.
|floortdesc=Performs a side kick and then a wheel kick while getting up.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=9%
|edgedmg=9%
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|nsname=Fireball
|nsname=Fireball
|nsdmg=6% (clean), 5% (late)
|nsdmg=6% (clean), 5% (late)
|nsdesc=Throws a {{iw|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.
|nsdesc=Tosses a {{iw|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 toss another Fireball when the clean hit ceases. Unlike Mario's version, Luigi's Fireball is unaffected by gravity, which gives it more vertical range at the cost of being less suitable for edge-guarding.
|ssname=Green Missile
|ssname=Green Missile
|ssdmg=≈6.16% (uncharged), ≈21% (fully charged), 25% (misfired)
|ssdmg=≈6.166% (uncharged), 21% (fully charged), 25% (misfired)
|ssdesc=Crouches and then shoots himself forward to perform a flying [[Wikipedia:Professional wrestling attacks|battering ram]]. It takes more than a full second to fully charge, but deals impressive damage upon doing so. Upon reaching full charge, it has KO potential and can be held for some time before being automatically canceled. It also has a 10% chance to misfire, which deals considerably more damage and knockback, KOing opponents at around 60% from the center of {{SSBU|Final Destination}}; this is known as Overzealous Green Missile. A misfired Green Missile, also grants intangibility on frames 18-22, and always travels the same distance regardless of the charge. However, its considerable ending lag makes it punishable whether it is used for offense or recovering, which makes [[read]]s very important in order to use it effectively.
|ssdesc=Crouches and then propels himself forward to perform a flying [[Wikipedia:Professional wrestling attacks|battering ram]]. It takes 1.5 seconds to fully charge, but deals impressive damage upon doing so. Upon reaching full charge, it has KO potential and can be held for some time before being automatically canceled. It also has a 10% chance to misfire, which deals considerably more damage and knockback, KOing opponents at ≈60% from the center of {{SSBU|Final Destination}}; this is known as Overzealous Green Missile. A misfired Green Missile, also grants intangibility on frames 18-22, and always travels the same distance regardless of the charge. However, its considerable ending lag makes it punishable whether it is used for offense or recovering, which makes [[read]]s very important in order to use it effectively.
|usname=Super Jump Punch
|usname=Super Jump Punch
|usdmg=25% (grounded sweetspot), 20% (aerial sweetspot), 1% (sourspot)
|usdmg=25% (grounded sweetspot), 20% (aerial sweetspot), 1% (sourspot)
|usdesc=A jumping uppercut. Its grounded sweetspot emits a [[ping]] sound and triggers a Special Zoom upon hitting, and boasts excellent damage output with impressive knockback, KOing opponents from 37%-67% depending on weight from ground level. Its aerial sweetspot is larger, yet deals less damage and knockback (though it is still powerful), and does not have the special effects of the grounded sweetspot. Both versions also grant intangibility for three frames, starting frame 8 on the ground and frame 6 in the air. However, it is very punishable because of its considerable landing lag, while its abysmally weak sourspot lacks KO potential and is very unsafe.
|usdesc=A jumping uppercut. Its grounded sweetspot emits a [[ping]] sound and triggers a [[Special Zoom]] upon hitting, and boasts excellent damage output with impressive knockback, KOing opponents from 37%-67% depending on weight from ground level. Its aerial sweetspot is larger, yet deals less damage and knockback (though it is still powerful), and does not have the special effects of the grounded sweetspot. Both versions also grant intangibility for 3 frames (starting on frame 8 on the ground and on frame 6 in the air). However, it is very punishable because of its high landing lag, while its abysmally weak sourspot lacks KO potential and is very unsafe.
|dsname=Luigi Cyclone
|dsname=Luigi Cyclone
|dsdmg=2% (hits 1-4), 4% (hit 5)
|dsdmg=2% (hits 1-4), 4% (hit 5)
|dsdesc=Rapidly spins around as a vortex generates around himself, trapping the opponent and damaging 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 to pull opponents into the attack, making it a potent combo breaker that, compared to his neutral aerial, is more effective but slightly less rewarding. As of update 2.0.0, the final hit has respectable power: the grounded version KOs middleweights at around 160%, whereas the aerial version is a reliable KO confirm from down throw at high percentages. It should also be noted that Luigi Cyclone now requires consistent mashing for all 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)
|fsdesc=Wields the {{iw|mariowiki|Poltergust G-00}} to vacuum nearby opponents into it before powerfully ejecting them diagonally. Opponents will accumulate more damage the earlier they are vacuumed in. It has decent range, and is capable of vacuuming opponents from a variety of angles.
|fsdesc=Wields the Poltergust G-00 to vacuum nearby opponents into it before powerfully ejecting them diagonally. Opponents will accumulate more damage the earlier they are vacuumed in. It has decent range, and is capable of vacuuming opponents from a variety of angles. Additionally, if Luigi ejects opponents into opponents not vacuumed they will take a surprising amount of knockback.
|dtauntname=
|dtauntname=
|dtauntdmg=2%
|dtauntdmg=2%
|dtauntdesc=Bashfully kicks to the ground. Its high fixed knockback value makes it a very potent meteor smash, allowing it to potentially OHKO an edge-hanging opponent. The grounded meteor smash mechanics of ''Ultimate'' also make it surprisingly potent as a combo starter onstage, as it can no longer be teched. However, it is held back by pitiful reach and slow start-up lag.
|dtauntdesc=Bashfully kicks to the ground. Its high fixed knockback value makes it a very potent meteor smash, allowing it to potentially OHKO an edge-hanging opponent. The grounded meteor smash mechanics of ''Ultimate'' also make it surprisingly potent as a combo starter on-stage, as it can no longer be teched. However, it is held back by pitiful range and slow startup.
}}
}}


===[[Announcer]] call===
===Stats===
{{audio|Needs announcer calls from other languages.}}
 
{{Attributes
| cast=89
| weight=97 | rweight=37-39
| dash=1.815 | rdash=63-69
| run=1.65 | rrun=53-55
| walk=1.134 | rwalk=41-42
| trac=0.096 | rtrac=65
| airfric=0.0075 | rairfric=67-75
| air=0.77 | rair=88
| baseaccel=0 | rbaseaccel=88-89
| addaccel=0.075 | raddaccel=25
| gravity=0.083 | rgravity=61
| fall=1.32 | rfall=77-78
| ff=2.112 | rff=77-78
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=44 | rjumpheight=4
| shorthop=19.98 | rshorthop=4
| djump=41.31 | rdjump=10
}}
 
===[[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 Spanish Announcer SSBU.wav|Spanish
Luigi Italian Announcer SSBU.wav|Italian
Luigi Russian Announcer SSBU.wav|Russian
</gallery>
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*A green {{iw|mariowiki|Warp Pipe}} appears, and Luigi leaps out of it while nervously saying "Let's-a go!" and sporting a frightened expression that is very similar to his expression on the cover of ''{{iw|mariowiki|Luigi's Mansion}}''.
*A green {{iw|mariowiki|Warp Pipe}} appears, and Luigi leaps out of it while saying "Let's-a go!" nervously and sporting a frightened expression that heavily resembles [https://www.mariowiki.com/Luigi%27s_Mansion#/media/File:Luigi's_Mansion_Box.png his appearance on the cover artwork] of ''{{iw|mariowiki|Luigi's Mansion}}''.
<gallery>
<gallery>
LuigiOnScreenAppearanceSSBU.gif|Luigi's on-screen appearance
LuigiOnScreenAppearanceSSBU.gif|Luigi's on-screen appearance.
</gallery>
</gallery>


===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Performs five quick poses, one after the other. When switching from pose to pose he says, "Hoh, hah, hee, heh, hoo!"
*'''Up taunt''': Performs 5 poses in very quick succession. When switching from pose to pose he says, "Hoh hah hee heh hoo!"
:#Flashes a V-Sign.
:#Flashes the {{iw|wikipedia|V sign}}. This pose resembles the one he assumes upon collecting an item in ''Luigi's Mansion''.
:#Points both his fingers in the direction he is facing, looking frightened.
:#Points both his fingers in the direction he is facing, looking frightened.
:#Holds his finger under his nose, his eyes looking at the player. This pose is, in some respects, similar to his ''{{iw|mariowiki|Mario & Luigi: Partners in Time}}'' artwork.
:#Holds his finger under his nose and looks toward the screen. This pose heavily resembles the one he assumes in [https://www.mariowiki.com/Gallery:Mario_%26_Luigi:_Partners_in_Time#/media/File:Luigi_MLPiT.png his individual artwork] for ''{{iw|mariowiki|Mario & Luigi: Partners in Time}}''.
:#Crouches down to the floor with his back turned to the player.
:#Crouches down to the floor with his back turned to the player. This pose heavily resembles [https://www.mariowiki.com/Gallery:Mario_Golf_(Nintendo_64)#/media/File:LuigiBogey.PNG his Bogey animation] from the [[mariowiki:Mario Golf (Nintendo 64)|Nintendo 64 version of ''Mario Golf'']].
:#Assumes a fearful position with his hands on his cheeks, mimicking his artwork from ''{{iw|mariowiki|Luigi's Mansion}}''.
:#Assumes a scared expression and pose with his hands on his cheeks. This pose heavily resembles his appearance on the cover artwork of ''Luigi's Mansion''.
*'''Side taunt''': [[Wikipedia:Planking (fad)|Planks]] while saying "Pow pow!" Due to it moving Luigi forward into the [[Hitbox#Hitboxes in three dimensions|z-axis]] and lowering his hurtbox, some attacks may actually miss him as a result.
*'''Side taunt''': [[Wikipedia:Planking (fad)|Planks]] while saying "Pow pow." Due to this taunt moving Luigi forward into the [[Hitbox#Hitboxes in three dimensions|z-axis]] and lowering his hurtbox, some attacks may actually miss him as a result.
*'''Down taunt''': Bashfully kicks the ground while sighing. One of the only taunts in the game to inflict damage; it deals 2% and [[meteor smash]]es opponents with high [[set knockback]], making it a surprisingly reliable combo starter onstage, and allowing it to [[one-hit KO]] opponents offstage or hanging on edges. It is similar to the animation Luigi performs when he loses a {{iw|mariowiki|minigame}} in ''{{iw|mariowiki|Mario Party 2}}''.
*'''Down taunt''': Bashfully kicks the ground while sighing. It is one of the few taunts in the game to inflict damage; it deals 2% and [[meteor smash]]es opponents with high [[set knockback]], making it a surprisingly reliable combo starter onstage and allowing it to [[one-hit KO]] opponents who are off-stage or hanging on an edge. It is similar to the animation Luigi performs when he loses a {{iw|mariowiki|minigame}} in ''{{iw|mariowiki|Mario Party 2}}''.
<gallery>
<gallery>
SSBULuigiTaunt1.gif|Luigi's up taunt.
SSBULuigiTaunt1.gif|Luigi's up taunt.
Line 222: Line 263:
*Pulls his nose, which stretches slightly and then recoils back into place.
*Pulls his nose, which stretches slightly and then recoils back into place.
<gallery>
<gallery>
SSBULuigiIdle1.gif|Luigi's first idle pose
SSBULuigiIdle1.gif|Luigi's first idle pose.
SSBULuigiIdle2.gif|Luigi's second idle pose
SSBULuigiIdle2.gif|Luigi's second idle pose.
</gallery>
</gallery>


Line 265: Line 306:
===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' [[Wikipedia:Planking (fad)|Planks]] twice, much like in his side taunt and his artwork in ''[[SSB4]]''. His nose twitches in brief intervals after the second plank.
*'''Left:''' [[Wikipedia:Planking (fad)|Planks]] twice, much like in his side taunt and his artwork in ''[[SSB4]]''. His nose twitches in brief intervals after the second plank.
*'''Up:''' With his back to the screen and his hands on his hips, Luigi nods his head twice. Then, he turns around and makes gun motions with his fingers, saying "Bang, bang!" He continues to alternate between pointing his fingers and nose to the right and left.
*'''Up:''' With his back to the screen and his hands on his hips, Luigi nods his head twice. Then, he turns around and makes gun motions with his fingers, saying "Bang bang!" He continues to alternate between pointing his fingers and nose to the right and left.
*'''Right:''' Childishly flails his arms about in the air, first towards his right side and then his left. Afterwards, now exhausted, he gasps while holding his left hand out and resting his right hand on his knee. This is similar to his "character chosen" animation in ''SSB'' and his dash attack, albeit with a different ending animation.
*'''Right:''' Childishly flails his arms about in the air, first towards his right side and then his left. Afterwards, now exhausted, he gasps while holding his left hand out and resting his right hand on his knee. This is similar to his "character chosen" animation in ''SSB'' and his dash attack, albeit with a different ending animation.
[[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A shortened version of the Course Clear Fanfare remix used in ''{{iw|mariowiki|Super Mario Bros.}}'']]
[[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A shortened version of the Course Clear Fanfare remix used in ''{{iw|mariowiki|Super Mario Bros.}}'']]
Line 275: Line 316:


==In [[competitive play]]==
==In [[competitive play]]==
Initially, Luigi was seen as noticeably inferior to his appearance in ''SSB4''. This is because some of Luigi's most useful tools from the previous game were significantly nerfed: Luigi's new grab was initially viewed rather negatively because it had more lag, and [[Luigi Cyclone]] almost lost the ability to grant vertical distance when mashed, weakening Luigi's recovery and removing Luigi's Cyclone ability to gimp. Although Luigi initially had a zero-to-death combo with his down throw and aerial, update 2.0.0 would make it harder to perform. This, along with mediocre results at best, caused many people to believe that Luigi was no longer viable.
===Most historically significant players===


Despite Luigi's perception, however, several Luigi mains such as {{Sm|Elegant}}, {{Sm|Navy}}, and {{Sm|Scot}} managed to produce many strong results as the metagame progressed. This, along with the several buffs he was given in his transition, helped improve Luigi's perception in the community as the buffs were far more significant than previously thought.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


As offline competitive play has returned, Luigi's results have gotten much stronger, with his best player Elegant placing top 8 at several major tournaments, including a 3rd place finish at {{Trn|Mainstage 2021}}. {{Sm|Kiyarash}}, an up-and-coming Luigi main in the Wi-Fi era, has begun achieving success with the character offline as well. Thanks to his playerbase, Luigi is now mostly perceived as an upper mid tier to lower high tier character, although some players believe he should be ranked even higher.
''See also: [[:Category:Luigi players (SSBU)]]''


===Most historically significant players===
*{{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.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{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 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, 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|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, 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.


''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
===Tier placement and history===
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.


''See also: [[:Category:Luigi professionals (SSBU)]]''
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.
 
*{{Sm|Elegant|USA}} (#32) - The best Luigi player in the world. Placed 1st at {{Trn|Overextend}}, {{Trn|Standoff 2019}}, and {{Trn|2GG: SoCal Chronicles 2020}}, 3rd at {{Trn|Mainstage 2021}}, 4th at {{Trn|Low Tier City 7}} and {{Trn|Riptide}}, and 13th at {{Trn|Frostbite 2020}} with wins over {{Sm|Light}}, {{Sm|Shuton}}, {{Sm|ESAM}}, {{Sm|Tweek}}, and {{Sm|Samsora}}.
*{{Sm|F-A-!-A|Germany}} - One of the best Luigi players in Europe. Placed 7th at {{Trn|Calyptus Cup X: Powwer Up}} and 9th at both {{Trn|DoKomi 2019}} and {{Trn|Lightning: Strikes Twice}} with wins over players such as {{Sm|PurpleDebo}}, {{Sm|Purple~H}}, and {{Sm|Young Eevey}}.
*{{Sm|Honk|Germany}} - One of the best Luigi players in Europe. Placed 9th at both {{Trn|Smash Contest: DoKomi 2020}} and {{Trn|Calyptus Cup X: Powwer Up}}, as well as 13th at {{Trn|Unismash 7: Ultimate Birthday}} with wins over players such as {{Sm|DarkThunder}}, {{Sm|otek}}, and {{Sm|yetey}}.
*{{Sm|Kiyarash|United States}} - The best online Luigi in the United States. Placed 2nd at both {{Trn|Get On My Line 2021}} and {{Trn|SWT: NA Southwest Ultimate Online Qualifier}}, 4th at both {{Trn|Steal the Show 4 @ Smashcade}} and {{Trn|Frame Perfect Series 6: ONLINE}}, 6th at {{Trn|SWT: NA West Ultimate Regional Finals}}, and 9th at {{Trn|Super Smash Galaxy}} with wins over players such as {{Sm|Scend}}, {{Sm|ShinyMark}}, and {{Sm|Yez}}. Currently ranked 35th on the [[Wi-Fi Warrior Rank v7]].
*{{Sm|Landon|Canada}} - The best Luigi player in Canada. Placed 5th at {{Trn|Rising Stars at EGLX 2019}} and 7th at {{Trn|Frostfire 2020}} with wins over players such as {{Sm|Blacktwins}}, {{sm|jw}}, and {{Sm|Mew2King}}.
*{{Sm|Lunamado|Japan}} - Co-mains Luigi and {{SSBU|Bowser}} and is one of the best Luigi players in Japan. Placed 1st at {{Trn|Sumabato SP 16}}, 4th at {{Trn|KVOxTSB 2019}}, 5th at {{Trn|Sumabato SP 5}}, 7th at {{Trn|Sumabato SP 18}}, and 17th at {{Trn|Umebura SP 7}}. Currently ranked 50th on the [[Japan Player Rankings]].
*{{Sm|Luugi|UK}}
*{{Sm|Navy|Japan}} - One of the best Luigi players in Japan, but has been inactive since 2019. Placed 4th at {{Trn|Sumabato SP 6}}, 5th at {{Trn|Sumabato SP 4}} and 17th at {{Trn|Sumabato SP 3}}, {{Trn|Sumabato SP 8}}, {{Trn|Sumabato SP 11}} with wins over players such as {{Sm|Etsuji}}, {{Sm|Gackt}}, and {{Sm|Shuton}}. Currently ranked 46th on the [[Japan Player Rankings]].
*{{Sm|Scot|USA}} - One of the best Luigi players in the United States. Placed 7th at {{Trn|MONZA Ignition Speed Festival}}, 9th at both {{Trn|Overclocked Ultimate}} and {{Trn|Return to Subspace 2}}, 17th at {{Trn|Glitch 7 - Minus World}}, and 33rd at {{Trn|MomoCon 2019}} with wins over players such as {{Sm|Light|p=Connecticut}}, {{Sm|Puppeh}}, and  {{Sm|Raffi-X}}. Currently ranked 4th on the [[Connecticut Power Rankings]].
*{{Sm|WaKa|Mexico}} - The best Luigi player in Mexico. Online, placed 3rd at {{Trn|The Online Olympus II}}, 5th at both {{Trn|Maruchan Gaming Series}} and {{Trn|Frame Perfect Series 6: ONLINE}}, and 7th at {{Trn|Super Galaxy Gambit x Collision}}. Currently ranked 12th on the [[Wi-Fi Warrior Rank v7]]. Offline placed 2nd at {{Trn|Abierto Ciudad Victoria}}, 4th at {{Trn|Smash Revolution Sessions 00}}, and 9th at both {{Trn|BIT MASTER MTY 8}} and {{Trn|SWT: Central America Ultimate Regional Finals}} with wins over players such as {{Sm|Sparg0}}, {{Sm|Goblin}}, and {{Sm|Skyjay}}. Currently ranked 10th on the [[Mexican Power Rankings]].


=={{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.]]
All of Luigi's opponents are creepy or scary characters, or a character using a scary alternate costume. His boss, [[Dracula]], fits in with the theme, as he is a vampire and references the fact that Luigi prominently appears in {{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"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Toon Link|SSBU|hsize=20px|color=Black}} (x4)||[[Luigi's Mansion]]||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}''||Despite all enemies sharing the same costume, their models weren't brightened nor darkened to differentiate them.
|1||{{CharHead|Toon Link|SSBU|hsize=20px|color=Black}} (×4)||[[Luigi's Mansion]]||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}''||The [[Dark Link|Dark Toon Links]]' models are not brightened or darkened to differentiate them.
|-
|-
|2||Giant {{CharHead|Ridley|SSBU|hsize=20px}}||[[Brinstar]]||''{{SSBUMusicLink|Metroid|Sector 1}}''||
|2||Giant {{CharHead|Ridley|SSBU|hsize=20px}}||[[Brinstar]]||''{{SSBUMusicLink|Metroid|Sector 1}}''||
Line 312: Line 348:
|3||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|The Legend Of Aesir}}''||
|3||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|The Legend Of Aesir}}''||
|-
|-
|4||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (x3), {{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (x2), and {{CharHead|Mii Gunner|SSBU|hsize=20px}}||Luigi's Mansion ([[Battlefield form]])||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}''||Horde Battle.<br>{{SSBU|Mii Fighter}} costume combinations:
|4||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (×3), {{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (×2), and {{CharHead|Mii Gunner|SSBU|hsize=20px}}||Luigi's Mansion ([[Battlefield form]])||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}''||Horde Battle.<br>{{SSBU|Mii Fighter}} costume combinations:
*Hockey Mask and SSB T-shirt (Brawler)
*Hockey Mask and SSB T-shirt (Brawler)
*Magic Hat and [[Ashley]] Outfit (Swordfighter)
*Magic Hat and [[Ashley]] Outfit (Swordfighter)
Line 322: Line 358:
|5||{{CharHead|Link|SSBU|hsize=20px|color=Black}}||[[Midgar]]||''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''||
|5||{{CharHead|Link|SSBU|hsize=20px|color=Black}}||[[Midgar]]||''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''||
|-
|-
|6||{{CharHead|Little Mac|SSBU|hsize=20px|color=Green}}, then Giant {{CharHead|Mr. Game & Watch|SSBU|hsize=20px}}||Luigi's Mansion ([[Ω form]])||''{{SSBUMusicLink|Super Mario Bros.|On the Hunt - Gloomy Manor Ver.- (Instrumental)}}''||Mr. Game & Watch is not announced in the loading screen. Items do not appear.
|6||{{CharHead|Little Mac|SSBU|hsize=20px|color=Green}}, then Giant {{CharHead|Mr. Game & Watch|SSBU|hsize=20px}}||Luigi's Mansion ([[Ω form]])||''{{SSBUMusicLink|Super Mario Bros.|On the Hunt -Gloomy Manor Ver.- (Instrumental)}}''||Mr. Game & Watch is not announced during the loading screen. Items do not appear.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 358: Line 394:
|''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion}}''
|''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion}}''
|}
|}
{{clear}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]s==
Line 682: Line 718:
|•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
|108
Line 785: Line 821:
**Luigi was not shown from the rest of the ''Super Smash Bros. Ultimate'' Direct (not counting menus and the like) of August 8th, 2018. Despite this, {{SSBU|Mario}} and {{SSBU|Mega Man}} were present in this Direct, even after being killed in {{SSBU|Ridley}}'s [https://www.youtube.com/watch?v=aisZuQxMZZc reveal trailer].
**Luigi was not shown from the rest of the ''Super Smash Bros. Ultimate'' Direct (not counting menus and the like) of August 8th, 2018. Despite this, {{SSBU|Mario}} and {{SSBU|Mega Man}} were present in this Direct, even after being killed in {{SSBU|Ridley}}'s [https://www.youtube.com/watch?v=aisZuQxMZZc reveal trailer].
***Luigi is also one of three characters to not appear in any in-battle footage in the Direct, the others being {{SSBU|R.O.B.}} and the {{SSBU|Mii Fighter}}s. <!--Ryu appears in the background of the "Rules" image in that portion of the Direct.-->
***Luigi is also one of three characters to not appear in any in-battle footage in the Direct, the others being {{SSBU|R.O.B.}} and the {{SSBU|Mii Fighter}}s. <!--Ryu appears in the background of the "Rules" image in that portion of the Direct.-->
*''{{s|mariowiki|Luigi's Mansion 3}}'' was teased before it was officially announced through Simon's trailer, as Luigi can be seen using the new Poltergust G-00 from the aforementioned game.
*''{{iw|mariowiki|Luigi's Mansion 3}}'' was teased before it was officially announced through Simon's trailer, as Luigi can be seen using the new Poltergust G-00 from the aforementioned game.
*Luigi can be seen performing Green Missile in [[:File:SSBU Panoramic.png|the panoramic artwork]] for ''Ultimate'', similar to his pose in a [[:File:SSBMCast.jpg|group artwork]] for ''Super Smash Bros. Melee''.
*Luigi can be seen performing Green Missile in [[Media:SSBU Panoramic.png|the panoramic artwork]] for ''Ultimate''. He also does this in a piece of [[Media:SSBMCast.jpg|group artwork]] for ''[[Super Smash Bros. Melee]]''.
*Luigi is the first and only veteran in the series to have his standard grab be changed into a [[tether grab]] between installments.
*Luigi is the first and only [[veteran]] in the series to have his standard grab be changed into a [[tether grab]] between installments.
*In a promo screenshot for the game depicting Luigi in his [[Waluigi]]-inspired costume, the "L" on his cap was green, but in the final game, it is purple, like in ''Super Smash Bros. 4''.
*In a promo screenshot for the game depicting Luigi in his [[Waluigi]]-inspired alternate costume, the "L" on his cap was green, but in the final game, it is purple, like in ''[[Super Smash Bros. 4]]''.
*Luigi is one of two characters to represent an upcoming game at the time of the game's release through his moveset.
*Luigi is one of two characters to represent an upcoming game at the time of the game's release through his moveset. The other character with this distinction is {{SSBU|Yoshi}} through his ''{{iw|mariowiki|Yoshi's Crafted World}}'' alternate costume.
**The other character with this distinction is {{SSBU|Yoshi}} through his ''{{iw|mariowiki|Yoshi's Crafted World}}'' alternate costume.
*Luigi's yellow alternate costume has a light blue L on his cap in-game, as opposed to it being yellow and matching the rest of the cap in his render.<ref>{{cite web|url=https://twitter.com/Aaronitmar/status/1074137046040616960|title=Comparison of Luigi's render and in-game model}}</ref> The head icon, however, properly colors the L.
*Luigi's yellow alternate costume has a light blue L on his cap in-game, as opposed to it being yellow and matching the rest of the cap in his render.<ref>{{cite web|url=https://twitter.com/Aaronitmar/status/1074137046040616960|title=Comparison of Luigi's render and in-game model}}</ref> The head icon, however, properly colors the L.
*Prior to 3.1.0., Luigi's pipe during his on-screen appearance does not appear to have any lighting effects, unlike Mario's.
*Prior to update 3.1.0., the {{iw|mariowiki|Warp Pipe}} used during Luigi's on-screen appearance would not appear to have any lighting effects, unlike Mario's.
*Luigi is the only ''Super Smash Bros.'' veteran to be unlocked in the Dark Realm in Adventure Mode, and the only one to be unlocked in a sub-area.
*Luigi is the only member of the [[Original 12]] to be unlocked in [[The Dark Realm]] in Adventure Mode, and the only one to be unlocked in a sub-area.
*In the ''Super Smash Bros. Ultimate'' Direct of November 1, 2018, Sakurai noted during the part where he described {{SSBU|Ken}} that Luigi is the original Echo Fighter, as he was initially introduced as a simple palette swap of Mario in 1983's ''{{iw|supermariowiki|Mario Bros.|game}}'' with identical abilities. Likewise, Luigi was originally a full clone of Mario in ''SSB'', though he has since been heavily de-cloned to the point of becoming a pseudo-clone as of ''Ultimate''.
*In the ''Super Smash Bros. Ultimate'' Direct of November 1, 2018, Sakurai noted during the part where he described {{SSBU|Ken}} that Luigi is the original Echo Fighter, as he was initially introduced as a simple palette swap of Mario in 1983's ''{{iw|mariowiki|Mario Bros.|game}}'' with identical abilities. Likewise, Luigi was originally a full clone of Mario in the original ''[[Super Smash Bros.]]'', though he has since been heavily de-cloned to the point of being a pseudo-clone as of ''Ultimate''.
*Alongside {{SSBU|Greninja}} and {{SSBU|Kazuya}}, Luigi is one of three characters in ''Ultimate'' with a taunt that cannot be canceled, due to the fact that their non-cancelable taunts have hitboxes.
*Alongside {{SSBU|Greninja}} and {{SSBU|Kazuya}}, Luigi is one of three characters in ''Ultimate'' with a taunt that cannot be canceled, due to the fact that their non-cancelable taunts have hitboxes.
**Interestingly, however, it is still possible to cancel {{SSBU|Snake}}'s taunts despite them also possessing a hitbox.
**Interestingly, it is still possible to cancel {{SSBU|Snake}}'s taunts despite them also possessing a hitbox.
*Luigi's official artwork is based on the third hit of his neutral attack, albeit featuring him with a scared expression.
*Luigi's official artwork is based on the third hit of his neutral attack, albeit featuring him with a scared expression.
*Through unlocking through versus mode and awakening all fighters in World of Light, Luigi is the last ''SSB'' veteran to be unlocked. However, via Mario's unlock tree in {{SSBU|Classic Mode}}, Luigi may be the first ''SSB'' veteran to be unlocked.
*Through unlocking through versus mode and awakening all fighters in World of Light, Luigi is the last member of the Original 12 to be unlocked. However, via Mario's unlock tree in {{SSBU|Classic Mode}}, Luigi can potentially be the first of the Original 12 to be unlocked.
*Despite having all of his animations mirrored, Luigi has different animations when using moves that involve Poltergust G-00, so he may not face the screen when he uses his grabs and his Final Smash. He is the only character with mirrored animations to hold this distinction.
*Despite having all of his animations mirrored, Luigi has different animations when using moves that involve Poltergust G-00, so he may not face the screen when he uses his grabs and his Final Smash. He is the only character with mirrored animations to hold this distinction.
*If Luigi blocks an attack with his shield, he reverts to his shielding pose from ''SSB4''.
*If Luigi blocks an attack with his shield, he reverts to his shielding pose from ''SSB4''.
*If Luigi is currently under the effects of a [[Superspicy Curry]] or the [[curse]] from [[Eiha / Eigaon]], there is a glitch which results in his curry expression overlapping his angry expression if he performs either his forward aerial or charges up his Green Missile.
*If Luigi uses his grab immediately after inputting his dash attack, his dash attack voice clip will play during his grab animation.
*If Luigi gets countered by [[Blade Counter]] while facing left, he will be forced to show his back<ref>{{cite web|url=https://twitter.com/Zeckemyro/status/1377845964216664065|title=Luigi being forced to show his back}}</ref> due to Blade Counter forcing him to use the wrong grab release animation.
*If Luigi is [[curse]]d or using [[Superspicy Curry]], there is a glitch which results in his wincing expression overlapping his angry expression if he performs either his forward aerial or charges up Green Missile.
*There is a minor sound effect oversight regarding Green Missile where the popping sound effect plays after Luigi has already removed his head from the wall. This is due the animation being sped up from last game without the sound effect being modified to match the animation.
*If Luigi gets [[counterattack]]ed by [[Blade Counter]] while facing left, he will be forced to show his back<ref>{{cite web|url=https://twitter.com/Zeckemyro/status/1377845964216664065|title=Luigi being forced to show his back}}</ref> due to Blade Counter forcing him to use the incorrect grab release animation.
*There is a minor sound effect oversight regarding Green Missile, in which its popping sound effect plays after Luigi has already removed his head after colliding with a wall. This is due to the animation being sped up from ''SSB4'' without the sound effect being adjusted to match the animation.


==References==
==References==
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