Super Smash Bros. for Nintendo 3DS/Luigi: Difference between revisions

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|fb3desc=Luigi moves much further than an equally-charged Green Missile, but will slide along the ground if he misses the move completely. The Quick Missile possibly gives the best horizontal recovery, as you will travel almost the length of a fully-charged Green Missile without having to charge at all. However, it is also very punishable if you miss the ledge, as you either slide along the ground or get stuck on the side of the stage. For direct attacking, it is easier to use this as a long distance punish due to its god uncharged range, but it is still pretty weak.
|fb3desc=Luigi moves much further than an equally-charged Green Missile, but will slide along the ground if he misses the move completely. The Quick Missile possibly gives the best horizontal recovery, as you will travel almost the length of a fully-charged Green Missile without having to charge at all. However, it is also very punishable if you miss the ledge, as you either slide along the ground or get stuck on the side of the stage. For direct attacking, it is easier to use this as a long distance punish due to its god uncharged range, but it is still pretty weak.
|ub1=Super Jump Punch
|ub1=Super Jump Punch
|ub1desc=Luigi jumps straight up, hitting enemies in the air. The move is very weak except at the very start. Hitting with the starting sweetspot will cause the move to do high knockback with a sharp "Cring!" of a bat strike.
|ub1desc=Luigi jumps straight up, hitting enemies in the air. The move is very weak except at the very start. Hitting with the starting sweetspot will cause the move to do high knockback with a sharp "Cring!" of a bat strike. The sweetspot is slightly weaker if used in the air. Being an Up Special, this move is primarily used as a recovery. It has good vertical distance, but nonexistent horizontal movement, so you should get right below a ledge before using it. It also leaves Luigi helpless after the move, so you should use your other recovery moves first. The sweetspotted hit is one of Luigi's riskier KO moves, since he is easily punished if he misses, but it is very effective when used as a punish yourself.
|ub2=Fiery Jump Punch
|ub2=Fiery Jump Punch
|ub2desc=The starting sweetspot of Luigi's punch has a wider radius making it easier to hit, but the attack is weaker and Luigi doesn't jump as high.
|ub2desc=The starting sweetspot of Luigi's punch has a wider radius making it easier to hit, but the attack is weaker and Luigi doesn't jump as high. This variant is a clutch, an easier version of the Super Jump Punch that is effectively a straight downgrade if you're skilled enough to land sweetspotted Up Specials consistently. The ease of hitting the sweetspot is offset by the loss of KO potential, and Luigi's recovery suffers as well. It's wiser to practice with the default Super Jump Punch instead of getting too used to the Fiery Jump Punch's range.
|ub3=Burial Header
|ub3=Burial Header
|ub3desc=Luigi jumps straight up, attacking weakly the whole way, then quickly plunges down. The move buries foes on the ground when Luigi is falling.
|ub3desc=Luigi jumps straight up, attacking weakly the whole way, then quickly plunges down. The move buries foes on the ground when Luigi is falling. While you lose one of Luigi's most deadly KO options, you gain a slightly gimmicky burying attack that has its uses. Like many other burial attacks, the effect doesn't last long enough for you to capitalize on it, although you can certainly take advantage of the popping up animation when your enemies escape from burial to start a combo. The aerial version has decent power as well, but using it to edgeguard is usually suicidal. Note that since Luigi descends like a brick after using the move, it is slightly worse for recovery.
|db1=Luigi Cyclone
|db1=Luigi Cyclone
|db1desc=Luigi spins around, trapping foes with multiple hits before launching them. Mash the special button to make Luigi rise with the move while in the air.
|db1desc=Luigi spins around, trapping foes with multiple hits before launching them. Mash the special button to make Luigi rise with the move while in the air. This is a pretty good move that can both disrupt foes and potentially KO when used as an attack. The grounded version has quick horizontal movement that can often catch foes off-guard, so you can use it for punishes or just to harass a defensive enemy. The final strike is very strong, and can serve as a KO move off a Down Throw if you mash it fast enough. It can also be used for recovery, provided you can at least mash the button enough to maintain height. Note that it is fairly difficult to ascend with Luigi Cyclone, since you need to mash very quickly. Jumping before using the move is a great help, since the upward momentum helps immensely to gain height.
|db2=Mach Cyclone
|db2=Mach Cyclone
|db2desc=Luigi's horizontal movement is restricted during the move, but he will ascend much higher. Luigi can only attack opponents with the jump at the end, the rest of the move doesn't affect foes.
|db2desc=Luigi's horizontal movement is restricted during the move, but he will ascend much higher. Luigi can only attack opponents with the jump at the end, the rest of the move doesn't affect foes. This variant is more specialized for recovery, as you will still gain a lot of height without the need for mashing. However, its functionality as an attack suffers as a result, since Luigi can no longer make a sudden entrance like with Luigi Cyclone to surprise enemies. While its single-hit attack is quite powerful, it is difficult to land due to the long startup animation before Luigi shoots up. It may even struggle to compete with the default cyclone for recovery, since it has little to no horizontal distance compared with Luigi Cyclone.
|db3=Clothesline Cyclone
|db3=Clothesline Cyclone
|db3desc=Luigi can't gain as much height when used as a recovery, but he will knock opponents away with each strike.
|db3desc=Luigi can't gain as much height when used as a recovery, but he will knock opponents away with each strike. This variant is pretty pointless, as it lacks both Luigi Cyclone's speed and trapping ability as well as either cyclone's recovery distance. Luigi travels very slowly across the ground, so it can't be used for harassment and disruption. While the each hit of the Clothesline Cyclone is stronger than Luigi Cyclone's weaker hits, none of them, including the finisher, is as strong as Luigi Cyclone's final strike, which also makes it worse for KOs. Finally, Clothesline Cyclone has the worst recovery out of the three cyclones, greatly limiting Luigi's offstage survivability. Overall, this variant isn't worth using over the others.
|utaunt=Luigi performs 5 poses in quick succession.
|utaunt=Luigi performs 5 poses in quick succession.
|ftaunt=Luigi falls down comically and swings back up.
|ftaunt=Luigi falls down comically and swings back up.