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{{Header Nav|game=Super Smash Bros. for Nintendo 3DS}} | {{Header Nav|game=Super Smash Bros. for Nintendo 3DS}} | ||
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The younger of the Mario brothers returns in his first ever appearance as a starter character in Smash. Luigi is similar to his sibling Mario, although he does have many unique moves of his own. Luigi excels at close quarters fighting and comboing, with an array of fast attacks that chain into each other easily. He also possesses several useful KO options, | [[File:Super Smash Bros. for Nintendo 3DS Wii U Luigi.png|right]] | ||
The younger of the Mario brothers returns in his first ever appearance as a starter character in Smash. Luigi is similar to his sibling Mario, although he does have many unique moves of his own. Luigi excels at close quarters fighting and comboing, with an array of fast attacks that chain into each other easily. He also possesses several useful KO options. While not as strong has his brother, he still has enough strength to get by, especially with his deadly Super Jump Punch. He also has a very well long-distance albeit somewhat predictable recovery. Luigi's main flaw is his average mobility, with below average speed compounded by awkward movement due to his low traction. Like his brother, Luigi also suffers from range issues, having to get close to use his melee attacks and multitude of combo options. Luigi is not as beginner-friendly as Mario, but if you love stringing combos together, the green-clad Mario brother is certainly a solid pick. | |||
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|dsmashdesc=Luigi sweeps both sides around him with one of his legs. The back strike is slightly stronger than the front. This is Luigi's weakest smash attack, so it's not recommended for KOs. It can be used to knock foes away when you need some space, as well as to punish rolls due to its multi-directional hits. Since it knocks foes behind you, you can often launch them offstage for edgeguards. | |dsmashdesc=Luigi sweeps both sides around him with one of his legs. The back strike is slightly stronger than the front. This is Luigi's weakest smash attack, so it's not recommended for KOs. It can be used to knock foes away when you need some space, as well as to punish rolls due to its multi-directional hits. Since it knocks foes behind you, you can often launch them offstage for edgeguards. | ||
|aira=Launching Drop Kick | |aira=Launching Drop Kick | ||
|airadesc=Luigi performs a drop kick. This move is a sex kick, which means it has low startup and cooldown, low landing lag, lasts moderately long and gradually weakens over time. Unusually for moves of this type, Luigi sends foes upward instead of sideways. | |airadesc=Luigi performs a drop kick. This move is a sex kick, which means it has low startup and cooldown, low landing lag, lasts moderately long and gradually weakens over time. Unusually for moves of this type, Luigi sends foes upward instead of sideways. This move has great utility owing to its speediness. It starts really quickly, letting you break free of attack strings, or to follow up from attacks. The initial hit is surprisingly strong, and can serve as a quick KO move at high percentages. Even the weaker hits have their uses, knocking foes up for combos. | ||
|airfa=Karate Chop | |airfa=Karate Chop | ||
|airfadesc=Luigi does a quick chop forward. | |airfadesc=Luigi does a quick chop forward. This is one of Luigi's main combo moves. It is very fast to execute and chains into itself and other attacks excellently. This helps you to rack up a lot of damage with it despite being the least damaging air attack in Luigi's arsenal. Its quick speed also makes it helpful as a poke and for spacing in general. In can also be used effectively during edgeguarding, creating a pseudo Wall-of-Pain by striking foes offstage repeatedly. | ||
|airba=Back Kick | |airba=Back Kick | ||
|airbadesc=Luigi kicks backward with both legs. | |airbadesc=Luigi kicks backward with both legs. The attack is weaker closer to Luigi's body and when striking with the late hit. This move does more knockback and is a bit slower than Forward Air, so it is not used as much in combos, although it is still an adequate follow-up. This move is used more for spacing, as it has good range and can rack up damage effectively during the neutral game. You can also save it for KOs, as it possesses deceptive power, especially if you use it offstage. | ||
|airua=Flip Kick | |airua=Flip Kick | ||
|airuadesc=Luigi kicks in an arc upward. | |airuadesc=Luigi kicks in an arc upward. This move is a good combo follow-up, although its not used as much as Forward Air as it doesn't chain into other hits as well. It is still great for juggling foes with its quick speed and decent horizontal reach. Use it after your standard combo attacks such as Down Throw, Forward Air or Neutral Air, especially at higher percents where your opponent might be knocked further, making it harder to combo into other air attacks. | ||
|airda=Quick Drill | |airda=Quick Drill | ||
|airdadesc=Luigi performs a drill kick downward which only hits once. It is a meteor smash if hit at the beginning, and does sideways knockback if hit late. | |airdadesc=Luigi performs a drill kick downward which only hits once. It is a meteor smash if hit at the beginning, and does sideways knockback if hit late. This move is usually reserved for edgeguards, as its relatively slow for normal combat. The meteor smash is easier to hit than ever, and it only has minute startup lag increasing your chances of striking foes downward. Even if you hit with the late sourspot, the move still does horizontal knockback, usually sending foes further away from the ledge. | ||
|holda=Nosebutt | |holda=Nosebutt | ||
|holdadesc=Luigi hits the grabbed opponent with his nose. It does decent damage, but isn't really fast, giving it lower than average damage output. Still, there is no reason not to use this at least once or twice with each grab beyond early percentages, especially since you should be aiming to get grabs anyway. | |holdadesc=Luigi hits the grabbed opponent with his nose. It does decent damage, but isn't really fast, giving it lower than average damage output. Still, there is no reason not to use this at least once or twice with each grab beyond early percentages, especially since you should be aiming to get grabs anyway. | ||
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|dthrowdesc=Luigi throws the grabbed opponent to the ground and sits on them. This attack is one of Luigi's most important moves. It launches foes upward weakly, letting you follow-up with a myriad of attacks and get a good combo going. This throw is probably Luigi's best combo starter, and should be used anytime you get a grab on a low-mid percent opponent. At higher percentages, it can be used to set up Luigi's aerial KO moves such as Neutral Air. | |dthrowdesc=Luigi throws the grabbed opponent to the ground and sits on them. This attack is one of Luigi's most important moves. It launches foes upward weakly, letting you follow-up with a myriad of attacks and get a good combo going. This throw is probably Luigi's best combo starter, and should be used anytime you get a grab on a low-mid percent opponent. At higher percentages, it can be used to set up Luigi's aerial KO moves such as Neutral Air. | ||
|b1=Fireball | |b1=Fireball | ||
|b1desc=Luigi throws out a fireball that travels in a straight line. | |b1desc=Luigi throws out a fireball that travels in a straight line. This is one of the simplest projectiles in the game, with a straightforward trajectory and good damage. It is fairly spammable for a projectile, although its range leaves much to be desired. Use this like you would with other projectiles, such as to rack up damage or for annoying your foes. Learn to throw out fireballs at different heights off of a jump to make it harder to approach you. | ||
|b2=Bouncing Fireball | |b2=Bouncing Fireball | ||
|b2desc=Luigi's fireballs bounce along the ground similar to Mario's. The arc of the fireballs become lower and the fireballs become weaker the further they travel. | |b2desc=Luigi's fireballs bounce along the ground similar to Mario's. The arc of the fireballs become lower and the fireballs become weaker the further they travel. This fireball variant effectively has better range, but it is much harder to hit aerial foes with it. You'd want to use it against characters that prefer to attack from the ground more, since this fireball will cover a lot of distance. It is also better against offstage foes, although active offstage edgeguarding is usually a better option as Luigi. It suffers a bit for racking up damage, since it doesn't deal as much damage as the default beyond close range. | ||
|b3=Ice Ball | |b3=Ice Ball | ||
|b3desc=Luigi throws out a ball of frost. The projectile moves slower than his fireballs but can freeze opponents. | |b3desc=Luigi throws out a ball of frost. The projectile moves slower than his fireballs but can freeze opponents. It also does lower damage. The main draw of this move variant is really its long duration, since the freeze effect is gimmicky at best. Any frozen targets are usually launched upward with moderate knockback, so it is difficult to follow-up while they're in this impaired state. The Ice Ball actually stays out longer, so it is better for disrupting approaches at mid to close range. | ||
|fb1=Green Missile | |fb1=Green Missile | ||
|fb1desc=Luigi shoots his whole body forward. Charging the move increases its distance and power, but the move will fail if Luigi holds the charge too long. Tapping the control stick when using this move, similar to inputting a smash attack, will instantly cause Luigi to build up a partial charge. This move and all of its variants have a 10% chance of misfiring, which causes Luigi to rocket a great distance and do high damage and knockback. | |fb1desc=Luigi shoots his whole body forward. Charging the move increases its distance and power, but the move will fail if Luigi holds the charge too long. Tapping the control stick when using this move, similar to inputting a smash attack, will instantly cause Luigi to build up a partial charge. This move and all of its variants have a 10% chance of misfiring, which causes Luigi to rocket a great distance and do high damage and knockback. This move doesn't see a lot of use, mainly because it is usually weak out of a misfire, and is sluggish even when it hits. Not only that, it is also easy to evade or intercept a charged missile, since you can't save the charge. In the end, this attack is usually relegated as a horizontal recovery move. For this function, it serves its purpose quite well as it slows your fall when used in midair. While it is unlikely to do so intentionally, a misfired Green Missile can result in a KO. | ||
|fb2=Floating Missile | |fb2=Floating Missile | ||
|fb2desc=Luigi travels completely straight instead of falling slightly like his default Green Missile. It also charges faster but does less damage. | |fb2desc=Luigi travels completely straight instead of falling slightly like his default Green Missile. It also charges faster but does less damage. The Floating Missile is even more suited for recovery, as it is easier to aim for the ledge. You also experience less endlag after using the move, so you are less vulnerable when you go for the ledge. As an attack, it is slightly worse than the Green Missile, with a weaker misfire, but it does build up power faster. You shouldn't use it as an attack in the first place though, unless your foes' attentions are divided by other players. | ||
|fb3=Quick Missile | |fb3=Quick Missile | ||
|fb3desc=Luigi moves much further than an equally-charged Green Missile, but will slide along the ground if he misses the move completely. | |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. |
Latest revision as of 01:49, 3 March 2016
The younger of the Mario brothers returns in his first ever appearance as a starter character in Smash. Luigi is similar to his sibling Mario, although he does have many unique moves of his own. Luigi excels at close quarters fighting and comboing, with an array of fast attacks that chain into each other easily. He also possesses several useful KO options. While not as strong has his brother, he still has enough strength to get by, especially with his deadly Super Jump Punch. He also has a very well long-distance albeit somewhat predictable recovery. Luigi's main flaw is his average mobility, with below average speed compounded by awkward movement due to his low traction. Like his brother, Luigi also suffers from range issues, having to get close to use his melee attacks and multitude of combo options. Luigi is not as beginner-friendly as Mario, but if you love stringing combos together, the green-clad Mario brother is certainly a solid pick.
Basic attributes[edit]
Like Mario, Luigi is a middleweight. However, Luigi's movement speed is generally slightly lower than Mario's, although it's still in the middle of the pack compared to the rest of the cast. His dash speed is slightly below average, while his lateral air speed is rather poor. Just like in his home series, Luigi jumps higher than Mario, and has poor traction. While Luigi cannot wall jump like Mario, he can crawl, lowering his profile enough to dodge some projectiles.
Moveset Analysis[edit]
Standard Attacks
Smash Attacks
Air Attacks
Throws
Special Attacks[edit]
Taunts
Final Smash - Poltergust 5000[edit]
Luigi equips Professor E. Gadd's ghostbusting vacuum cleaner and sucks up fighters around him. Any enemies sucked in will be trapped and be dealt constant damage before Luigi launches them diagonally upward. Luigi can sometimes shoot out items as well. This is a unique trapping Final Smash which requires Luigi to suck in at least one foe to function. It has a pretty long initial strike, during which Luigi will point the hose in all directions and he will keep sucking until the full animation plays out, increasing the chances of trapping multiple foes. The tradeoff is that this Final Smash is not very strong, usually KOing at around 30% depending on Luigi's position. Regardless, it is a pretty good Final Smash due to its ease of use.