|“||He can jump higher than his older brother, Mario. His Up Special, Super Jump Punch, will gain maximum damage and launching power when hitting the opponent right at the start. It truly is a "Special" move. He also uses his new Poltergust for his throw!||”|
|—Description from the Super Smash Blog.|
When unlocked, he is fought at Luigi's Mansion.
- 1 Attributes
- 2 Summary
- 3 Changes from SSBWU/3DS
- 4 Moveset
- 5 In competitive play
- 6 Classic Mode: Luigi's Nightmares
- 7 In Spirit Battles
- 8 Palette Swaps
- 9 Gallery
- 10 Trivia
- 11 External links
- Has some of the best frame data in the game with the vast majority of his moveset having low startup and ending lag.
- Devastating combo game which is further assited by his outstanding frame data. His tilts and aerials in particular form the vast majority of his combos as they have low lag, yet are effective and powerful moves that flow greatly into one another.
- Possesses consistent zero-to-death potential.
- Has a tether grab, which gives hima ranged grab a grab aerial that he can use to edgeguard opponents, space, and even lead to a grab if used correctly.
- Slow fall speed, so he can combo longer with his aerials
- Has a nice range of kill options, such as set-ups, smash attacks, Super Jump Punch, and perhaps Green Missile.
- Luigi Cyclone is now invincible in its start-up frames, which could break Luigi out of combos.
- Excellent punish game and one of the best advantage states in the game.
- One of the best if not the best grab games in the cast as he has a tether grab that has fairly low ending lag for a tether and his throws have great utility, particularly his back and down throws. Back throw is a strong KO throw that is harder to DI than Mario's due to a much lower duration. Down throw is his main combo starting throw and is one of the best combo starting moves in the game as it can lead into the vast majority of Luigi's moveset and initiates his powerful combo game.
- Depends heavily on his throws, so if he misses a grab Luigi can have a very difficult time taking advantage of his brutal combos.
- Poor neutral and disadvantage as he has a very predictable recovery that can be easily gimped and edgeguarded and relies heavily on his Fireballs in neutral in order to get an opening.
- Has trouble landing due to his floatiness which leave him vulnerable to juggling. Luigi Cyclone is a good combo breaker due to its invincibility, however it is predictable and can be read by the opponent.
- Short range, thus susceptible to projectile characters or characters with disjointed hit boxes.
- Tether grab cannot grab to ledges.
- Sluggish mobility overall with his only average ground mobility and his abysmal air mobility due to having the 2nd slowest air speed in the game.
Luigi is a character who can bring characters up to high percentages or even death through his combos. He also has great punish game, because if an attack is whiffed he can follow up with either aerials have less la, which kills relatively early, or he can start a combo that could rack up extreme damage quickly. He can also edge-guard decently with back-air, down-air, forward-air, down-tilt, and his grab. Luigi's tether grab has a hit-box, which means he could drop it over the stage and can provide a blockade for characters trying to recover. This also means that, while Luigi doesn't have the Luigi Cyclone gimp, he can still gimp with his tether grab. Luigi also has invincibility frames of Luigi Cyclone, which replaces neutral-air as his main combo breaker.
However, his character is quite polarized. Though he is strong on-stage, he is weak off-stage. His recovery is slow, and predictable, which means he could be edge-guarded, gimped, and spiked easily. He also lacks range, which means he is vulnerable to projectiles and characters with disjointed hitboxes. He relies heavily on his down throw to start combos and kill set-ups, so if characters stay away from Luigi's grab range, Luigi will be at a significant disadvantage and will have trouble finding an opening.
Overall, Luigi is a black-and-white character. His powerful combos and various kill options make him dangerous on the stage, but his sub par recovery off-stage makes it easy to kill him early.
Changes from SSBWU/3DS
- Due to the aesthetic used in Ultimate, Luigi's model features a subdued color scheme; the green of his shirt and hat are brighter while the blue of his overalls is noticeably darker, better matching his appearances in the Mario series. His clothing also features greater detailing, with the seams on his overalls being more accentuated, and his buttons having a more polished finish. He also has a slightly darker skin tone.
- Luigi's idle animation has been slightly altered, with his head turned toward the screen and his arms moving in a more circular motion. However, he reverts to his previous idle animation while holding a small item.
- Like most of the returning roster, Luigi has become much more expressive than in the previous games. He shows an angry expression when charging Green Missile and during his forward aerial, has a winced face when throwing an opponent with his Poltergust, appearing scared when dodging, and surprised during Super Jump Punch.
- Luigi has a new dashing animation akin to how he runs in Luigi's Mansion and other games such as the Mario & Luigi series. Luigi has a more upright posture in this new animation, making his hurtbox taller but narrower. This makes him easier to hit vertically, but harder horizontally.
- Air dodge and backwards jump animations have changed. Additionally, Luigi now faces the screen instead of away while sleeping, like his brother.
- As with Mario, Luigi's on-screen appearance emits the Warp Pipe sound effect rather than the jump sound, similar to Smash 64.
- Luigi's right-inputted victory pose was slightly altered, with a different animation for gasping at the end.
- Like all characters, Luigi's jumpsquat animation takes 3 frames to complete (down from 5).
- Luigi walks faster (1.08 → 1.134).
- Luigi runs faster (1.5 → 1.65).
- Luigi's initial dash is significantly faster (1.28 → 1.815).
- Luigi's air speed is slightly higher (0.7341766 → 0.77).
- Luigi falls faster (1.25 → 1.32). This improves his vertical endurance and makes him less susceptible to juggling, but makes him more susceptible to combos.
- Luigi's fast falling speed is faster (2 → 2.112). This improves his air mobility and makes him less susceptible to juggles.
- Luigi's gravity is higher (0.075 → 0.083). This makes his jumps faster and makes him less vulnerable to juggles, while his faster falling speed compensates for its faster vertical knockback.
- Luigi has significantly higher traction (0.024 → 0.096), no longer being the lowest in the game. This allows him to punish out of shield much more easily.
- Forward roll has less ending lag (FAF 31 → 30).
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has significantly more ending lag (FAF 33 → 58).
- Neutral attack:
- The first hit can be held for a consecutive jab, akin to Mario's.
- The third hit has static hitboxes with different sizes (4.5u/4.5u → 5u/3.5u), making its outermost hitbox bigger and the innermost one smaller, increasing its range overall.
- The first and third hits deal less damage (3% → 2% (hit 1), 5% → 4% (hit 3)), with the third hit also having less base knockback (65 → 60).
- The first hit has an altered animation where Luigi doesn't lunge forward as much. In addition, its hitboxes were shrunk to match his arm and fist, reducing the attack's range (4.5u/3.0u/3.5u → 1.4u/1.7u/2.0u).
- The first and second hits have altered angles and knockback to keep opponents close to Luigi, akin to other neutral attacks. This allows them to connect better and jab lock, but removes their guaranteed jab cancel setups.
- Forward tilt:
- Forward tilt deals more damage (8% → 9%) and has much more base knockback (2 → 50), without full compensation on its knockback scaling (100 → 75). This improves its safety on hit at low percents due to sending the opponent into tumble earlier (75% →17%), while also greatly increasing its KO potential overall, allowing it to KO below 200%.
- However, due to its increased knockback, it can no longer lock opponents.
- The outermost hitbox has been moved further outwards (X offset: 3.6u → 4u), slightly improving the move's range.
- It has lost the smallest hitbox located at Luigi's torso, and its knee hitbox has been slightly reduced (4.8/4u/3.4u → 4.8u/3.8u), worsening its coverage at point blank range.
- It has an altered animation, being a side kick instead of a spinning hook kick. Luigi also faces the camera during the kick.
- Up tilt:
- Luigi has a new up tilt: a jumping uppercut, similar to the one he possessed in the original Super Smash Bros.
- Due to the new animation, it has more range above and in front of Luigi, allowing it to reach opponents on the lower platforms of Battlefield, and opponents further in front of him.
- It has less ending lag (FAF 31 → 28), which combined with the previous change, this improves its combo potential.
- It can no longer hit opponents behind Luigi.
- Down tilt:
- Down tilt has significantly less ending lag (FAF 27 → 14), dramatically improving its safety and granting it combo ability.
- It no longer has a bonus trip chance.
- It deals less damage (8% → 5%). However, its knockback was not fully compensated (20 base/65 scaling → 32/72), further improving its combo potential.
- Dash attack:
- Dash attack has drastically less ending lag (FAF 76 → 48).
- It consists of five hits instead of seven, which deal much more damage (1% (hits 1-6), 2% (hit 7) → 2% (hits 1-4), 4% (hit 5)) with knockback not compensated on the last hit, improving its KO potential.
- The first four hits have a higher hitlag multiplier (0.3× → 0.5×). Combined with the universally increased hitlag, this allows opponents to SDI them, which was previously impossible due to their lack of hitlag.
- The first four hits have a different angle (10°/65° → 0°(hits 1-3)/15°/10° (hit 4)) and altered base knockback (26/60 → 38/60 (hits 1-3)/24/48 (hit 4)). Combined with the increased traction across the cast, this generally helps them connect more reliably.
- The final hit has lost its closest hitbox (5u/4u/3u → 5u/4u), but its second innermost hitbox has been moved more inwards to compensate (Z offset: 6u → 5u).
- Forward smash:
- Forward smash launches at a lower angle (65° (up)/53° (non-angled)/45° (down) → 52°/42°/37°), with the upward and non-angled variants also having higher knockback scaling (121 (up)/116 (non-angled) → 131/121), greatly improving their KO potential despite the downward variant's slightly lower knockback scaling (117 → 116).
- Up smash:
- Up smash has increased knockback scaling (98 → 102), improving its KO potential.
- Luigi's nose is intangible along with his head while the hitboxes are active, instead of only his head being intangible.
- The move's animation has been reversed, with Luigi facing towards the screen rather than away from it.
- Down smash:
- Down smash's sweetspots on both hits take priority over the sourspots, making them easier to land.
- Both hits launch at lower angles (120° (hit 1)/60° (hit 2) → 52°/48°), with the first one no longer launching opponents towards Luigi. This hinders their setup and KO potential, without meaningfully improving their ability to get opponents offstage.
- The sweetspot on the first hit has been moved inwards (Z offset: 6.8u → 6.5u), slightly reducing its range.
- All aerials have less landing lag (14 frames → 8 (neutral), 22 → 13 (forward), 16 → 10 (back), 12 → 7 (up), 20 → 12 (down)).
- Neutral aerial:
- Forward aerial:
- Back aerial:
- Back aerial always launches opponents towards Luigi's back, akin to most other back aerials, improving its reliability for edgeguarding.
- It has one frame less ending lag (FAF 46 → 45), allowing Luigi to act just before the animation ends.
- Luigi has a neutral expression when using the move instead of a scared expression.
- Up aerial:
- Up aerial has less ending lag (FAF 30 → 27), improving its combo potential. This also allows Luigi to perform two up aerials in a short hop and auto-cancel the second one, like in Brawl and Smash 64.
- Down aerial:
- Luigi gained a grab aerial, the Suction Shot, effectively gaining an extra attack. Unlike other grab aerials, it has considerable landing lag and cannot be used as a tether recovery, but produces a projectile in the form of a plunger that drops a set distance downward. It can be shot even during landing lag depending on timing, allowing it to be used as a new edgeguarding option and combo starter. Lastly, it can hit opponents at the ledge if the plunger is falling. It is incapable of connecting when Luigi is grounded, but will connect if the opponent is hanging on the ledge.
Grabs and Throws
- Luigi has a tether grab, using his Poltergust G-00 from Template:Iw to shoot a plunger attached to a rope, the Suction Shot. His pummel and all his throws except down throw have received new animations reflecting this change.
- Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).
- However, all grabs have noticeably increased startup (frame 6/8/9 (standing/dash/pivot) → 14/16/17) and ending lag (FAF 29/36/34 → 48/52/50), making them riskier to use at close range, and easier to punish if they miss.
- Due to the Poltergust G-00 having a right-handed design, Luigi turns his back toward the screen when using the grab facing left.
- Pummel has Luigi squeeze the opponent with the Poltergust.
- It deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
- It deals much less damage (3.2% → 1.3%).
- The speed of Luigi's throws is no longer weight-dependent. This improves his up and down throws' combo potential on heavyweights, but reduces it on lightweights.
- Forward and back throws trigger a hitlag effect on both Luigi and the opponent prior to release, while down throw no longer inflicts hitlag on the opponent when released.
- Forward throw:
- Back throw:
- Luigi has a new back throw: a backward Slam with the Poltergust.
- It releases opponents drastically faster (frame 44 → 15) and inflicts 4 frames of hitlag to the opponent, with its total duration reduced as well (FAF 67 → 38), making it harder to DI and much more consistent for KOs.
- Luigi releases the opponent farther away from him, slightly improving its KO potential.
- Its collateral hitbox has been removed. As a result, it can no longer hit bystanders.
- Up throw:
- Luigi has a new up throw: he swings his opponent upward with the Poltergust.
- It has increased combo ability due to Luigi's faster jumpsquat and jump speed.
- It has gained a collateral hitbox in front of Luigi that deals 6% damage and has similar knockback to the throw, allowing it to hit and even start combos against bystanders.
- Down throw:
- Down throw's animation has been slightly changed, with the Poltergust being visible throughout it.
- It has gained a hitbox before the throw that lasts on frames 18-28, with its damage redistributed (6% → 3% (hit 1 and throw)) and knockback compensated on the throw (55 base/83 scaling → 45/135). This allows it to hit bystanders.
- It releases the opponent slower (frame 18 → 29), but it no longer causes 6 frames of hitlag to the opponent. Overall, since its total duration is unchanged, this reduces its effective ending lag by five frames. Combined with Luigi's faster jumpsquat and jump speed, this significantly improves its combo potential, granting it multiple KO setups at high percents.
- Edge attack:
- Down taunt:
- Due to Luigi's down taunt using set knockback, it is unaffected by UltimateTemplate:'s knockback speed up mechanic and thus does not have reduced hitstun like other moves that cause tumbling, greatly improving its combo potential onstage in conjunction with Luigi's faster jumpsquat and jump speed. This is further compounded by grounded meteor smashes no longer being techable, allowing it to guarantee combos and KO setups at high percents if it hits.
- Due to the inability to taunt in Quickplay matches (except to discard Copy Abilities as Kirby), Luigi cannot take advantage of his down taunt's offensive capabilities in said online mode.
- It has received negative shield damage (0 → -3 (clean)/-2.5 (late)), effectively dealing half its usual damage to shields.
- Green Missile:
- Green Missile has less ending lag in the air (FAF 86 → 81) and on hit (FAF 42 → 33).
- It travels farther when fully charged.
- The regular version has intangibility after releasing the charge (frames 1-5).
- The regular version has increased base knockback (20 → 30), improving its KO potential when charged.
- The regular version has larger hitboxes (4.2u → 4.8u).
- Misfire covers more horizontal distance, but less vertical distance. Therefore, it's easier to land a misfire while grounded.
- Luigi's misfire animation has been changed, having him spin.
- Luigi's charging animation has been changed, appearing angrier and has an altered pose with his arms in behind him in a shoulder tackle position.
- Super Jump Punch:
- Super Jump Punch has significantly decreased landing lag (68 frames → 45).
- It grants more vertical distance.
- The sweetspot has increased knockback scaling (77 (grounded)/66 (aerial) → 88/80), greatly improving its KO potential.
- The sweetspot reaches further into the Z axis, making it more consistent at hitting some fighters.
- It has less aerial drift when Luigi starts facing downwards, making it riskier to use farther away from the ledge.
- The sourspot has smaller hitboxes (7.68u/6.24u → 5.8u/4.7u).
- The move has issues connecting against certain characters due to the changes to jostle mechanics.
- Like several other powerful attacks in the game, the grounded version's sweetspot triggers the Special Zoom when it successfully hits an opponent.
- Luigi Cyclone:
- Luigi Cyclone grants Luigi full invincibility on frames 4-8 for the grounded version and frames 1-7 for the aerial version. This allows it to tank through opposing attacks and break combos very effectively.
- The last hit comes out faster (frame 44 → 40), allowing it to connect more reliably, and giving the move faster interruptibility as a result (FAF 90 → 86).
- It deals more damage (1.5% → 2% (hits 1-4), 3% → 4% (hit 5); 9% → 12% (total)), and has increased knockback on the last hit (80 (base)/130/120 (scaling) → 85/140/130), significantly improving its KO potential.
- It has gained a windbox that pulls opponents into the move. The looping hits also have a lower hitlag multiplier (1× (grounded)/1.3× (aerial) → 0.8×) and SDI multiplier (1× → 0.8×), and their aerial version deals less knockback (60 base/120 scaling → 80/30), allowing them to connect more reliably.
- It has larger hitboxes (4.5u/5u/5u → 5.5u/5.5u/6u (multi-hits), 6u/6u/6u → 7.5u/7.5u/6.5u (last hit)) and the grounded version's stomach hitbox was moved down, greatly increasing its range and coverage around Luigi, while also allowing it to hit some characters hanging on the ledge.
- Luigi Cyclone has much less horizontal maneuverability on the ground.
- It gains significantly less height from button mashing, essentially removing its usefulness in recovery, and considerably weakening Luigi's recovery overall.
- The addition of the windbox to the move and the aerial loop hits' lower knockback completely remove its ability to gimp opponents offstage.
- Luigi Cyclone has a more opaque vortex form around Luigi when used.
- The aerial version uses the same ending animation as the grounded version.
- Final Smash:
- While Luigi's Final Smash is the same as in Smash 4, he uses his new Poltergust from Luigi's Mansion 3, the Poltergust G-00. Much like his grabs and throws, the animation is slightly different; he turns his back to the screen when used while facing left.
- The release deals less knockback (80 base/160 scaling → 70/142), noticeably weakening its KO potential.
- It releases multiple victims slower.
- Neutral Attack: Luigi punches forth once, then a second time, and then turns and thrusts his buttocks outwards.
- Forward Tilt: Luigi performs a side kick; can be angled up and down.
- Up Tilt: Luigi swipes overhead with one hand.
- Down Tilt: Luigi kicks forwards across the ground.
- Dash Attack: Luigi flails his arms multiple times in front of himself and finishes with a double-handed shove.
- Forward Smash: Luigi powerfully jabs one hand forth; can be angled up and down.
- Up Smash (Lead Headbutt): Luigi headbutts overhead.
- Down Smash: Luigi does a sweeping kick to each side.
- Floor Attack (Front): A punch to both sides.
- Floor Attack (Back): A kick to both sides.
- Floor Attack (Trip): A sweep kick.
- Ledge Attack: A double-footed legsweep.
- Neutral aerial (Luigi Kick): Luigi performs a sex kick.
- Forward aerial: Luigi karate chops forwards with one hand.
- Back aerial: Luigi kicks backwards with both legs.
- Up aerial: Luigi does a flip, kicking overhead.
- Down aerial: Luigi does a drill stomp downwards.
Grabs and Throws
- Pummel: Luigi headbutts the grabbed opponent.
- Forward Throw: Luigi spins once and throws the opponent forwards.
- Back Throw: Luigi swings the opponent over his head and pummels them into the ground behind him
- Up Throw: Luigi throws the opponent upwards.
- Down Throw: Luigi takes the opponent down and sits on them.
|Luigi's Special Moves|
|Side Special||—||Green Missile|
|Up Special||Super Jump Punch|
|Down Special||Luigi Cyclone|
|Final Smash||—||Negative Zone||Poltergust 5000||Poltergust G-00|
- Up Taunt: Rapidly switches between five different expressions. The first is Luigi facing toward the screen with his legs apart and left hand on his hip, giving a peace sign while having a deadpan look on his face. The second has Luigi looking scared while hunched over and pointing to the left. The third has Luigi at a three quarter view toward the screen to the right, standing with his legs apart and bent, while rubbing his nose. The fourth has Luigi crouched at a three quarter view away from the camera to the right, with his arms laying on his knees. The fifth and final one has Luigi strike a pose similar to the box art of Luigi's Mansion.
- Side Taunt: Luigi does a plank, then somehow comes back upright while making a noise that sounds like "pow pow".
- Down Taunt: Dejectedly kicks the ground (this taunt will deal 2% damage and powerful set knockback if it connects and is a spike on aerial opponents).
- Luigi jumps out of a pipe, with both hands on his head, saying unenthusiastically "Let's a go."
- Pulls his nose.
- Scratches the back of his head.
- Luigi goes into an angled position and falls down, teleports back up and does it again. After that, twitches his nose.
- Performs his dash attack animation to both sides and then catches his breath.
- Turns around, does finger guns with both his hands and then spins his hands around in a circular motion, still in a finger gun.
In competitive play
Classic Mode: Luigi's Nightmares
All characters have a 'spooky' or undead theme.
In Spirit Battles
As the Main Opponent
- Fox Luigi (Tail)
- Mach 8
- Mr. L
- Poltergust 5000 (x4)
- Waluigi (Mario Strikers)
- Luigi (Mario Tennis Aces)
- Dungeon Man (Giant)
- Kapp’n (Wild World)
- Dr. Shrunk
- Glass Joe
As a Minion
- Goo-Goo Buggy
- MC Ballyhoo & Big Top
- Hockey Players
- Dion, Max, & Jack
- Luigi’s official artwork is based on the third hit of his jab, but it portrays him with a scared expression.
- Luigi is the first and only veteran in the series to have his standard grab be changed into a tether grab between installments.
- This is the inverse of another Smash 64 veteran, Link, who had his tether grab changed into a standard grab, due to being based on his Breath of the Wild incarnation.
- Luigi's Mansion 3 was teased before it was officially announced through Simon's trailer, as Luigi can be seen using the new Poltergust from the aforementioned game.
- Luigi is the only Smash 64 veteran to be unlocked in the Dark Realm in Adventure Mode and also the only one to be unlocked in a sub-area.