Project M
Project+

Luigi (PM)

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Luigi
in Project M and Project+
Luigi SSBB.jpg
PPlus Luigi.png
PMLuigiAlt.png
PPlus Mr. L.png
PPlus Casino Luigi.png

MarioSymbol.svg
Universe Mario
Base game appearance Brawl
Moveset inspiration Luigi (SSBM)
Alternate costume Mr. L, Casino Luigi, Space Land Luigi (Project+)
Luigi (SSBB)

Luigi is a playable character in the Brawl mod Project M and Project+. His gameplay is based on his appearance in Melee. He is ranked 26th on the official Project M tier list in the top of the C tier, a much lower position than his Melee placement, where he was 12th out of 26, however barely higher compared to his Brawl placement, being 28th out of 38, respectively. However, in the official Project + tier list, he places much lower, being 41st out of 42, landing in the middle of C tier.

Attributes[edit]

Luigi is a middleweight with a moveset that boasts a fast and powerful set of aerials, rapid approach methods, and spontaneous power. With his incredibly long wavedash, Fireballs, and the mobility of Luigi Cyclone, Luigi can take advantage of any lapse in defense. His wavedash (the longest in the game) couples well with his collection of deadly smash attacks, allowing him to approach and immediately put out a powerful hit. He can space out opponents using his fireballs, and his combo game, especially in the air, is very potent.

Luigi suffers, however, in recovery and his speed in some areas, especially with his long wavedash being born from his very low traction at a cost. His low ground speed can be covered by substituting wavedashing for normal dashing, but his low aerial and falling speeds can hinder usage of his otherwise good aerials. Off stage, Luigi must deal with a fairly predictable and easy to edge hog return. Additionally, his floatiness makes him among the easiest characters to KO vertically (easier to KO than the floatier Samus due to her extra weight), making attacks with high vertical power (such as Fox's up smash) deadly against Luigi; as such, he has relatively poor vertical endurance and players must know to cope with and avoid said attacks.

Changes from Melee to PM[edit]

Owing to his mid-tier status in Melee, Luigi was moderately buffed in the transition to PM.

Aesthetics[edit]

  • Buff Side taunt has significantly less ending lag than in Brawl (FAF 95 → 52).
  • Change Side taunt will repeat, alternating directions, for as long as the side taunt button is held.
  • Change Luigi now has a down Smash Taunt based on his dancing victory pose from Smash 64.
  • Change Luigi now has two helpless animations: one for air dodging, and the other for Super Jump Punch, taken from Brawl respectively.
  • Change Luigi uses a previously unused KO scream from Brawl when getting Screen KO'd.

Attributes[edit]

  • Buff Luigi's jumps are marginally higher (jump force: 1.4 (short hop), 2.4 (full hop), 2.1 (ledge jump) → 1.469/2.469/2.169).
  • Change Luigi has an altered size multiplier (x1.25 → x1). However, his overall size remains unchanged as his Brawl model is naturally bigger than his Melee model.
  • Nerf Luigi's initial dash is slower (1.34 → 1.3).
  • Change Luigi falls negligibly faster (1.6 → 1.6000003).
  • Buff Luigi has higher air acceleration (additional: 0.025 → 0.035, maximum: 0.04 → 0.05), giving him more control over his aerial mobility.
  • Nerf Spot dodge has more ending lag (FAF 23 → 25).
  • Buff Luigi's soft landing is faster (4 frames → 3).
  • Buff Luigi retains his ability to crawl from Brawl.
  • Nerf Luigi's star spit when Inhaled by Kirby or King Dedede retains it Brawl damage, dealing less than Melee as a result (17% → 15%), hindering its potential in Doubles.
  • Buff The removal of lightshielding benefits Luigi, as it is harder for opponents to perform the Marth killer against him, especially when combined with Super Jump Punch's improved horizontal drift.
  • Buff The changes to ledge jumps now allowing characters to be actionable sooner benefits Luigi, as his slow falling and air speeds previously made him highly vulnerable when using it in Melee, while Luigi himself is not particularly hindered by other characters being able to use it against him, due to his high jump letting him catch opponents jumping from ledge more easily than most.

Ground Attacks[edit]

  • Neutral attack:
    • Buff The first hit's fist hitbox is marginally larger (3.52u → 3.9u).
    • Change The second hit now completely halts Luigi's momentum, making it less effective at approaching out of a wavedash, but more effective at spacing.
    • Nerf The third hit has more ending lag (FAF 22 → 23).
    • Buff The third hit retains its additional hitbox positioned ahead of the original single hitbox that was added in Brawl, improving the move's range.
  • Forward tilt:
    • Buff Down angled forward tilt no longer has set knockback (2 (base), 1 (set), 100 (scaling) → 2/0/100). This greatly improves its safety, as it is no longer dangerously punishable on hit at any percent.
      • Nerf However, this hinders its jab reset potential, no longer doing so at higher percents.
    • Buff Down angled forward tilt now has additional shield damage (0 → 10).
    • Buff Forward tilt's furthest hitbox is marginally larger (3.91u → 4.05u).
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 35 → 31).
    • Buff Down tilt deals considerably more damage (9% → 15%). When combined with Luigi's low traction meaning he now gets pushed back a fair distance when hitting the move on shield, this makes the move notably safe on shield against a fair amount of the cast.
    • Buff Down tilt now has additional shield damage (0 → 10).
    • Change Down tilt now deals set knockback (10 (base), 80 (scaling) → 2 (base), 1 (set), 100 (scaling)).
      • Nerf This makes the move even more unsafe on hit than before, despite its much higher damage output.
      • Buff However, this improves the move's jab reset potential, now being Luigi's most optimal jab reset tool on-paper, due to its high damage output and set knockback making it work at any percent.
    • Change Down tilt has an altered angle (80° → 45°).
    • Change Down tilt now plays the same "Pwaaah" sound effect as when hitting with Mr. Saturn.
  • Dash attack:
    • Nerf Dash attack has more ending lag (FAF 59 → 70).
    • Buff Dash attack retains its final stronger hit from Brawl, now hitting seven times as opposed to six, making the move much safer on hit.
      • Buff The final hit additionally now always sends opponents in the same direction Luigi is facing, making it more consistent and safer.
      • Nerf It can no longer trip opponents like in Brawl (30% → 0%).
    • Buff Each hit deals more damage, including the final hit compared to Brawl (2% (all) → 3%), significantly improving the move's total damage output when combined with the changes to stale-move negation (11.1% → 21%).
      • Change The final hit's knockback was compensated compared to the Brawl version (50 (base), 100 (scaling) → 48/96).
    • Buff The multihits have altered knockback (2 (base), 100 (scaling) → 25/60) and now semi-spike opponents (361° → 30°), as well as always sending opponents in the same direction Luigi is facing. All these factors make the multihits connect more reliably and safer on hit.
    • Buff The multihits have lower hitlag and SDI multipliers (1x (both) → 0.75x (hitlag), 0.6x (SDI)).
    • Buff Each hit now deals additional shield damage (0 → 3 (multihits), 5 (final hit)), which when combined with each hit's higher damage output, makes the move more effective at wearing down shields.
  • Up smash:
    • Buff Up smash retains its animation and hitbox/head intangibility durations from Brawl (frames 9-11 → 9-13), making it cover a more effective attack range and for longer.
    • Buff Luigi's nose is properly fully intangible along with his head while the hitbox is active, improving the move's safety.
    • Buff Up smash retains its second lower body hitbox from Brawl, improving the move's range.
      • Nerf It is slightly smaller than its Brawl version (4u → 3.4u) and is positioned lower (Y offset: 4u → 3.9u).
    • Buff The head hitbox is positioned higher and slightly closer towards the back of Luigi's head (Y offset: 2.73u → 3.42u, Z offset: 1.17u → 1.46u), improving its range both upwards and behind Luigi, while still having more range in front due to its altered attack animation and longer hitbox duration.
  • Down smash:
    • Change Down smash retains its Brawl animation.

Aerial Attacks[edit]

  • Nerf All aerials except back aerial have one extra frame of animation, and six extra frames in the case of back aerial (45 frames → 46 (neutral), 34 → 35 (forward), 28 → 34 (back), 33 → 34 (up), 32 → 33 (down)), slightly increasing the amount of time Luigi cannot grab the ledge after using them.
    • Change In the case of neutral and back aerials, which previously lacked interruptibility frames, neutral aerial has been given one frame of interruptibility before its animation ends (FAF 46), leaving its ending lag unchanged, whereas back aerial has less ending lag than before anyway.
  • Buff The ability to interrupt aerials with air dodging from Brawl notably benefits Luigi moreso than any other character, as he can now waveland sooner out of his aerials when done from a short hop, improving their spacing potential.
  • Forward aerial:
    • Buff Forward aerial has less ending lag (FAF 33 → 31).
    • Nerf Forward aerial has a slightly shorter initial auto-cancel window (frames 1-2 → 1).
    • Buff Forward aerial now has additional shield damage (0 → 8).
    • Change Forward aerial emits a Fan sound effect and uses a slash hit effect, like forward smash.
  • Back aerial:
    • Buff Back aerial has less ending lag (FAF 29 → 27).
  • Up aerial:
    • Buff Up aerial has a longer duration (frames 5-7 → 5-9).
    • Buff Up aerial has a more vertical launch angle (55° → 70°), improving it's combo ability, most notably into a sweetspotted Super Jump Punch.
  • Down aerial:
    • Buff Down aerial now has additional shield damage (0 → 4).
    • Buff Down aerial's lowermost hitbox is positioned marginally further downward (Y offset: 3.91u → 4.88u), increasing its range.

Throws/other attacks[edit]

  • Grabs:
    • Nerf Standing grab has more ending lag (FAF 31 → 32).
    • Buff Standing grab's grabboxes are larger (2.73u/2.73u → 3u/3u), and positioned slightly further forward (Z offset: 8.20u/2.34u → 8.5u/4u), marginally improving standing grab's horizontal range.
    • Nerf Dash grab now consists of two larger grabboxes instead of three smaller grabboxes (1.95u/1.95u/1.95u → 3u/3u). As well as no longer having a grabbox behind Luigi, the remaining grabboxes are positioned closer (Z offset: 8.20u/2.34u → 6.5u/1u), reducing dash grab's horizontal range despite its larger grabboxes.
      • Buff However, the larger grabboxes increase dash grab's vertical range.
    • Buff Compared to Brawl, pivot grab has less startup lag (frame 11 → 9).
    • Nerf Pivot grab has smaller grabboxes (3.5u/3.5u/3.5u → 3u/3u/3u) and are positioned higher and closer to Luigi (Y offset: 6.6.u/6.6u/6.6u → 8.06u/8.06u/8.06u, Z offset: -14u/-7u/-1u → -12u/-8.5u/-5u), reducing their range, and making it slightly more prone to low-profiling against smaller characters.
  • Buff Luigi benefits from the changes to grabs no longer negating horizontal momentum against characters with low traction, as it improves forward throw's follow-up and chain grabbing potential when jump-canceled grabbed.
  • Back throw:
    • Buff Back throw deals more damage like in Brawl (10% → 12%), improving its KO potential.
  • Down taunt (previously his only taunt):
    • Buff Down taunt retains its higher damage (1% → 2%) and set knockback (100 → 180) from Brawl.
    • Buff It has a larger hitbox (3.12u → 4u).

Special Moves[edit]

  • Change Fireball, Green Missile, and Super Jump Punch now use a unique green flame element when they hit characters (effect ID #15 in-game).
    • Change They are no longer considered fire element moves, meaning they can no longer instantly detonate Blast Boxes.
    • Buff However, this allows them to damage Olimar's red Pikmin.
  • Fireball:
    • Buff Fireball retains its ability to be B-reversed/wavebounced from Brawl, improving it mixup potential and accuracy.
    • Buff Luigi can now fast-fall during Fireball, further improving its mixup potential and accuracy.
    • Buff Fireball has less ending lag like in Brawl (FAF 47 → 41).
    • Buff Fireballs travel faster and have a much longer duration (frames 17-66 → 17-74), making them more effective at camping and following up when combined with the move's shorter ending lag and newfound ability to fast-fall.
    • Buff Fireballs deal more damage (6% → 7%) and have more base knockback (5 → 25), making them safer on hit and more effective at following-up, edgeguarding, and camping.
    • Buff Fireballs are much larger (1.85u → 4.5u).
  • Green Missile:
    • Change Green Missile displays additional green flames coming from Luigi's back.
    • Buff Green Missile retains its ability to be held indefinitely from Brawl, improving its recovery and mix-up potential.
    • Buff Green Missile retains its ability to grab the edge 21 frames after take-off and before the hitbox ceases from Brawl, including being able to grab the edge when Luigi is facing away from it, improving the move's safety and recovery potential.
      • Nerf Its ledge grabbox is slightly smaller vertically compared to Brawl.
    • Buff Green Missile can now be reversed on start-up, making it less prone to self-destructing.
    • Change Green Missile can no longer reverse hit, now always sending opponents in the same direction Luigi is facing.
    • Buff A misfire deals more damage (25% → 27%), with its shield damage compensated (4 → 0).
    • Nerf A misfire has a hitlag multiplier (1× → 1.5×) makes it easier to react to and DI.
    • Buff Green Missile will now always misfire after once per eight uses of a normal Green Missile, with each attempt increasing its random 12.5% chance of occurring (formula: 1/8 - number of normal Green Missiles). This makes Green Missile much more consistent and reliable to use overall, and improves its recovery potential.
      • Nerf However, its added layer of consistency makes it somewhat easier for the opponent to anticipate and prepare to dodge or punish the misfire.
    • Buff Holding the shield button while charging a misfire will release a normal missile and "store" the misfire for the next use of the attack, at the cost of reducing 3% damage from the move each time it is canceled, down to a minimum of 15% after four cancels. This improves Green Missile's mixup potential, allowing Luigi to save his misfire for when he needs it to recover from a far distance, or to guarantee a KO confirm into misfire.
    • Change Luigi now flashes green during its startup and charging to indicate a misfire occurring. This makes it easier for Luigi to react to and prepare for the misfire (combined with the above change of being able to store it), but the same is true for the opponent.
    • Nerf Green Missile can no longer be edge canceled, with Luigi continuing his landing animation after he slides off an edge.
  • Super Jump Punch:
    • Buff Super Jump Punch can now grab edges at the height of the jump when Luigi is facing away from it, improving his recovery potential.
    • Buff Super Jump Punch has drastically more control over Luigi's horizontal movement after the peak of the jump, no longer forcing Luigi to be strictly parallel vertically with the edge to effectively recover with it, noticeably improving the move's recovery potential, as well as making it easier to edge cancel the move.
    • Buff Super Jump Punch has a larger ledge grabbox, especially at the peak of the jump before Luigi becomes helpless, further improving its recovery potential.
    • Buff Luigi starts falling sooner into the move, allowing it to sweetspot edges sooner (frame 27 → 23), while still maintaing its overall vertical distance.
    • Buff The sweetspot has a longer duration (frames 5 → 5-6).
    • Nerf The sweetspot has a hitlag multiplier (1× → 1.5×) makes it easier to react to and DI.
    • Buff The aerial version's sweetspot deals more damage (20% → 21%) and has more knockback scaling (72 → 80), noticeably improving its KO potential.
    • Nerf The sourspot has a slightly shorter duration (frames 6-23 → 7-22).
    • Change Super Jump Punch retains its animations from Brawl.
  • Luigi Cyclone:
    • Nerf Luigi Cyclone has a longer animation (79 frames → 81), increasing the amount of time Luigi cannot grab the ledge after using it.
    • Buff Luigi Cyclone can be reversed on startup, causing Luigi to face the direction held once the move ends. This allows the move to face the edge to grab it on its own if Luigi was facing the opposite direction beforehand, without needing to use Green Missile or Super Jump Punch to turn him around first, improving the move's accuracy when recovering.
    • Buff Luigi Cyclone is much easier to button mash overall, improving its recovery potential.
    • Buff Luigi can now effectively rise with the grounded version, similar to Brawl, which allows the move to be safer and more useful in combos.
    • Buff Gaining height with the aerial version no longer requires "charging" it by ending the move on the ground first, making it much more reliable.
    • Buff The aerial version has less ending lag (FAF 80 → 71).
    • Buff The aerial version has one less frame of animation before the second hit comes out while maintaining its startup lag, causing the second hit to start once Luigi's arms are stretched out instead of just before, noticeably improving its range when combined with its longer duration.
    • Buff Luigi Cyclone deals more damage if both hits connect due to the changes to stale-move negation, despite the first hit of the aerial version's reduced damage (18.92% (grounded), 19.92% (aerial) → 20% (both)).
    • Nerf The first hit of the aerial version's hitboxes now match the grounded version's; the two hitboxes on Luigi's arms deal less damage (9% → 8%), are slightly smaller (4.88u → 3.52u), and it no longer has a smaller third hitbox directly below Luigi, reducing its range.
    • Change The first hit can no longer reverse hit, now always sending opponents in the same direction Luigi is facing. However, as this hit sends opponents 90° straight upward, this change is fairly negligible.
    • Buff The second hit has a longer duration (frames 43 → 43-46).

Revisions[edit]

v2.1

  • Buff Fixed Luigi's inability to fall through platforms after becoming helpless from Super Jump Punch.
  • Nerf Luigi can no longer grab the edge from behind after becoming helpless from Super Jump Punch.

v2.5b

  • Change Luigi's angled forward smash animations matched to Melee's, where he does not twist his arm as far upwards or downwards.
    • Change This reduces their vertical ranges, but improves their horizontal ranges.
  • Change Luigi Cyclone's final hit duration increased to match Melee's.

v2.6b

  • Buff Super Jump Punch's vertical distance and ledge grab duration is closer to Melee Luigi's. He now also stops rising when he reaches the apex, allowing for faster edge sweetspots.

v3.0

  • Buff Storing misfires for Green Missile now requires a shield button to be held, but the player can either misfire or store it for the next use during any part of the charging animation. The misfire's green indicating flash now repeats until the charge is full.
  • Buff Down taunt has a larger hitbox (3.13u → 4u).

v3.5

  • Change Luigi uses a previously unused KO scream from Brawl when getting Screen KO'd.
  • Buff Each hit of dash attack deals more damage (2% (all) → 3%), significantly improving the move's total damage output (14% → 21%).
  • Buff Dash attack's multihits have altered knockback (2 (base), 100 (scaling) → 25/60) and now semi-spike opponents (361° → 30°), as well as always sending opponents in the same direction Luigi is facing. All these factors make the multihits connect more reliably and safer on hit.
  • Nerf Dash attack's multihits' furtherest hitbox is positioned closer (Z offset: 9.77u → 7u).
  • Change Dash attack's final hit deals drastically more knockback (2 (base), 100 (scaling) → 48/96), and now always sends opponents in the same direction Luigi is facing.
  • Buff Each hit of dash attack now deals additional shield damage (0 → 3 (multihits), 5 (final hit)).
  • Nerf Forward and down aerials have more hitlag (0.7× → 1×) making them easier to react to and DI.
  • Buff Up aerial has a longer duration (frames 5-7 → 5-9).
  • Nerf Dash grab now consists of two larger hitboxes instead of three smaller hitboxes (1.95u/1.95u/1.95u → 3u/3u). As well as no longer having a grabbox behind Luigi, the remaining grabboxes are positioned closer (Z offset: 10.25u/2.93u → 6.5u/1u), reducing their horizontal range despite their larger size.
  • Buff Pivot grab has larger grabboxes (2.73u/2.73u/2.73u → 3u/3u/3u).
  • Nerf Pivot grab grabboxes are positioned closer to Luigi (Z offset: -15u/-8u/-1u → -12u/-8.5u/-5u), reducing their range despite their larger size.
  • Change Fireball, Green Missile, and Super Jump Punch now use a unique green flame element when they hit characters (effect ID #15 in-game).
    • Change They are no longer considered fire element moves, meaning they can no longer instantly detonate Blast Boxes.
    • Buff However, this allows them to damage Olimar's red Pikmin.
  • Bug fix Green Missile can no longer be used to momentum brake.
  • Buff Super Jump Punch has less landing lag (45 frames → 40).
  • Nerf Aerial Luigi Cyclone has more ending lag (FAF 66 → 71).
  • Nerf The first hit of the aerial Luigi Cyclone's hitboxes now match the grounded version's; the two hitboxes on Luigi's arms deal less damage (9% → 8%), are slightly smaller (4.88u → 3.52u), and it no longer has a smaller third hitbox directly below Luigi, reducing its range.
    • Nerf This also reduces the aerial version's damage output if both hits connect (21% → 20%).

v3.6

  • Nerf Green Missile no longer grants full intangibility for the first 5 frames after taking off like in Brawl.
  • Nerf Green Missile's ledge grab box was lowered.[1]
  • Nerf Green Missile's guaranteed misfire window is now expanded from six to eight.
  • Nerf Each time a Green Missile's misfire is canceled, its damage is reduced by 3%, up to a minimum of 15% damage after four cancels.
  • Buff A misfire deals more damage (25% → 27%), with its shield damage compensated (4 → 0).
  • Nerf Luigi Cyclone's stats effectively match Melee's version of the move, reducing its maximum distance. It also will not immediately refresh on a ledge grab.
  • Change Luigi has a new Smash Taunt, based off one of his winning animations from the original Super Smash Bros..
  1. ^ Not featured in the beta version.

Changes from PM to P+[edit]

Aesthetics[edit]

  • Change Luigi's Mr. L costume is completely repolished and optimized, complete with new recolors.

Ground Attacks[edit]

  • Down tilt:
    • Change Down tilt now has the same damage (15% → 9%), knockback (2 (base), 1 (set), 100 (scaling) → 10 (base), 80 (scaling)), and angle (45° → 80°) values as its Melee iteration against aerial opponents.
  • Dash attack:
    • Buff Dash attack covers marginally more distance, helping the multihits connect slightly more effectively into each other.
    • Buff The multihits now deal set knockback (25 (base) → 32 (set: outer hitbox), 50 (set: inner hitbox), 10 (base)), making them more consistent at connecting at all percents.
    • Buff The multihits' outer hitbox now sends opponents at an Autolink angle (30° → 363°), making them connect marginally better.
  • Forward smash:

Aerial Attacks[edit]

  • Neutral aerial:
    • Nerf The clean hit deals less damage (15% → 12%) with its knockback scaling compensated (100 → 121).
    • Nerf The late hit has smaller hitboxes (4.3u/4.3u → 3.1u/3.1u).
  • Forward aerial:
    • Buff Forward aerial deals more damage (12% → 14%) with its knockback scaling compensated (100 → 88).
    • Buff Forward aerial has less landing Lag (25/12 frames → 21/10).

Throws/other attacks[edit]

  • Back throw:
    • Buff Back throw deals more knockback (80 (base), 65 (scaling) → 85/75), improving its KO potential.
  • Down taunt:
    • Buff Down taunt has less startup lag with a longer duration (frames 45 → 43-45).
    • Buff Down taunt sends opponents at a sharper angle (281° → 290°), making it much harder for the opponent to DI towards the stage and wall tech to survive the move, improving its One-hit KO potential.

Special Moves[edit]

  • Change The green flame element for Fireball, Green Missile, and Super Jump Punch is now functions identically to the normal flame elemental effect.
    • Change This means they have regained the ability to instantly detonate Blast Boxes.
    • Nerf However, this means they can no longer deal damage to Olimar's red Pikmin.
  • Green Missile:
    • Buff Green Missile can now once again edge cancel like in Melee.
  • Super Jump Punch:
    • Nerf Grounded Super Jump Punch has reduced aerial drift.
    • Nerf Luigi falls slightly later into the move, causing it to sweetspot edges later (frame 22 → 29).
    • Change The aerial version's sweetspot now makes the ping sound effect when it connects like the grounded version.
  • Luigi Cyclone:
    • Buff The aerial version's rise is considered to be used later into the move (frame 2 → 10), making it slightly harder to gimp.
    • Buff The aerial version's first hit has regained its lowermost third hitbox from its Melee iteration.

Other[edit]

Moveset[edit]

Up to date as of version 3.6.

Name Damage Description
Neutral attack 2% Punches twice and performs a hip thrust forward. A quick three-hit attack that does little knockback. The first two hits are based on the Punch + Punch + Kick combo from Super Mario 64.
3%
5%
Forward tilt 10% (body), 11% (foot) Kicks straight forward in a back-turning roundhouse kick. Can be angled.
Up tilt 9% Swipes his hand above his head with his fist. Not much range, but covers a wider area than Mario's up tilt. One of Luigi's standard combo tools.
Down tilt 15% A quick, short-ranged kick. Little range and knockback, but high hitstun and damage. Causes a Mr. Saturn sound effect upon connecting. The second strongest down tilt in the game, losing only to Bowser's. Easily a decent combo starter with solid reward on hit.
Dash attack 3% (hits 1-7) Dashes forward and attacks his opponent with a flurry of punches. All seven hits can chain into one another. Very poor compared to other dash attacks, and also one of Luigi's worst moves, though it's one of the most damaging. The final blow has enough hitstun to follow up with very quick actions.
Forward smash 14% Bends his elbow before thrusting his arm out, performing a spear-hand thrust. Deals low damage, but has high knockback growth, making it an excellent finisher. This move can be angled up or down; inflicting more damage angled upwards.
13%
12%
Up smash 17% Luigi performs an upwards headbutt. This move can hit enemies behind Luigi. An excellent finishing move at around 110%. Luigi's head is intangible while the hitboxes are out.
Down smash 17% Luigi performs a low break-dancing sweepkick that hits on both sides. Does great vertical knockback and has good range. Can easily lead into combos at low percentages if used after a wavedash. Luigi starts off via a low-profile by swinging his left leg inward in a full turning sweep as opposed to his brother's actual break-dance sweep.
Neutral aerial 15% (clean), 8% (late) A sex kick. Has strong, entirely vertical knockback, serving as a powerful vertical finisher at high percentages, or a vertical combo starter at lower percentages. This attack is similar to the Jump Kick from Super Mario 64.
Forward aerial 12% Luigi does a quick karate chop forward. High horizontal knockback with very fast startup and recovery, and is one of Luigi's primary aerial finishers. It is also a good option when wavelanding.
Back aerial 11% Luigi kicks backwards with both feet. Commonly used in a short hop to perform a quick waveland. A useful gimping tool and also a solid aerial combo tool as well. This move uses its Melee animation.
Up aerial 13% Luigi does an aerial flipkick, hitting foes above him. A useful juggling tool in midair.
Down aerial 16% Luigi does a quick spin kick aimed downwards. This move meteor smashes enemies who come in contact with the sweetspot (being the upper hitbox located at Luigi's waist) with strong knockback. If sourspotted, it results in powerful horizontal knockback, making it a great edgeguarding attack.
Grab
Pummel 3% Headbutts opponent. A very slow pummel, but can be quickly used again after hitting the foe.
Forward throw 8% Throws the opponent forward in a single turning fling.
Back throw 12% (throw), 8% (collateral) Spins around three times and swings the opponent backwards in a giant swing throw. One of his stronger throws and can hit nearby opponents with the grabbed target. This attack is similar to how Mario throws Bowser during the boss battles from Super Mario 64.
Up throw 7% Throws his opponent upward with both hands, leading into possible combos.
Down throw 7% Slams his opponent on the ground. The opponent is thrown onto the floor head-first and bounces up, leading into possible combos.
Floor attack (front) 6% Gets up and punches behind him, then in front.
Floor attack (back) 6% Gets up and does a sweep kicks in a similar fashion to his down smash.
Floor attack (trip) 5% Gets up and kicks backward and forward.
Edge attack (fast) 6% (body), 8% (legs) Does a somersault and kicks with both feet.
Edge attack (slow) 10% Slowly gets up and kicks with one leg.
Down taunt 2% Does a short-ranged kick to the ground that can damage those who touch his left foot. On grounded opponents, it inflicts moderately low set knockback, making it unreliable at KOing; however, on aerial opponents, its base knockback is extremely high, and will spike opponents, making it capable of yielding early KOs should the player properly connect, though it is still unreliable due to the high startup lag and short range.
Neutral special Fireball 7% Luigi shoots a fireball from his fingers. Has less range than Mario's, but is not affected by gravity.
Side special Green Missile 5-26% (normal), 15-27% (misfire) Luigi charges up and shoots forward like a missile. This move can be charged for about 2.5 seconds, and the charge can held infinitely by holding the special button. If Luigi glows green, then the attack will be a misfire, which is faster and deals 27% damage with powerful knockback. He may also store this misfire and allow Green Missile to fire normally; with the next use of Green Missile being a misfire of reduced damage depending on how many times it has been canceled, to a minimum of 15% damage. One in eight uses of this move is guaranteed to be a misfire. A great move for horizontal recovery.
Up special Super Jump Punch 25% (clean ground), 21% (clean air), 1% (late) Luigi performs a strong, jumping uppercut. If the attack is sweetspotted, it becomes a Fire Jump Punch, which deals much more and has high KO potential. If he does not connect with the sweetspot, it deals pitiful damage and produces one coin. The damage of the sweetspot is stronger when used on the ground.
Down special Luigi Cyclone 8% (hit 1), 12% (hit 2) Luigi rapidly spins around, launching any enemies in his path. The first hit occurs during the spin, while the second hit occurs during the ending pose, both having vertical knockback. Mashing the special button causes Luigi to rise up in the air, which can be used for recovery, and can sometimes carry opponents into the upper blast line as an attack, being a decent vertical finisher. It has much better horizontal movement compared to Mario Tornado, but gives less vertical distance. Resembles the Spin Jump from Super Mario World.
Final Smash Negative Zone 0% Luigi dances, and a large, greenish-tint void surrounds him. Inside the void, the colors of the environment, characters inside the void and Luigi himself become inverted. Can cause various negative status effects if the opponents is caught in the void, these being: flowering, dizziness, sleep, greater launch distance (which makes a lot of Luigi's moves (such as his Fire Jump Punch) effective finishers even at low and mid percentages), and forced taunting.

Stats (Project+)[edit]

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Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing lag
Value 100 1.3 – Initial dash
1.34 – Run
1.1 0.025 ??? ??? ??? – Base
??? – Additional
0.069 1.6 – Base
2Fast fall
4 ??? - Base
??? - Short hop
??? ???

In competitive play[edit]

Notable players[edit]

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Alternate costumes[edit]

Project M[edit]

Luigi has an alternate costume based off of his alter ego, Mr. L, from Super Paper Mario. When wearing the costume, Luigi wears a black mask, his outfit becomes black and green instead of blue and green, and the "L" on his cap is reversed.

3.6 includes recolors for team battles, and a white "Fire" variant for Mr. L.

Luigi's alternate costumes in PM
LuigiHeadSSBB.png LuigiHeadOrangeSSBB.png LuigiHeadPinkSSBB.png LuigiHeadBlueSSBB.png LuigiHeadWhiteSSBB.png LuigiHeadPurpleSSBB.png
LuigiHeadMrLPM.png LuigiHeadMrLRedPM.png LuigiHeadMrLBluePM.png LuigiHeadMrLWhitePM.png

Project+[edit]

In Project+, Luigi is given a new recolor based on his appearance in Super Mario Bros.: Pīchi-hime Kyushutsu Dai Sakusen! His Mr. L costume's recolors are also touched up, with the Red Team coloration being similar to the Fire Luigi palette (shared with Fire Mario) from the NES version of Super Mario Bros. 3. Luigi also gains an alternate "Casino" costume based on the casino-themed minigames from Super Mario 64 DS and New Super Mario Bros., which comes with two team-based recolors and one based on Waluigi like his default costume.

Luigi's alternate costumes in P+

Secret costumes:

Luigi Z P+.png SpaceLandLuigiPM.png


Z-Secret Costume: Fake Peach: Based on Luigi's appearance in Mario & Luigi: Superstar Saga where he dresses as a stand-in for Peach.

R-Secret Costume: Space Land Luigi: Based on Luigi's appearance in Mario Party 2 when participating on the Space Land board, which is also used for the game’s boxart.

Trivia[edit]

External links[edit]