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||Super Smash Bros 4. for 3DS ||
||Luigi Guide | Made by TriTails ||
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TABLE OF CONTENTS
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1. About the Author ------------------[ABOUT]
2. About the Guide -------------------[GUIDE]
3. Version History -------------------[VRSON]
4. Introduction ----------------------[INTRO]
5. Luigi's Stats ---------------------[STATS]
6. Luigi's Basic Attacks -------------[BASIC]
7. Luigi's Special Attacks -----------[SPECS]
8. Luigi's Final Smash ---------------[FINAL]
9. Luigi's Taunts --------------------[TAUNT]
10. General Strategy -----------------[GENRL]
11. Strategy Against All Characters --[CHARS]
12. Other Modes ----------------------[OTHER]
13. How to Contact Me ----------------[HTCME]
14. Credits --------------------------[CRDTS]
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ABOUT THE AUTHOR [ABOUT]
=========================
Hey, everyone! To get this straightfoward, my name is TriTails. And this is my
very first walkthrough in GameFAQs. Some things that you must know about me
is:
1. I'm only allowed to play games only on Friday, Saturday, and Sunday. So I
may not be able to update often. I'm obviously allowed on holidays, so...
yeah... (Not very good with words here!)
2. English is not my mother tounge. So excuse me if I made some stupid grammar
mistake. (To tell you the truth, my grammar score in school seems to be the
lowest from the other categories)
3. This game is the first game from Smash Bros series I have ever played. (I
lack Nintendo home console here). However, I'm already familiar with the
words such as spike, meteor smash, knockback, etc. So I'm not totally
newbie at things like this. But I'm not a pro either, so some advice would
be awesome!
With that done, let's a-start the guide!
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ABOUT THE GUIDE [GUIDE]
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This guide is intended to cover everything about Luigi. From his stats to
strategies. Since there are no story in Super Smash Bros 4. There are no
spoilers, except for the unlockables characters. Although, if you have been
following every inch of Smash Bros 4. news, then you shouldn't need to worry
about getting spoiled. I'll do my best to detail the moves as deep as I can,
so expect some long reading there. I got some info from SSB wiki, so I'll
include them in the credits. Oh, and by the way, I'm gonna use the default
controls in here, like:
Circle Pad: Move/Jump your character (Slide the Circle Pad twice in the same
direction to dash and slide up to jump or double jump)
D-Pad: Taunt
A Button: Basic Attack
B Button: Special Attack
L Shoulder Button: Grab or air dodge in midair
R Shoulder Button: Shield or air dodge in midair, slide down on the Circle Pad
to dodge, or slide to the side to roll. Both making your character invincible.
X and Y Button: Jump Button
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VERSION HISTORY [VRSON]
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Version 0.5 [30/10/2014]: Completed most of the guide. But still have some
missing spots which will be updated as soon as possible!
Version 0.56 [31/10/2014]: Updated the guide a little bit, but not much.
Fixed some grammatical errors and wrong infos. All characters strategy have
been updated, although not much. This is a minor update. The next will be
major one I hope. By the way, HAPPY HALLOWEEN!
Version 0.7 [08/12/2014]: Has it been THAT long!? Yep, been super busy that I
didn't touch my laptop much. I'm still active in here with my Android, but
that's it. Anyway, Classic Mode is mostly complete except for the Core Form,
fixed some things, added more info in Strategy Against All Characters. Major
update as hoped.
Version 0.75 [05/02/2015]: My computer broke :(. Oh well. Anyway, lots of
rennovations and rewrites in this update (To make it closer to 1.0.4 data).
I'm still working with the missing sections, so stay tuned. But my time of
playing is stricter than ever... But I'm not going to forget this guide, don't
worry! And also, tell me if the Luigi VS every character section needs some
rewriting to not being so tall of a text wall!
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INTRODUCTION [INTRO]
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Luigi, who doesn't know him? Since his first appearance in Mario Bros. 1983,
he has been a major character in Mario series. Often, he is potrayed to be
cowardly yet heroic at the same time, due to him usually in Mario's shadow.
However, in modern times, Luigi isn't shown to be in Mario's shadow anymore.
He has been adventuring with the red plumber nowadays, and after his last
major ghost-catching adventure, Luigi is back to kick some butt in Super
Smash Bros 4.! Yep, and some news, he is now a STARTER. In the past SSB games,
he is always an unlockable character. But this game breaks that tradition,
making him a starter now.
Now, in Super Smash Bros 4. Luigi's play sytle is completely different from
Mario's, as they have different stats and special moves. Luigi retains his
past abilities in Mario games, having better jump but worse traction from
his bro. Some of his attacks may be indentical to Mario's, but the others are
completely different. His special attacks, while there are 2 of them have the
same name as Mario's, they work completely different. Due to Luigi's is no
longer can be considered Mario clone (To me anyway, the strategy I used with
them are completely different), I'm not going to list their differences.
Anyway, if you have noticed, Luigi got some pretty high learning curve. It
took me over 15 battles with Lvl. 9 Lucario to finally realizes his strength,
it took me even longer to master him. But thanks to the 15 loses against
Lucario and so much practicing, I have finally be able to kick everyone's butt
in 1 on 1 battle on daily routine.
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Some info:
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Victory poses:
1. Flails his arms around rapidly before panting in exhaustion. Similiar to
his dash attack.
2. Falling stomach-first on one side, and then suddenly reappears on the other
side and falls too. Similiar (Or the exact same...) to his Side Taunt.
3. Luigi faces away from the screen, and then turns around, fingers looking
like pistols and says, "Bang! Bang!". (The coolest one in my opinion)
Pallete Swaps:
1. Green shirt and hat, dark blue overalls (His normal appearance)
2. Orange shirt and hat, lighter blue overalls
3. Pink shirt and hat, red overalls
4. Cyan blue shirt and hat, dark blue overalls
5. White shirt and hat, green overalls and emblem (His Fire Flower costume)
6. Purple shirt and hat, black overalls (Resembles Waluigi's colors, but his
emblem is a purple L instead of upside-down yellow L)
7. Blue-ish? hat, dark blue overalls, yellow-green shirt
8. Yellow shirt and hat, pale green overalls
Intro:
A Green Warp Pipe appears on the battlefield, while Luigi jumps out of it with
hands on the side of his face and hesitantly says, 'Let's-a-go!'
Idle Pose:
Standing, chest facing the foreground (To the player) no matter what direction
he is facing, with hands in front and in the back of his body, twirling
slowly.
Idle Animations:
1. Pulls his nose, and then releases it
2. Rubs his head sheepishly
Sooo.... That done? Let's a-start the guide then!
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- Dashing Speed: Moderate
Notes: He dashes on a moderate pace.
- Jump Height: 2nd highest
Notes: His jump is pretty high. Nice for juggling.
- Double Jump Height: High
Notes: The height is a bit lower than his first jump, but this applies on
almost every character. So it's fine. Nice for recovery and juggling.
- Weight: Middle-weight
Notes: He is slightly lighter than his bro, but the differences doesn't seem
significant. His weight value stands at 97, while Mario stands at 98. That is
not significant, is it?
- Falling Speed: 5th slowest
Notes: He is really, I mean really, floaty. So floaty that, when combined with
his speedy aerials, he can attack in the air three times in a single jump.
No joke. Combined with his high jump, he is undoubtely a king of aerials. Take
advantage of this by smashing opponents to the air and pursue them to death.
- Air Speed: 2nd slowest. No joke. (Not counting Shield Shulk)
Notes: He is a slowpoke in the air, faster only to Dedede and Shield Monado
Shulk. Yeah, he is pretty slow, but hey, it actually helps in his combos, as
he will not push foes away for too much. But... try to work out with it
anyway. Land on the ground if you want to chase enemies, as his so sloowwww
air speed won't chase anyone but Dedede
- Traction: Out of all characters, he has the WORST traction
Notes: He slides farther than ANY other characters. He slides a lot, I mean
a lot and VERY far, but his sliding could also mean he can reach the very
end of ledges rather easily. This can be taken advantage as a set-up for his
down taunt, but I'm pretty sure only idiots would let themselves hanging on
the ledge for long. At least, not long enough to get hit by this high startup
lag "attack".
And apparently, you'll slide the farthest when you shield thanks to this. So
beware of getting pushed out of your punish range.
- Attack Speed: Fast (Specials could range from slow to moderate, with an
exception of Super Jump Punch, which has almost zero start-up lag)
Notes: Majority of his moves come out fast, I mean really fast. Except for his
specials. But his basic attacks will make up for it.
- Attack Ending Lag: Somewhat low, but for specials, high
Notes: Luigi's attacks generally has low lag, save for dash attack. His
specials sans Fireball on the other hand... Can leave you horribly vunerable.
Don't make punishable mistakes!
- Vertical Recovery: Great
Notes: Double Jump + Luigi Cyclone (Optional) + Super Jump Punch combo should
be enough for you. Remember, if you lost your double jump, Luigi Cyclone won't
lift you, and it will do the exact opposite of what you want. Super Jump Punch
will leave you vurnerable, so try to grab to the ledge to negate the 'stuck-
on-the-ground' part. Changing Luigi Cyclone to Mach Cyclone will greatly
increases your chance, but double jump is still needed. Just make sure you
don't use your double jump when you know you're going to be interrupted.
- Diagonal Recovery: Great
Notes: Double jump + Luigi Cyclone + Super Jump Punch (If needed).
Fortunately, I have found a way to get the maximum height out of Luigi
Cyclone. Double jump (With the jump button) and IMMEDIATELY Luigi Cyclone and
mash the B button. You'll rise big time if you succeeds. Just to let you know,
Luigi Cyclone can rise him as high as Super Jump Punch, so test out if you
actually manages it.
- Horizontal Recovery: VERY great
Notes: Double Jump + Luigi Cyclone + Green Missile(s) combo could cover some
crazy distances, especially when misfire. Changing Green Missle to Quick
Missile would increase your distance even more. The normal combo should be
enough though. Release your Green Missile when the fumes have stopped coming
out from Luigi's head, that means it have reached it's maximum power. Oh, and
you can also use Green Missile at the start of the combo. This is to stop
Green Missile from getting stupidly stopped from random projectile from
nowhere. Green Missile is very easy to mess up, so be careful.
- KO potential: Quite high
Notes: He has varying kill moves. U-smash, F-smash, D-smash back hit, FJP,
Green Missile, Luigi Cyclone, B-air, N-air, B-throw, and D-air... Holy wow,
that's a lot. They can kill quite reliably too.
- Grab range: Really short
Notes: Luigi's grab range seems to be equal with Mario. Very short. But if you
go dashing and press L when you're near, you should most likely grab them
anyway. I find long grab ranges is much more difficult to use, as the lag, THE
FREAKING LAG! Try to use Fireballs to help you. Foes will usually shield
against it. Follow your Fireballs as you shoot them and dash grab them.
- Grab game: Like, the best?
Notes: THE SUPER D-THROW! He can follow up with practically everything with
his D-throw only. Heck, it will lead to his combos as well as kills. Use it
very often. F-throw can be chained with Green Missile or dash attack, U-throw
can lead to rising Luigi Cyclone, which can kill them off the top, and B-throw
has the power to kill near the edge.
- Tether recovery: No
Notes: Luigi doesn't have any attacks than can be considered as tether. Need
I say more?
- Crawl: Surprisingly, yes
Notes: Luigi can reduce his height to like, 2/5 of his usual height. His
ability to crawl may be able to get you past airbone projectiles more safely.
This can be utilized to dodge some of enemy's attacks.
- Overall range: Short
Notes: Luigi's attacks aren't that far reaching. He is fighting with his bare
hands after all.
- Projectile: Luigi has only one, Fireball
Notes: Luigi is, again, a head on fighter. You'll need to be near your
opponents all the time to do some real damage to them. Use your fireballs to
give minor flinch to your opponent, and then bash away. Oddly enough, I've
seen people saying that Green Missile is a projectile. It's not, Luigi is
launching himself away, and whereas you don't need to give much crap if your
projectile is stopped, you'll be hating your live if Green Missile is stopped,
especially when in midair. If your opponents manage to stop Green Missile
when you are recovering with the smallest projectile that ever existed, you'll
most likely fall down to your KO.
- Wall-Jump ability: No
Notes: Luigi can wall-jump in early release. But unfortunately not in final
version.
Judging from stats above and his overall gameplay, his powers and weaknesses
are...
PROS:
- Luigi is very skilled in the air, he can rack up big damage while he's on
it. Smack your opponents airbound, and then send them flying on the ground.
- Luigi's attacks is really fast. They came out absurdly fast, especially his
aerials, beefing up his attack skill.
- Luigi's recovery is really great. His Luigi Cyclone will provide him nice
boost on his recovery. Green Missile will send him flying horizontally very
far if you can get the height. Super Jump Punch is much better than it looks.
- He has a nice mix-ups between weak but spammable and powerful attacks. Your
opponent may just say 'Luigi is really weak, no wonder they put him in low
tier' when you're doing aerials. But when you execute your smashes, Fire Jump
Punch, or Green Missile, their reaction might change to 'HOLY MACARONI! How I
didn't see that coming!' after you just smacked their stocks out to nowhere.
He has weak attacks to rack up percentages, and strong finishers to uh...
finish your opponents off.
- Despite of possesing very short grab range, Luigi's grab game is not to be
underestimated. His U and D-throw can follow up with his aerials, B-throw can
kill near the edges, his F-throw can throw your opponents off-stage with low
enough knockback to allow you to resume the pursuit with your aerials.
- Another note on the D-throw, it's probably the best D-throw in the entire
game. What? It's just a ground pound. Yeah, well, this is the reason why
Luigi's combo game is legimately insane (Along with N-air and U-tilt, which
are underatted). Ground pound, then follow up with any aerial of your choice,
Luigi Cyclone, or even, the Fire Jump Punch! D-throw to double F-airs is your
bread and butter. Use it often.
- His falling speed benefits him, as he can spam aerials like no tommorow
in the air. He is also less vunerable to combos unlike fast-fallers.
CONS:
- Some of his attacks leave him horribly vunerable. Like Super Jump Punch or
Quick Missile. The former can be countered by grabbing a ledge during fall,
while the latter... well, it's much recommended for you to just change to
original. His dash attack and Luigi Cyclone also leave him vunerable, use them
sparingly.
- He lacks range in his attacks, he need to be close in order to deal
meaningful damage.
- He has bad, I mean, WORST traction in the game. He slides a lot on the
ground. This, however, can be easily negated. He has a lot of moves that can
be used to cancel his sliding, such as dash attack, Luigi Cyclone, jumping,
or even, Green Missile. The last one still involves sliding, but since Luigi
is charging, he can let it out for a surprise attack.
- He has poor approach options. This can be countered by using Fireballs. You
can either Fireball, then Cyclone to them, or Fireballs, Missile to them.
Heck, you can even do Fireball + Dash grab. Works pretty well.
- He has slow movements. Try to chase enemies on the ground. Luigi's air
speed ain't gonna cut it.
Luigi has LOTS of KO moves and options:
- Fire Jump Punch: Use it sparingly. You can connect and deal massive pain,
but miss and you're pretty much helpless for another 5 seconds. Use this when
your opponents are LANDING. There is split second of vunerability when your
opponents land. Predict their next landing spot and punch 'em!
- Green Missile: Charge it up when you can. The uncharged version will net you
a measly flinch. But charge it up and expect your opponents flying. The
misfire is just crazy, and can kill as low as 50%.
- F-smash: Use it after a roll or when your opponent is vunerable. You don't
need to charge it fully. A half-charged will do the job pretty well. Heck,
even the uncharged version is pretty strong at high percentages.
- U-smash: Same case as F-smash here. You can use this to juggle at lower
percentages. And finish them off at higher percantages. Half-charged version
is good enough, the uncharged version also aren't bad. Go for it when you see
the chance.
- B-throw: Use it near the edge, can kill at around 140%. Just use it
sparingly.
- Luigi Cyclone: Apparently, if you manages to land the final hit high up in
the sky, you have a pretty high chance to KO your opponent. U-throw + Luigi
Cyclone works well, and can actually kill at around 80%!
- B-air: Can kill near the edge, again. More likely to kill than F-air, but
still, since Luigi's aerials aren't well suited to KO, don't use it like no
tommorow.
- D-air: It meteors. Combine it with D-throw near the edge for easy and flashy
KO. Otherwise, use it mainly as a combo tool (The bounce is neat!) and
edgeguarding tool. The horizontal knockback is always useful off-stage.
- D-smash: Surprisingly enough. D-smash hits harder behind Luigi. It could
potentially KO your opponent. The fact that this is the move you are going to
use when punishing your opponents' rolls just makes it even better. Although,
when it comes on direct KOing, U-smash or F-smash are better suited for the
job.
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LUIGI'S BASIC ATTACKS [BASIC]
==============================
Here, I will describe Luigi's basic attacks. I will tell you how to execute
it, the damage it does, what use it is, and how high the knockback is.
Starting now...
(Name are custom-made by me. Don't ask me why.)
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NEUTRAL ATTACK AND DASH ATTACK
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Uh, there are only one combo per category, so might as well merge them
together. His neutral attack is pretty useful while his dash attack is really
nice for netting you some breathing room. Described below...
Neutral Attack: Jab-Butt Combo
AAA = 3% + 2% + 5% -> 10%
Luigi punches twice before bringing his buttocks out to the enemy.
First two hits trap the opponent, while the last one have some moderate
knockback. Nice for launching opponents off for a bit. The last hit sends
Luigi foward slightly, but it's very insignificant. Useful to get your
opponents out of your face for a second.
Dash Attack: Flurry Jabs
Dash + A = 7 hits; 1% six times and 2% for the last hit -> 8%
Luigi frantically flails his arms on his opponents, trapping them before
launching them away with both hands.
This move actually pretty nice. The hits trap the opponents, and the last hit
sends opponents away. Nice 'get-outta-my-face' move. Use it to clear your path
when there are multiple opponents around, or get yourself some room. Nice for
getting you time to charge your Green Missile. Think of this as a moving,
more hits neutral attack. However, do this sparingly, the end lag is horrible.
You will get punished if your opponents manage to shield this. So beware.
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TILT ATTACKS
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They are really hard to execute, especially his U-tilt. Fortunately, I've
found out how to execute them properly. I've grown to hate the difficulty to
use tilts, but no more now. If you hate tilts, you'll most likely change your
mind after you know how to execute them. However, that doesn't mean you should
just spam U-tilts and D-tilts all day. Think of these as your attack support.
U-tilt: Head Swipe
Tilt Circle Pad up + A = 6%
Luigi swipes his hand just above his head.
Okay, so far, this is one of the hardest move to pull off. If you've been
struggling on how to execute this, then read on. First, stay still. You don't
want to use Side Tilt when your opponents are about to fall for your potential
combo. Worry not, however, this will only take a split second. Next, hold the
Circle Pad VERY slightly up. Just slightly, or else you'll do a shorthop.
Don't push too fast, you'll most likely just shot off the Circle Pad far from
you want it. Next, spam A and see if this succeeds. I found this method
myself, so I'm not stealing without any permission or what.
Low to mid knockback, useful for U-smash substitute. It has lower range, mind
you. However, with the method above, you can just abuse your U-tilts and make
your enemy eat up the damage. At mid to higher percents, this can also
be used as an D-throw substitute, so use this smartly!
S-tilt: Chest Kick
Tilt Circle Pad to the side + A = 8%
Luigi kicks his opponent with a chest-high kick.
THIS MOVE CAN BE ANGLED
How to use this: Simply walk and press the A button while doing so. You'll do
a side tilt if you succeeds.
Nice flinch move, but it will leave you a split second of vunerability. Use it
sparingly, the flinch is about the same as fireballs. Oh, and this move will
do some low to mid knockback at higher percentages, so use this move to get
your opponent away from your face for a second.
D-tilt: Foot Trip
Tilt Circle Pad down or duck + A = 8%
Luigi brings his back foot to trip opponents.
The easiest tilt, duck and press A, that's it.
The range is rather... short. And despite of it being named Foot Trip by me,
it doesn't really trip opponents at all (At least, in my experience). This
will cause some minor knockback that sends opponents slightly upwards. This
can potentially mess your opponent up. But beware, you can't do this rapidly,
unlike some other D-tilts, the ending lag is noticeable.
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SMASH ATTACKS
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They are insanely useful, two of them are Luigi's best finishers while the
other one has good range. Very good knockback, and chargeable. They have
little lags, but enough for your enemy to move away, or even, counter attack
if you miss. They deal high damages, you can use them as damage racker at
lower percentages or finisher at higher ones. Mix them up in combos and your
opponents are at your mercy.
U-smash = Hard Headbutt
Tap Circle Pad up + A = 12% (Sourspotted) and 14% (Sweetspotted) uncharged,
16% (Sourspotted) and 19% (Sweetspotted) fully charged
Luigi swings his head upwards powerfully.
Sourspot location: Areas near Luigi
Sweetspot location: Areas at Luigi's head
Mid knockback. Will start killing around 120-130% uncharged. Nice range and
can hit opponents right behind you. Can chain at lower percentages. Good
finisher when half to fully charged, whilist uncharged version will help on
juggles. Use it when your opponent tries to fast-fall. Luigi's head is
invincible while performing it, utilize this well.
S-smash = Luigi Spearhand
Tap Circle Pad to either side + A = 15% uncharged, 21% fully charged
Luigi does a spearhand foward.
THIS MOVE CAN BE ANGLED
High knockback. Will start KOing around 90-110% uncharged. This move is rather
different from Mario, and has shorter range. One of Luigi's finishers. Try to
use it when your opponent are in vunerable state. So far, this is the second
fastest F-smash in the game, so take this advantage into account.
It will KO earlier when angled, either up or down. Downwards spearhand deal
horizontal knockback, straight spearhand diagonal, and upwards spearhand a bit
upwards than the straight version. Angling up is definitely recommended,
though, the non-angled version will KO just fine, and the downwards version
can somewhat be used to attack enemies trying to hang on the ledge.
D-smash = Luigi Sliding Kick
Tap Circle Pad down + A = 14% uncharged, 19% fully charged
Luigi does a sliding kick. Somewhat originates from Super Mario 64(DS).
Mid knockback. Not very best when it comes to KOing. But its range will make
up for it. It hits both sides very quickly. If used on the ground, it sends
opponents upwards. Use this as a crowd breaker. If your opponents are running
circles around you, smash their feet with this. The back hit is stronger, and
actually stronger than U-smash! If you manage to catch your opponent with the
back hit, they will fly hard. For general, don't rely on this too much, but
let the opportunity comes in and try to get them (Preferably, when they are
rolling around at the speed of sound (No pun intended)).
Punish your opponents' rolls with this.
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AERIAL ATTACKS
---------------
Luigi's best! He is a king of aerials. So if you ever need to rack up damage,
use them. They'll plow through even the hardest opponents. Your main weapon
against Master Hand/Crazy Hand and Master Core. They may be weaker than your
ground attacks. But they come out ridiclously fast. If you manage to hit your
opponent multiple times in the air, they'll be hating it a big time. They have
little lags, even when landing. Your best friends when your opponents are just
so stubborn on the ground. Launch them to the air and let the percentages rise
big time.
N-air = Smash Kick (Got nothing creative...)
Press A in the air without any influences on the Circle Pad =
12% when the foot comes out, 6% on last frames
Luigi brings his foot foward, extending them for a few seconds before
retracting them back.
HAS SEX KICK PROPERTIES
This move is a sex kick. The hitbox last long but grow weaker the longer it
takes to hit an opponent. This move, despite kicking foward, will send enemies
upwards. Mid knockback. But since it's a sex kick, it will take longer for
Luigi to be able to use his other aerial attacks again. You can use this as
juggle breakers, but if you opponents have long range (Link, Pit, you name
them), it may be wiser to use Luigi Cyclone or Green Missile (To move away
from the juggler if you don't know) instead. If your opponent doesn't seem to
have long range U-tilt or smash, then kick away.
The sourspot actually can also be used as a D-throw substitute, too. Though,
more limited, but it's an option. Plus... you can secure a grab if you manage
to get them with the sourspot at lower percentages, or a jab combo, or aerials
at higher percentages, even Cyclone or FJP, make use of it smartly.
U-air = Luigi Somersault
Hold Circle Pad upward + A in the air = 7% (Sourspotted), 11% (Sweetspotted)
Luigi does a backward somersault, kicking opponents above him.
Sourspot location: At the late frames, the area where Luigi finishes his kick
Sweetspot location: Every areas in Luigi's legs other than above location
Mid knockback. Useful for juggling. Use this, fast-fall, dash to where your
opponent might land, jump up, use U-air again, repeat. Another damage racker.
Combo starter is also avaliable as an option. This move is speedy, in fact,
one of Luigi's fastest aerials, rivalling F-air in speed. If your opponent
simply just flinch from the attack. Use B-air to tell them you're not done
yet.
F-air = Luigi Chop
Hold Circle Pad foward + A in the air = 9% (Both sourspotted and sweetspotted)
Luigi does a karate chop in front of him.
Sourspot location: At earlier frames, right above Luigi
Sweetspot location: Every areas in Luigi's hand other than above location
Low knockback, but spammable. One of Luigi's fastest aerial. It may be weak,
but its speed will overshadow its lack of power. You can connect 2 or even 3
of this in a row in low enough percentages. However, its knockback is really
weak. Do not try to kill with this, unless you pushed your opponents so much
that they're like, 2 metres away from the blast line. Seriously, suit this as
damage racker. Luigi's aerials aren't meant to KO at low percentages. Oh, and
no Ken Combo with Luigi even though he has the needed things: A low knockback
F-air and a D-air that hits downwards. His high double jump height really
restricts him on doing so. So it might not be wise to try.
D-air = Luigi Drill
Hold Circle Pad downward + A in the air = 8% (Sourspotted), 10% (Sweetspotted/
Meteor hitbox)
Luigi spins his legs below him.
CAN METEOR SMASH (Hit the opponent around his ankles. If you hit it at the end
of Luigi's legs, it will instead do a horizontal knockback)
Sourspot location: At late frames and/or the end of Luigi's legs
Sweetspot location: At earlier frames, near his ankles
Mid knockback and decent speed. It will usually send opponent horizontally,
but if you manage to hit it right, it's a meteor smash. Try to use this from
the side rather than from above, unless you want to jugglebreak. Hitting it
from the side has better chance to meteor smash. Be careful, you're vunerable
from attack above you. You may want to get some breathing room so you know
you're not gonna be interrupted. Even if it doesn't meteor smash, the
horizontal knockback is always useful. Combine this with D-throw for easier
uses.
B-air = Straight Back Kick
Hold Circle Pad backwards + A in the air = 14% sweetspotted, 8% sourspotted
Luigi kicks backwards in the air.
Sourspot loaction: Late frames and/or the very tip of Luigi's legs (The VERY
tip) and around his femur
Sweetspot location: At earlier frames, other than the very tip of Luigi's
legs and his femur
High knockback. This move is strong, in fact, the strongest of Luigi's
aerials, both in damage and knockback. Really nice for edgeguarding, and kills
reasonably at around 120%. Very damaging (Whooping 14%!) and strong. Great for
killing.
----------------
GRAB AND THROWS
----------------
His grab game is great! U-throw can connect with rising Cyclone (A potential
KO option), B-throw can kill, F-throw... is just there, but his D-throw... I
rate it 1000 out of 10. Yes his D-throw are one of the reasons why Luigi's
combo game is insane. USe it VERY often.
Grab = Luigi Grab (Nothing creative again...)
L button = Uh, does zero damage
Luigi grabs foward with one hand.
This is Luigi's grab. I feel I don't even need to explain how it works. Luigi
streches his hand out, get opponent in your grasp, and pummel or throw them.
This step need to be done before you can do any throws, obviously.
Pummel = Grasp Headbutt
Grab + L or A button = 3,2%
Luigi headbutts his opponent while clutching them. Quite slow.
This move is quite slow. But you can at least land 2 of them at around 100%.
That's 6,4% damage to start, and proceed with your throws. It's slow, don't
overuse them unless you know they're not gonna break free soon, and throw
them. They're yours.
U-throw = Upward Launch
Grab + Push Circle Pad upward = 8%
Luigi throws his opponent upward with both hands.
Mid knockback. Follow them up with aerials. Luigi Cyclone will also work well.
Mix things up, as usual. Nothing much to say except plow them with aerials.
Not very suited for KO.
F-throw = Spin Throw
Grab + Push Circle Pad foward = 9%
Luigi spins once before launching the enemy away foward.
Low to mid knockback. Not very useful, except to throw your opponents
off-stage for edgeguarding. May lead to his dash attack.
D-throw = Forceful Pound
Grab + Push Circle Pad downward = 6%
Luigi quickly puts his opponent on the ground before forcefully ground pounds
them.
Low knockback. It is Luigi's best throw, because you can follow up with like
ANYTHING but some moves. Seriously, an extremely good combo starter. You can
land double F-air with this, and MUCH MORE! You can even follow up with a
midair Fire Jump Punch! Yeah, there are gigantrous combos you can pull out
with this single throw. Use it VERY OFTEN.
B-throw = Super Spin Throw
Grab + Push Circle Pad backward = 10% for grabbed opponent, 6% for Area of
Effect (AoE)
Luigi spins his opponent several times and throws his opponent backward.
Mid knockback. It is the only throw that can KO reliably near the edge, around
130-140%. Use this when you seem can't land a smash attack to your
opponent. While spinning, any opponent who get caught in the spin will recieve
minor damage and knockback. Pretty nice 'getoutta my face' move, also.
Oh, and it does AoE damage, meaning the other opponents who get near you when
spinning will take 6% of damage and will be knocked back. This is useful in
likes of Team Battle at least.
--------------
OTHER ATTACKS
--------------
This is about other attacks that isn't in any categories above and specials.
They are pretty useful, but slow. Use them when you're positive it's going to
connect.
Floor Attack = Floor Breakdance
Downed + A button = 7%
Luigi peforms a quick breakdance before getting back into his fighting
position.
Low knockback, and slow. But it has the range, and hits both sides. I honestly
doesn't use this move very much. As I'm very rarely downed due to air dodge
spam in midair. Try not to be downed at all. Use this as a surprise attack,
but don't overuse it.
Ledge Attack = Ledge Breakdance
Grabbing on a ledge + A button = 7%
Luigi gets up and peforms a quick breakdance.
Low knockback, and once again, is slow. This move is pretty much the same as
his floor attack. I usually jump when grabbing on a ledge, so you can land
your aerials on midair opponents easily rather than trying to get them with
this slow attack. Again, use it wisely.
Trip Attack = Trip Punch
Trip + A button = ?%
Luigi slowly gets up and punches both sides.
Low knockback, again! This move is slow, again! This is not very useful,
AGAIN! God, those three moves are basically the same on stats. This move is
even slower than the other two. It's better to roll than using this move at
all. Unless you're fighting Diddy Kong, you most likely won't even trip at
all. Thanks to the removal of accidentical tripping from Brawl, you won't be
messing with this move a lot.
Trip Attack 2 = Trip Kick
Trip + A button = ?%
Luigi slowly gets up and kicks both sides.
Same case as Trip Attack one here. The only difference is that Luigi kicks,
not punches. Aside from that, read above.
------------------------------------------------------------------------------
================================
LUIGI'S SPECIAL ATTACKS [SPECS]
================================
Luigi's special attacks, unlike some of his basic attacks, is completely
different from Mario. Despite some moves have the same name as Mario's, they
work completely different. His custom specials are also completely different.
In fact, his special attacks is the most noticeable different between the two.
Here I will list all of his special attacks, their usefulness, knockback and
whatnot, and custom specials as well.
--------------------------
Neutral Special: Fireball
--------------------------
Press the B button without any influences on the Circle Pad = 6%
Luigi fires a bouncing fireball out of his bare hands. It will bounce
regardless if there's even any ground below.
Eh, only a slight flinch is caused when it connects, but it's spammable. Very
much unlike Mario's, it isn't affected by gravity. And if it goes off-stage,
it will bounce on thin air. It also goes for a fixed range, not like Mario's.
However, it is stronger and MUCH faster (Like, twice the rate?). Use this
sparingly on characters who have refelctors though. A little flinch of you may
be enough for them to set a counterattack, especially when you shot your
fireballs near them. Remember, it can only go so far.
----------------------------------------------
Neutral Special 2: Bouncing Fireball [CUSTOM]
----------------------------------------------
Same as above = 6% when it hasn't bounced yet, 5% when it has bounced once,
4% when it has bounced twice or more
Luigi fires a bouncing fireball that is affected by gravity. The exact
same move as Mario's normal Fireball.
This move is basically Luigi's version of Mario's neutral Special. The
fireball will no longer bouncing on thin air and instead bouncing on real
ground now. The damage varies depending on how many times the fireball has
bounced. This means it no longer has fixed range, but it can't be used as
double jump canceler because of it's affected by gravity. At least, not
reliably. I honestly find the regular fireball is more useful, but pick this
up if you want the better range. It will only cause a slight flinch upon
contact if you're that desperate to know.
-------------------------------------
Neutral Special 3: Ice Ball [CUSTOM]
-------------------------------------
Same as above = 4%
Luigi fires a slow, floating, and big iceball out of his hand. This move
can freeze opponent at 39% or above.
Ooookay, this is rather different from the other two. Instead of bouncing, the
iceball will instead goes straight above the ground. It is SLOW (Sonic will
laugh at this move), has short range (About the same as Luigi's normal
Fireball), and is weaker (Always deal 4%). The thing is, it's ice. If you
manage to hit it with opponent who has at least 39% of damage, it will FREEZE
them, trapping them in a big ice chunk for a short while. Although, your
opponent will most likely break free before they even touched the ground (When
your opponent is freezing, they will bounce slightly upwards). This move's
weakness is it's SLOW, I mean, VERY SLOW. Use it on the likes of Sonic or
Fox, and you're just hitting the thin air. Even slower characters can escape
this move with little problems. The thing that your opponents need to be wary
of that, it can freeze them. So it can be quite annoying (For them) if they're
setting up a good combo. You can also use this as a 'shield' from close
combatants or projectiles since it stays pretty long, enough for you to at
least escape.
-----------------------------
Up Special: Super Jump Punch
Fire Jump Punch
-----------------------------
Push Circle Pad upward + B button = 1% Super Jump Punch (Sourspot), 25% Fire
Jump Punch (Grounded sweetspot) 20%
(Aerial sweetspot)
Luigi uppercuts perfectly upwards. Hits opponent once and deal a very
underwhelming 1% of damage. If you manage to sweetspot it though, it will
turn to a deadly Fire Jump Punch that deal a rocketing 25% of damage!
CAN BE USED AS VERTICAL RECOVERY
Sourspot location: Lots of areas in Luigi's range, other from below
Sweetspot location: For only one frame, before Luigi takes off, just above his
fist and near his face (But NOT his face!)
Ah! Luigi's version of Super Jump Punch! His version is rather different from
Mario's. Where his brother jumps diagonally, he instead jumps perfectly
vertical instead. It has no horizontal power when going up, but when you enter
the helpless mode, you can obviously move left or right. This move is best
mixed with Green Missile as Luigi can't grab ledges during his Side-b. Nice
vertical power, and if you combine it with double jump and Luigi Cyclone, you
can rise big time.
This move, unlike Mario, will only hit once. If you're thinking that one hit
is powerful, you're dead wrong. It will hit for 1% of damage with very slight
flinch, just like earlier hits of Mario's version. So it isn't suited as an
offensive move at all... is it? Wellll, do this steps, get near an opponent
and execute Super Jump Punch right in front of their face. The result?
PWAAANNGGGGGGGG!!!!! Your opponent will explode and go straight up at
incredible speed and knockback. Yep! You just executed the mighty Fire Jump
Punch!
Fire Jump Punch is actually a sweetspotted Super Jump Punch. It's Luigi's most
powerful move. It can KO Bowser around 85% or something. Yep, it's powerful.
However, you'll want to avoid crazily using it all the time, as missing the
sweetspot will just deal 1% of damage and give you 4 seconds of vunerability.
Use it on big characters (Bowser and the others) but for smaller and faster
characters(Sonic, Kirby, you name them) don't use it recklessly. It is best to
use after your opponent lands. There will be a split second of chance. After a
roll is good too. When your opponents are horribly vunerable? Even better.
Go for it when you see the chance, but mind the risk.
The aerial version has the sweetspot slightly bigger, but it' power is reduced
a bit. It deals 20% instead, and has weaker knockback.
-------------------------------
Up Special 2: Fiery Jump Punch
-------------------------------
Same as above = 1% (Sourspot), 18% (Grounded sweetspot) 15% (Aerial sweetspot)
Luigi can now sweetspot this move easier, at the cost of power. Luigi will
also rise shroter height.
CAN BE USED AS VERTICAL RECOVERY
Sourspot location: Read above
Sweetspot location: Around the same as above, but only bigger (Twice as big, I
believe)
2 words. NOT. GOOD. You sacrifice damage and height you rise for a bigger
sweetspot. I honestly doesn't find the sweetspot area expanded very much. The
damage you cause is lower, and the height you rise is just bad. This move will
nerf Luigi's recovery big time, and I prefer the original over this. However,
the less height means less lag time. But really, not worth it.
----------------------------
Up Special 3: Burial Header
----------------------------
Same as above = 1% going up, 8% going down
Luigi loses his Fire Jump Punch, but he now falls much, much, faster. When he
falls, he can damage his opponents. If he hits an opponent on the ground, that
opponent will be buried. You will also get up much faster when landing.
CAN BE USED AS VERTICAL RECOVERY
Unlike other two, this move doesn't have any sweetspot. Instead, when Luigi
start falling down, he will falls much faster, damaging any opponents in his
path. If you hit a standing opponent, that opponent will be buried. You'll
also get up faster, almost completely negating the ending lag. This move is
actually very nice. You could win a 1 V.S. 3 battle by spamming this and
your smashes. You can hit twice on the air, dealing 16% damage! It's much
better than the original in terms of versatility. However, miss the ground and
it will almost net you a SD. Luigi can grab the ledge during fall, but heck,
you can barely get any horizontal power from this. Most of the time, it's not
a big deal, so don't worry overmuch.
----------------------------
Side Special: Green Missile
----------------------------
Push Circle Pad to the either side + B button = 6% (Sourspot) 9% (Sweetspot)
uncharged, 21% fully charged, and 25% misfire
Luigi charges up his energy, even producing some fumes out of his head. When
the button is released, Luigi will fly foward with speed and power depend on
how long is the charge, and if it's a misfire. This move has 1/10 chance of
'misfire', where Luigi will explode, going very far and with fearsome power
and knockback regardless of the charge.
CAN BE USED AS HORIZONTAL RECOVERY
Sourspot: Uncharged only, at the start of the move and the end of it
Sweetspot: Uncharged only, at the middle of the move
This move is very complicated. This is going to be a long read, I warn you. I
will do my best to detail this as deep as possible. So bear with me!
Okaaay, to start things off. This move can be charged by holding down the B
button. The longer you charge, the longer you'll fly and the more power it
has. If you're charging on the ground, charging past maximum (When the fumes
have stopped coming out of Luigi's head (Wait, how'd it even come out anyway?)
for a few seconds will cancel out the attack. Luigi will pant before getting
back to his fighting position, leaving you extremely vunerable to attacks.
This, however, will not happen when you're charging in the air. Although,
unless there's a ground below you, it is very recommended to release it as
soon as the fumes have disappeared.
Remember, Luigi will still falling in his normal falling speed in the air, so
if you're recovering, try to release it when the charge is just enough to get
you back to the stage, or at least, sending you to the ledge, so you can use
your Super Jump Punch here (Luigi can't grab ledges during Green Missile). If
you have practiced this move for a bit. You should have the gut feeling when
the charge is enough. I speak from experience here, and they say experience is
the best teacher, so practice up!
The knockback varies. The uncharged version may only deal a simple flinch. But
the fully charged version will smash your opponents to the blast line if their
damage is high enough (Around 90% to 120% is enough). A misfire... God,
the knockback may rivals even the Fire Jump Punch's, even if it doesn't look
like it.
Ah! The misfire! Yes, this move have 1/10 chance of misfiring. When misfiring,
Luigi will 'explode' sending him very far away with crazy knockback. It's much
more powerful and faster than a normal fully charged version. This move will
deal a whooping 25% (Same as Fire Jump Punch), and opponents who get caught
in it... Well, you know what I'm going to say. This move also has fixed stats
regardless of the charge. Oh and for you Melee owners, don't worry, this move
won't screw you as much as it did in that second installment. I don't own a
GameCube, but I heard that a misfire will send you longer distance than Final
Destination stage o_O. No, it has been tuned down in this game. So don't
worry much.
Sometimes, if you half or fully charged (Or a misfire) a Green Missile and
there's wall in front of you, Luigi will get his head stuck in the wall,
forcing him to full himself out. His body will, however, bounce up and down
before he can actually pull himself out, leaving himself vunerable for a few
seconds. Remember, this will NOT bring back your double jump. This may not be
useful at all in recovering, as if you got your head stuck in where Super Jump
Punch couldn't save you, then it'll be a KO (Or SD) anyway!
Oh, and some tips on recovering, DO NOT LET A PROJECTILE GET CLOSE TO YOU
WHILE YOU'RE FLYING! Green Missile has high priority, yes. But a single
projectile will stop you from flying any further. And it'll be a few seconds
before you can use your Green Missile again. And for that few seconds, you're
falling. This move is extremely vunerable to gimping. Try to double jump +
Luigi Cyclone before you use this. You can at least gain some altidute
before using your Green Missile. You can also use Green Missile without double
jumping, then use Luigi Cyclone afterwards. Remember, try to stay high. Green
Missile require charging in order to actually gain any meaningful distance for
you. Mix Luigi Cyclone and Green Missile to confuse your opponents a bit,
it'll help.
Oh and if you haven't noticed, Green Missile is actually one of Luigi's
KO move. If you're trying to edgeguard with this and connect, expect your
opponent flying to a distance where it will be very hard, if not impossible,
to get back to the stage. Try to charge it when you can, the uncharged version
will do naught for you when it comes on KOing. Also, the misfire will surely
teach your opponents not to mess with Green Missile.
This move also has sourspot and sweetspot when uncharged. Sourspot deals 6%
and less knockback, while the sweetspot deals 9% and more knockback. The
sourspot lies at the beginning and the end of the move, while the sweetspot
lies at the middle of the move. Yeah, pretty wierd, but this is unlikely to
alter your playsytle anyway.
..Is that even a single move description? That's a whooping 8 paragraphs!
This move is just crazy on complication. But, hey, at least I cracked the
deepest detail I could write! That's good enough for you, isn't it?
---------------------------------
Side Special 2: Floating Missile
---------------------------------
Same as above = 5% uncharged, 18% fully charged, 23% misfire
Luigi now flies on a perfect straight line, increasing it's accuracy in
exchange of damage. Luigi will also charge up much faster.
CAN BE USED AS HORIZONTAL RECOVERY
This move is basically the same as Green Missile, but it will fly in a
perfectly horizontal line. While it deals less damage, the charging time is
unbelieveably FAST! You only need like, mere 3 seconds to reach your limit.
Useful for recovery, but I think it deals less knockback. When I knew this
move charging time, I was like "Wait, WHAT IN THE WORLD!?". The charging
time will beef your recovery big time. If you don't mind the damage, pick this
up.
------------------------------
Side Special 3: Quick Missile
------------------------------
Same as above = 9% uncharged, 20% fully charged, 20% misfire</pre><pre id="faqspan-2">
Luigi now flies farther, but if you will slide longer and farther on the
ground. The damage also has been lowered down slightly.
CAN BE USED AS HORIZONTAL RECOVERY
Same move as Green Missile, but it will cover longer distances, beefing up
Luigi's recovery. In exchange, it will lower down the damage slightly and
Luigi will slide on the ground more. We all know Luigi fails at traction, and
this just made our day. Oh, and you Melee owners, FEAR THIS MOVE! A fully
charged version will send you LONGER distance than Final Destination. Nope,
the fully charged version. Not the misfire... yet. This move can easily
SD you. Use it when you know you're gonna connect. You'll be paying a big
price if you misses, and it will most likely not you sliding on the ground
anymore, but instead you flying to the blast line in 4 seconds. This move is
evil on accuracy. I honestly pick the original over this one. It also has
lowered damage, nerfing this move even more. Complicacy goes to Green
Missile's place as you might expect.
FINALLY! I covered all Green Missiles! That was absurdly long.
----------------------------
Down Special: Luigi Cyclone
----------------------------
Push Circle Pad downward + B button = 1%, 2%, 1%, 2%, and 3% last hit -> 9%
Luigi spins his body with his arms extended, trapping opponent inside the
whirlwind and then push them out afterwards.
CAN BE USED AS DIAGONAL RECOVERY
CAN METEOR SMASH (Hit them while rising)
This move is very solid. If you manage to connect, your opponent will be
trapped inside the whirlwind while taking constant damage and the last hit is
the most powerful and has some knockback. The thing is, if you hammer the B
button while spinning, you can actually gain height. I recommend every time
you got knocked off-stage, you double jump and use this move, first. Oh, and
also, if you're falling, you must press the B button 12 times a second in
order to rise.
No, I am serious. 12-14 times A SECOND! Only little Luigi mains has manage
this so far, and it's really hard to do on a 3DS.
This move can also meteor smash. Use this from below while rising. They will
slowly fall through the Cyclone and soon they'll find themselves free-falling.
the meteor is very weak, however. But this is can potentially mess them up!
Try to use this as an edgeguarding tool by, run over the edge, rise with this
and bump to your opponents. Yeah, it works sometimes, but don't rely on it
overmuch.
You can use this as a follower too! Use your U or D-throw (U-throw
recommended) then jump and use Luigi Cyclone while mashing your B button. Your
opponent will be trapped inside while you're carrying them upwards. The last
hit is a vertical knockback, so if your opponent is damaged enough, you can
potentially KO them.
This move, however, leave Luigi vunerable after the last hit. So if your
opponent manages to shield it (Which isn't rare), you'll be wide open after
the hitbox ends. The lag in midair seems shorter, you could follow up with a
Green Missile rather quickly. Also, if you're fighting multiple opponents,
use this as a party-crasher. When your opponents are punching each other, spin
to them to immediately send them flying. This is especially useful on two
fighters as one (Rosalina & Luma or Olimar). Learn it's versatility well. It
can save your butt a lot of times if you use them right.
-----------------------------
Down Special 2: Mach Cyclone
-----------------------------
Same as above = 6% at the end
Luigi now rises much higher, but the earlier frames pushes opponents back. The
only hitbox is at the end.
CAN BE USED AS VERTICAL/DIAGONAL RECOVERY
This move will rise Luigi much, much higher. Making it a solid recovery move.
It doesn't have a hitbox at the earlier frames though. When Luigi spins,
instead of trapping them, it will push them instead. The only hitbox is at the
end, dealing 6% damage. Very useful as either vertical or diagonal recovery.
Equip this when you know you're going to be send diagonally downwards a lot
(Again, Master Core Sword Form).
------------------------------------
Down Special 3: Clothesline Cyclone
------------------------------------
Same as above = 8% per hit
Luigi now spins very powerfully. Instead of trapping opponnents, it will knock
them back instead with fair damage. Increased damage and knockback, but is
slower and you cannot float with it.
This move, unlike others, cannot be used as recovery. You cannot float with it
and it's slower. But the damage is increased a ton. It will knock opponents
for 8%. Sure, it may seem low. BUT, if you manages to hit your opponents
multiple times, you can actually deal damage that rivals Fire Jump Punch
itself (If you hit three times, you will deal 24%). The knockback at the end
is just crazy, it will send opponents upwards with such crazy knockback. Mind
its risks though, you can't use it as a recovery move, and you move slower.
This is useful on the likes of Smash Run, but count this out on the
likes of Classic Mode. You'll need your recovery there.
------------------------------------------------------------------------------
============================
LUIGI'S FINAL SMASH [FINAL]
============================
-------------------------------------
Luigi's Final Smash: POLTERGUST 5000
-------------------------------------
Press B button with no influences on the Circle Pad AFTER breaking a Smash
Ball = 30% when containing, 10% when launching
The Poltergust 5000 from Luigi's Mansion: Dark Moon suddenly appears on
Luigi's back. Luigi will then proceed to suck his opponents in by spinning
in a circular motion. If he manages to trap at least one opponent inside, he
will launch them diagonally upwards VERY powerfully.
THIS IS IT! Luigi's Final Smash! Well, for you Brawl owners, if you were
expecting Negative Zone, no, it has been replaced with Poltergust 5000 from
Luigi's last major adventure: Luigi's Mansion: Dark Moon. This move is a
little on complicacy side, so bear with me!
Ooookay, first, Luigi will proceed to suck his opponents in after you press
the B button. The thing is, he will spins in rather a wierd one-half circular
motion. He will suck in front of him twice, and behind him once. If he manages
to trap at least one opponent inside, he will send them flying diagonally
upwards, potentially KOing them.
This move is, as a Final Smash, is really powerful. If you manages to shot
your opponents when their percentages is at least 40-50% (Not including the
contain part), they will be KOed, or at least, nearing the blast line for
heavier characters (Bow... do I need to say that again?). This move is just
crazy on knockback. Sure it can't be a OHKO like Marth's or Lucina's Critical
Hit, but it is powerful enough to KO at low percentages effortlessly.
You need to be careful though, try to group your opponents before jumping to
the middle of the crowd and using this. If you're in a 1 on 1, get right in
front (Okay, you don't need to be THAT close) of their face and use this.
The radius of this move is just incredible, unless you're really far away from
them (Which you must not use this move to begin with), they'll most likely get
caught inside the vaccum. If you fail to trap anyone though, Luigi will spin
in confusion at the end, but it's completely irrelevant because Luigi is
entirely invincible during the attack. Some kind of funny though.
Overall, this move can be a really good comeback, as the launching part will
most likely KO opponents. Be smart with it, and make your opponents fear this
mighty vaccum cleaner and ghost buster!
------------------------------------------------------------------------------
=======================
LUIGI'S TAUNTS [TAUNT]
=======================
This section will list all Luigi's taunts. There are 3 of them, and one of
them holds a hidden ability. I will describe them here along with their
duration.
-----------------------------
Up Taunt: Luigi's Randomness
-----------------------------
Press up on D-Pad = No hitbox
Duration = Long
Luigi does a variety of poses in order, they are:
1st pose: Luigi does a V-sign to the screen.
2nd pose: Luigi points sideways with a look of horror on his face.
3rd pose: Luigi puts his hand below his nose, similiar to an artwork from
Mario and Luigi: Superstar Saga.
4th pose: Luigi crouchs, facing away from the screen. A sad face can be seen
if you see closely enough.
5th pose: Luigi puts his hands on the side of his head with a look of horror.
Similiar to his pose in the cover of original Luigi's Mansion
This taunt is the longest of Luigi's taunts. The poses he strikes is pretty
random (That's why I gave it that name) as the poses doesn't seem to be
connected at all with the other poses. But if you plan on snap a photo, this
taunt is the best. Such as the 5th pose when your opponent tries to attack, or
third pose when your opponent is using a cool attack, etc. Be creative about
it. Although, make sure you don't use this too often, as you're completely
vunerable to attacks, unless you're trying to take cool photos and don't care
if you win or lose.
If one listens closely, he will say something like, "Hah hi hu hey hoom!"
--------------------------
Side Taunt: Luigi Balance
--------------------------
Press either side on D-Pad = No hitbox
Duration: Moderate
Luigi leans slightly foward, with his hands on the side of his body. This will
cause Luigi to fall and land on his stomach. But Luigi will balance himself
back to his standing position, allowing him to continue the fight afterwards.
I don't really use this as a photo pose, the up taunt will do better job.
Although, this taunt is also pretty funny. This taunt actually inspired his
character artwork in SSB4! This taunt also is one of Luigi's victory poses.
Again, if you listens closely, he will say something like, "Pow pow!".
-----------------------
Down Taunt: Luigi Pout
-----------------------
Press down on D-Pad = 2%
Duration: Moderate
CAN METEOR SMASH (Make sure Luigi is at the very end of the edge (Thanks to
his low traction, this is much easier to manage) AND the opponent is hanging
on the ledge AFTER the invicibility frames are gone.)
Luigi lightly kicks on the ground while sighing. This taunt actually have an
hitbox, detailed below.
THIS is the hidden power I was talking about! This move actually can hit
opponents, making it one of two taunts that can damage opponents (Now,
Greninja can too). It will do seem-measly 2% damage with really, REALLY short
range. It will, however, knock opponent pretty powerfully downwards A.K.A.
a meteor smash. If you use it on an opponent sitting on a ledge, this move is
a guaranteed KO. The opponents the same distance and speed, no matter if their
damage is 0% or 999%. It is the strongest meteor at 0%, thanks to that.
However, its long startup and pitiful range really, really, really, I mean
REALLY limits its usefulness. Most opponents will be able to run away before
Luigi even be able to pull his legs, and only idiots would be leaving
themselves hanging on the ledge for too long. If you manage to connect with
this kick in serious matches (I did with a lvl 9 CPU once. This may seem like
a joke, but that opponent was Zero Suit Samus, NO KIDDING! Really, I DID IT!
Sooooo, Zero Suit Samus, not so on agility side now, eh? >:D) you'll want to
say that as a lucky shot or your opponents is just an idiot, unless they're
REALLY helpless at that time (Luigi's Super Jump Punch...). Although, you'll
want to just use the Fire Jump Punch, much more worth it.
------------------------------------------------------------------------------
===========================
General Strategies [GENRL]
===========================
Some tips on playing as Luigi:
1. He has a steep learning curve. Don't expect to learn him quickly.
Really, he has high learning curve. Not only his physics are awkward as it
already is, but combined with his worst traction and floatiness, he is a
tough cookie to master. He has few KO moves, and his moves are rather to
damage racking side rather than KOing side.
It will take a lot of time to at least know him better. Do not expect yourself
mastering Luigi in just 2 or 3 days, unless you're a super hardcore gamer who
doesn't sleep much. Trust me, it's much better to split up your training time.
Don't go practicing him non-stop. Most of the time, the time you can master
him is proably 5 days to 1 week anyway.
Remember, do NOT use lvl 9 CPU Luigis to see how he works. If you
want to, practice with other CPUs. CPU Luigis will never charge up their Green
Missile, and just have bad senses at comboing. He may seem like a wimp at
first, who can't even KO opponent at moderate percentages. But if you DID
train him, you'll know that you've made completely wrong assumptions. He is,
in fact, can actually kill without his Fire Jump Punch. Dig to his full
potential, and you're pretty much destroying everyone with him.
2. Learn when to use the Fire Jump Punch.
Usually, you misses when you try to use Fire Jump Punch if you just keep
using it without any strategies. You need to at least know when to use Fire
Jump Punch to minimize the risk. It is a powerful move, but the payoffs are
huge. The proper times when you can use your fire uppercut are:
- When your opponents are landing
- When your opponents are suffering through a high ending lag
- When your opponents are big sized, either by their original size or through
a Mushroom
- When your opponents are immobilized and can't move
And that's it. Remember, don't go using it recklessly. If you misses, try to
fast-fall when Luigi is falling, or land on a ledge to negate the lag. DO NOT
using it while your opponent are charging their attacks, especially when they
can roll while charging. Even if they can't roll, they can easily unleash
their attack, either trying to hit you or to run. Once you misses, you will be
a big bullseye for their counter attack. Study your opponent, and figure out
which attacks have the most ending lag. It'll help.
3. Know the potential of Green Missile.
Green Missile has other uses than recovering than one might think.
It can be used as an KO tool (Though, not reliably, since it teleghraps so
hard), and it can also be used to escape juggles. It can also serve as an
edgeguarding tool (Aiming it is the tricky part), as well as 'SURPRISE!'
move. Yep, doing a combo? Send this quick missile at the end, some damage!
And also, the misfire kills very early, around 60% or so.
However, it is very vunerable to gimping. If you let a single projectile hits
you while you're trying to recover with your missile, you'll stop and fall.
Green Missile requires charging while still falling, so this will mess you up.
Try to use Green Missile after you have gained some height, use Luigi Cyclone
to help you. If you haven't used your Luigi Cyclone yet and they manage to
stop your Green Missile, use Luigi Cyclone as a comeback. Try not to hit any
opponents too, you'll also stop when you do. Practice this move a lot, its
accuracy is really bad for beginners. If you misses, you'll be vunerable, but
at least not long enough for your opponents to set up an attack quickly. If
you run while holding side-b, you'll slide a bit on the ground while charging.
This is a good trick, and will surprise your opponents if they are unfamiliar.
Green Missile is sure a troll in complicacy isn't it? At least it has the
POWAH!
4. Luigi Cyclone is crazy in versatility.
Luigi Cyclone, while it gives Luigi's recovery a good boost, can also be used
as an offensive. After you use your U-throw, jump and use this while rising.
You'll trap your opponent and also force them to rise. The knockback at the
end is pretty strong to KO in midair. It will also help on when you're
fighting multiple opponents (Free for All, Team Battles, Smash Run... you name
them) as it will break crowds very easily if they don't shield. It is also the
key on defeating Rosalina & Luma and Olimar as this will separate them up.
It's speed on the ground will help, too. It is very versatile indeed, but...
It has a weakness, ending lag on the ground. If your opponents manage to
shield this, you'll most likely eating up the damage after you're done. Don't
go spamming this, you'll be very predictable for them. You may be able to hit
them a few times, but once your opponent shields, you'll be in a world of
hurt. Although, other than that, this move is really good. It's nice range and
usefulness will overshadow its weakness. You'll be dominating the field with
this if you use it properly, and make sure you mix it up with your other
attacks too! This is useful as a combo finisher, so you know what to do.
5. His aerials...
Well, you may have heard this from me at least a thousand times already, but
Luigi is a king at aerial combat. He can do 3 aerials in just a jump, and
while his aerials doesn't hit very hard, you can spam them in the air, making
the usually can be considered weak attack can deal 20% per go (F-air deals 9%,
but its low knockback and super speed allows you to spam it like crazy). Be
unpredictable by doing different aerials as you're in the air. His aerials
also is a bit on range side, beefing up his aerials even more. You can even
jump off-stage and smack your opponents with F-air as an edgeguarding attempt.
Make sure you don't use your double jump though. You don't want to fall down
to your KO just because you can't use your Luigi Cyclone to get back. Beat
your opponents to the air, and even the aerial master such as Jiggly will have
trouble dealing with you.
6. His smashes have the power. Don't go ignoring them.
You don't need to charge 'em. Half-charged smashes are enough to KO your
opponents in most situations. His KO options lies in U-smash and F-smash. Use
these nicely, and your opponnents will fly non-stop.
7. Grab, grab, GRAB!
This is Luigi's main strength in Smash 4. His grab game is insane. Lower
percents? D-throw double F-air. Higher percentage? B-throw, or D-throw to
N-air/B-air/D-air/Luigi Cyclone/FJP! Yes, his grabs are deadly, and the main
reason why his combos so good. Another good thing, you can improvise quite
nicely! Freesytle your combos through, and your opponents will be reaching
something absurd like 150% in no time!
8. Combos!
Lots of combos can be utilized as Luigi, here are some examples (Note, while
some of these may be famous, you can say I found most of them):
D-throw to...
- F-air (15%) and to another F-air (24%) or N-air (27%)
- U-air (17%) and potentially F-air (26%)
- N-air (18%). Nice KO option
- B-air (20%). Great KO option
- D-air (16% meteor, 14% otherwise). The meteor can be followed with another
attacks! (As long as they don't tech)
- Luigi Cyclone (15%). If you rise, you can KO your opponent with this!
- Fire Jump Punch (26%). Great KO option, however, do this sparingly!
D-throw to D-air meteor to... (Assuming they don't tech and bounce upwards)
- F-air (25%)
- U-air (27%)
- N-air (28%). Also a nice KO option
- B-air (Whooping 30%). Great KO option too
- Double jumped D-air (26%)
- Luigi Cyclone (25%)
- Fire Jump Punch (Holy wow, 36%!). Use this sparingly also, it has low chance
on succeeding
And more! And don't forget, N-air and U-tilt are also decent combo starter.
Use those three smartly! (Though, you'll want a D-throw to get the best
combos)
Other:
-----------------------------
Free For All (Battle Royale)
-----------------------------
He may not built to fight in a crowd, but Luigi Cyclone will help you clear
'em up. So you can attack them one on one later. It is usually best to wait
until they're fighting each other in close combat, and split 'em up with the
Cyclone. Also, stay up. His aerials have the range which will help. Try to
knock them to the stage hazards if there's any. His dash attack is best suited
to this job. Roll often too. You don't want to get caught in the middle of the
madness there. Try to not use you Fire Jump Punch. You do NOT want to get hit
by all of your opponents after you miss. Green Missile won't pierce opponents,
so try to use it when you're fighting someone alone. Be careful here, as you
may get KOed 2 seconds after you decided to crash in. Try to make the fight an
aerial combat, so you can dominate there.
---------
1 V.S. 1
---------
Here! Luigi now only has one opponent to focus on. Bring out all your skills
here. Luigi is well built on ground and aerial combat, but he is mainly an
aerial fighter. Combo them to rise their percentage like no one's business.
When you racked up enough damage, smash them with one of Luigi's KO moves on
the ground. Luigi's KO moves need you to be on the ground so you can actually
set them up properly. If you plan on finishing your opponent in the air, try
using B-air or force them up with Luigi Cyclone. You'll want to stay up when
you're fighting someone like Little Mac.
But, that doesn't mean you should ignore his ground combat skills! He is, in
fact, can be quite dangerous on the ground. His smashes (Especially U-smash)
are very fast and have some good range (His F-smash may be an exception
though... It has pretty short range, but it is powerful). His Green Missile
and Fire Jump Punch requires him to be on the ground for much better accuracy.
His throws can lead to his aerials, and his normal attacks are quite nice.
Mix things up. Your opponent who know little about Luigi will expect you to
run to them and use your fire uppercut, because they think it is his only
'reliable' KO move. Show them they're wrong by headbutting them with your
self-missile once or twice. They'll regret it.
------------
Team Battle
------------
Luigi, while he is strong in aerials, lacks KO moves. He is also rather slow
and lacks range, not to mention he has high ending lags. You'll need a good
partner who can make up for his weaknesses.
His ideal partners are...
- Link is a good choice. He has good projectiles, have some crazy range with
his Master Sword, and packs a ton of KO moves. He has problems when it comes
to ending lags and recovery though. You may don't want to use your long lag
moves when Link does his too. Overall, he is a good choice nevertheless.
- Bowser is also a good choice. While he lacks projectiles, his KO moves and
weigh will overshadow it all. He has rather good recovery as long as his
double jump isn't interrupted. When he is in front of you, you are pretty much
free to charge your Green Missile due to his big size and launch resistance.
If you team up with him, your enemies may do not want to mess with you,
because both of you aren't to be messed with.
- Captain 'Show me your moves' Falcon is also great partner. He has high
dashing speed, reliable smashes, piercing moves, decent recovery, and just
plain strong. Try to rack up damage quickly, so Captain Falcon can finish them
as quickly too. Bonus point if both of you manage to knock both enemies
off-stage and Cap'n Falcon does his 'Show me your moves!' taunt.
- Believe it or not, Ganondorf is actually a reliable partner, and you'll come
across them like, every matches you do. He is slow as a turtle, but his
attacks is stupidly but thankfully strong. Think of him as a slower but much
stronger Cap'n Falcon (And Cap'n Falcon is strong enough already, the strength
Ganondorf has is just incredible). Try to again, rack up damage quickly, so
Ganondorf can send them flying with red thunders on their back.
- More to come... (After I did some research that is)
----------
Map Types
----------
Bleehhhh..... COMING SOON! (Had to delete this for more detailed section, stay
tuned!)
------------------------------------------------------------------------------
========================================
STRATEGY AGAINST ALL CHARACTERS [CHARS]
========================================
This section will cover about strategy against every single character in the
game. Some clones will be merged with their originals. Not all clones though
(Toon Link, while he has pretty much same moveset as Link, he is rather
different from his Twillight Princes counterpart when it comes to stats, thus
the different sections). I'll try to list out the best strategy for Luigi. You
can use Crtl + F to find the character you're looking for, as I will write
their names in capitals.
NOTES!
Guys, tell me if this section needs some polishing so it's not as long as it
is. I will rewrite them (Briefly this time) if you guys are finding this
section too long. So tell me your opinions! By PM (Not Project M)!
EX: You are searching for Mario, simply use Crtl + F and type MARIO.
CHARACTERS:
01 Mario
02 Luigi
03 Peach
04 Bowser
05 Yoshi
06 Rosalina & Luma
07 Bowser Jr. / Koopalings
08 Wario
09 Mr. Game & Watch
10 Donkey Kong
11 Diddy Kong
12 Link
13 Zelda
14 Sheik
15 Ganondorf
16 Toon Link
17 Samus
18 Zero Suit Samus
19 Pit
20 Palutena
21 Marth
22 Ike
23 Robin
24 Kirby
25 King Dedede
26 Meta-Knight
27 Little Mac
28 Fox
29 Falco
30 Pikachu
31 Charizard
32 Lucario
33 Jigglypuff
34 Greninja
35 Duck Hunt
36 R.O.B.
37 Ness
38 Captain Falcon
39 Villager
40 Olimar
41 Wii Fit Trainer
42 Dr. Mario
43 Dark Pit
44 Lucina
45 Shulk
46 Pac-Man
47 Mega-Man
48 Sonic
------------------------
01 MARIO / 42 DR. MARIO
------------------------
- Brothers Versus eh? Well, this is going to be interesting. Well, as you can
notice, Mario and Luigi share some moves. Such as U-smash, B-air, N-air, etc.
However, their specials and stats are completely different. Luigi may be a
semi-clone to Mario for other players, but for me, he is completely different.
Get ready folks!
- Well, Mario is slightly faster than Luigi, but his strength is rather
lacking, having to overely on his F-smash and U-smash to KO directly (Reliably
at least). Go hit him head-on. He has lower jump than Luigi and also falls
faster. But your aerials will still hit him hard. Attack aggresively.
- Watch out for his F-smash! It's his KO move which he'll most likely use
after a roll. He can KO you easily with it, and it has some pretty good range.
It has some startup problem though, use it to roll back and attack him.
- His aerial combat are nowhere as good as Luigi's, but his F-air is his
meteor smash if he hits it right. If he doesn't, it will still be a strong
horizontal knockback move. If you see him winds up his punch, air dodge
immediately. He also has some speedy aerials (B-air and U-air). His Mini-Mario
Tornado (D-air) can actually deal some nasty knockback. But very much unlike
Luigi Cyclone, it has shorter time and range. Try to attack him quickly in the
air to prevent him from doing his aerials, at least, prevent them to not hit
you.
- His Cape is just crazy. It can mess Green Missile up with little problems.
It is also his main horizontal recovery move, making him hard to edgeguard. It
can also mess up your melee attacks as it will force Luigi to face away. Try
to not use fireballs on him. Use your own to block his fireballs only. He can
also flip you in midair. In some instances, say, you're trying to charge a
Green Missile in midair and he flips you, you could be in a real trouble, as
Luigi will not stop charging until he lands. It's no big deal if there's a
ground below you, but what if there isn't any? You'll be forced to fire away
in a complete opposite direction from where you want it, and it will be hard
for you to recover. Watch out for this.
- His FLUDD can push you back greatly. However, this may end up in YOUR favor.
Why? Well, try to match Green Missile with FLUDD. Depending on the charge and
timing, you may instead sent flying UPWARDS. This has happened to me numerous
times already. Luigi sure has been defying physics since 64, hasn't he? At
least it end up in your favor. However, if Mario uses his FLUDD on the ground,
it will be nothing but annoyance to you. Do not let him charge when you can.
Interfere them with Luigi Cyclone as much as possible.
Specific strategy for Dr. Mario:
- He has some few tweaks from Mario. But mostly is the same. The real
difference is, FLUDD has been changed to Dr. Tornado. It works like Luigi
Cyclone, with less vertical power. This move is rather short at range, and
very inferior compared to Luigi Cyclone. It gains MUCH less height (Dr. Mario
doesn't have to double jump though), and combined with his Super Jump Punch
(Which travels less distance than Mario's) his recovery is bad at best. His
version is more powerful though, watch out for it.
- His Cape is called Super Sheet. It is mostly the same, but it will do more
damage than Cape. But the payoff is he can't slow his fall down with it. It
also seems to have slightly longer range, but the strategies are pretty much
the same as Mario's.
- He has more damage output and knockback than Mario, but he seems slower.
Take advantage of this. And his recovery is as lackuster as heck that can make
someone's recovery like Ganondorf's is good. Successful edgeguarding attempt
will bring him down almost all the time.
---------
02 LUIGI
---------
- WHAT!? You're seeing doubles!? Wait, wut? I forgot this is Smash Bros...
Anyway, you're fighting yourself here. He has your weakness and powers, but
not your tactics. Try to hit him at his (And your) weakness, his Green
Missile recovery. Throw out a fireball when he's using the missile, and the
fireball will stop him right there. This tactic can be very dangerous if used
against you, so try to use high up Green Misile to avoid this.
- Beat his attacks with your own OTHER attacks. The same attack will only just
cause you and him to collide and deal no damage. Try to hit him where his
attack lacks a hitbox (For example, his F-air hits foward with pretty good
range, but is also vunerable to F-air and B-air of your own from behind. U-air
is also vunerable to U-air from below). If he trying to charge Green Missile,
keep throwing fireballs at him. If he tries to do the same when you charging
your own, try to hit him upwards with Luigi Cyclone, and probably F-air to
knock him back even more, and charge your Green Missile right away. This
strategy isn't a guaranteed success though, use Green Missile sparingly while
fighting him.
- If you ever mess up a Fire Jump Punch, expect him to hit you with that very
move. This also a tactic for you, every time he messes up his Up-b, smack him
with your own. His air speed are inferior compared to your dashing skill, so
figuring out where he's going to land shouldn't be too hard. Watch out for the
cyclone though.
- When he tries to recover, it is best to not interrupt him with your melee
attacks. Instead, use fireballs and don't use Green Missile. He may be able
to hit you with his cyclone or even, his own self-missile. However, if you
want to try your luck, match him with yours. It doesn't matter who wins, as
you will be either win, and can get back to safety with your recoveries while
he pretty much struggles, or you lose and get knocked back to the stage, but
his missile is halted and he falls. However, if you miss, the tables will be
turned against you. He will get back on the ground faster, and be able to gimp
and edgeguard you while you are struggling. It is best to stop him with
fireballs, really.
- If he uses Luigi Cyclone when landing, get away from him. You'll get caught
in it if you don't, which is a bad case considering he can follow up with
aerials. Use the ending lag as an opening though. Smack him with your own
cyclone when he's done.
---------
03 PEACH
---------
----------
04 BOWSER
----------
- His appearance tells you all. He is famous due to his heaviest weight and so
powerful attacks. He has a surprisingly good recovery and tons of KO moves.
Soooo.... What's his weakness? Well, he is quite lacking in air combat, and
his big size means bigger hurtbox, and bigger hurtbox means easier Fire Jump
Punch! He also is suffering from high end lag attacks, so he might want to
prepare for some fire uppercuts, heh.
- He has some quite useful move. His Flame Breath is useful for edgeguarding,
but need to be recharged, or else the flame will constantly grow weaker and
weaker. This move is rather weak, but you'll prefer to dodge it anyway.
- His Side-b (Grab and Belly Flop move) requires him to grab you first. If you
get caught, he will carry you upwards, spinning and putting you below his
stomach, and slams you to the ground. It's very painful. But thankfully, due
to 1.0.4. patch, he can no longer suicide with you. His Side-b will KO him
first, so he cannot use Bowsercide as effectively anymore.
- His Up-b is his main recovery move and can be controlled in midair. It is
much more powerful than it looks, so try not to get caught in this. It can
also punish your rolls and high end lag attacks, horribly.
- His Down-b involves him jumping up and slamming the ground with his bottom.
This move is VERY powerful. If he manages to slam you in midair, it can KO you
as low as 70%. If you see him jumping up, ROLL IMMEDIATELY! It also can break
shields, stay away from him.
- His F-smash is his KO move. It's so strong that it rivals the HOME-RUN BAT!
If you get caught in this, he can KO you at 70% or so, UNCHARGED! It has some
startup problem though, so if you see him shortjumping (NOT short-hopping!),
roll to either side. It involves him doing a dropkick if you don't know.
- His F-air is a sure 'YOWCH!'. It has some good range and knockback. Watch
out for this when you're exploiting his weakness regarding air combat. It can
also be used as an edgeguarding tool, be wary of it.
- Battle him in the air. There's little things he can do while he's up there.
So spam your aerials like there's no tommorow!
---------
05 YOSHI
---------
-------------------
06 ROSALINA & LUMA
-------------------
- Luma may be a problem since it acts like a shield to Rosalina, and Luigi's
KO moves don't pierce. So, the solution? It is the very move that excels at
versatility, and that is? Luigi Cyclone! Yep, Luigi Cyclone is the hell for
ultiple opponents. Simply use it while Rosalina is vunerable, and you'll plow
through them with ease. Once Luma is separated from Rosalina, it's smash time!
- Although, very much unlike Olimar, Rosalina is actually not completely
hopeless when she is separated from Luma. They can even COMBO you back and
there. Try to take out the Luma by sending him off-stage!
- Rosalina's stats actually similiar to Luigi. They both have the SAME jump
height (At least, her tall frame lets her reach the same height as Luigi's
head), almost same falling speed (Yes, she is also floaty), same walking
speed, can crawl, and no tether or wall-jump. Really, they are pretty
similiar, oddly enough. Although, even with floaty fall, her air game is
nowhere near Luigi's (They are pretty laggy, but they pack quite a punch).
She has slightly longer grab range, but her grab game isn't very good. Her
recovery though, is just crazy. It deals no damage, but the distance it covers
is just absurd. However, she lacks KO moves, and her weight is actually the
4th lightest in the game. Use this as an advantage.
- Luma Shot is her KO move. When you see her charging up her Luma, shield
against it. Do not try to match it with Green Missile, you'll most likely lose
the clash. If she hits you with a fully charged Luma Shot (Which covers rather
large radius), you can expect Luigi being sent flying to nowhere. Watch out
also when you're recovering. Do not use Green Missile when she is in the same
horizontal line with you (Especially when she is already charging up), you'll
be screwed up if she hits you with this. Try to either use the missile high up
or below the platform.
- Her Star Bits (Side-b) will only cause you simple flinchs, and you won't
see this much from advanced Rosalina players. Her Gravitional Pull (Down-b)
lets her pull items to her grasp, and deflect (Or absorb) projectiles. Since
you only have 1 projectile (And that is Fireball) this won't matter very much.
Most of the time, the items will be turned off anyway (Except for Classic
Mode, but it won't matter much one way or another). These moves are almost
useless for Luigi's case (Gravitational Pull will be hell for Link and other
projectile users, but that's another story).
- Launch Star (Up-b) is her recovery move, and it can be angled. This move
sends Rosalina flying at pretty high speed and crazy distance. You can expect
her to come back almost all the time due to this move's existence. It deals no
damage though, and it will leave Rosalina helpless afterwards. This can open
up a window for Fire Jump Punch, so go for it when you see the chance. If not,
well, U-smash is your best friend.
- Her U-smash, F-smash, and high-up U-air along with Luma Shot is probably her
only KO moves that can KO properly. Wait, add in her D-air, it can meteor
smash you. They have quite a range though, watch out for them.
- Her grab and air game aren't very great. Her aerials are lacking in terms of
spammability and speed, while her throws aren't much of combo starters. Her
tall frame lets for a bigger hurtbox, and her weight is just very light (And
there I thought she was classified as a Heavy-weight in Mario Kart...). Use
'em as your advantage. Luigi's smashes should be enough, but since her falling
speed is pretty low, U-throw + Luigi Cyclone will also work very well. Just
watch out for juggles, she is very skilled at this.
---------------------------
07 BOWSER JR. / KOOPALINGS
---------------------------
---------
08 WARIO
---------
--------------------
09 MR. GAME & WATCH
--------------------
---------------
10 DONKEY KONG
---------------
--------------
11 DIDDY KONG
--------------
--------
12 LINK
--------
- Well, look who it is! It's Link! The hero of Legend of Zelda series! *crowds
cheer*. If you are wondering which incarnations he is, it's the Twillight
Princess version. Same as Zelda and Gonondorf. Anyway, enough of that. He can
be hell for Luigi. Described below.
- His melee attacks are POWERFUL! He can KO you early if you are not careful.
His attacks are deadly, and his range.... definitely one of the best in the
game. You have no choice but to hit him head on.
- He is also a projectile user. He has 3 projectiles, Arrows, Gale Boomerang,
and Bombs. So yeah, you cannot beat him from afar. You'll have to hit him head
on, and fast.
- WATCH OUT FOR SMASHES! He has powerful smashes, and they are enough to KO
you at 100% uncharged. His U and F-smash is his KO move, and they hit HARD!
D-smash is also powerful, and hits both sides. Try to not get caught in one of
them like, EVER!
- His tilts (U-tilt and F-tilt) is basically a 3/4 powered smash attack. They
hit hard enough that they actually can KO you if you are not careful. They
also come out very quickly, and they also hard to punish. If you eat them once
or twice, it's alright. Just remember they have crazy ranges.
- His dash attack is a 4th smash. Yep, it hits almost as hard as an uncharged
smash attack, especially when he hits you at the tip or further back of his
sword. It can KO you also. It does leave him a bit of end lag though, so grab
him if you manage to avoid it. Oddly enough, the middle of the sword is the
least threatening part, since it sends you diagonally, and the blast zones are
farther diagonally than vertical or horizontal, but if your percentage is high
enough, it will KO you anyway.
- Hero's Bow shoots arrows, and can be charged for a short period of time.
Despite the charge up, he can shoot them pretty fast. It's more powerful than
you think, and it serves him as his edgeguarding tool. Definitely don't clash
Green Missile with it.
- Gale Boomerang, while it does little damage, can actually carry you with it
once it returns. It will create a small tornado that carries you. This can be
used as an edgeguarding tool. It has some startup problems, but seeing as it's
a projectile, that doesn't matter much. Neutralize it with Fireballs.
- Spin Attack is his Up-b, serves him as a recovery tool and 'getoutta-my-
face' move. It has very good range, and this makes him hard to gimp. It hits
hard both in the air and on the ground. It also can be charged up on the
ground, beefing it up even more. Attack him quickly to prevent him from doing
this move. It has some end lag though, punish him when he's done.
- Bombs basically gives Link a bomb, which can be thrown. He will not be
affected if the bomb explodes in your face. It can, however, deal self-damage
if held for too long. Most of the time, not a big deal. Do prevent him from
spamming this though. It can be an annoyance, and it can dent your strategy
quite well.... And also, bomb can extend his recovery as its blast will give
Link a second Spin Attack if he already used one.
Do try to catch the bomb if he throws it though! It sometimes catch him by
surprise. But don't go hold it for too long, obviously.
- His grab (Clawshot) while can be used as a tether, it is quite unreliable on
the ground. It has some range, but it will leave Link defenseless. Punish it
when it misses. His grab game isn't good also, so Link may not use this too
often.
- Try to attack him quickly. He has slow dashing speed, and his attacks are
slower than yours. If you manage to hit him back and there, you'll be in the
upper hand. Just..... stay close to him. He can barrage you with arrows and
Boomerangs if you are too far. Overall, it's about hitting him quickly. Don't
give him a chance when you can.
Other characters? COMING SOON!
------------------------------------------------------------------------------
====================
OTHER MODES [OTHER]
====================
-----------------
Home-Run Contest
-----------------
I honestly doesn't bother with this mode much, as I suck in this. His Fire
Jump Punch will help on racking up damage, but try to use it at the beginning
and not at the end. Because at the end, you will send the Sandbag very high
with Fire Jump Punch and by the time it falls, it is most likely a time's up
before you can even wind up your Home-Run Bat. Some advice on doing this
properly will help me. So if you're feeling generous, send me by mail the
strategy you have. Thanks!
-------------
Target Blast
-------------
Eh, same case as Home-Run Contest here. Haven't bothered with this mode very
much. However, his smashes can launch the bomb at various degrees. F-smash is
the best here. Remember to build up damage quickly!
----------------
Multi-Man Smash
----------------
Nah, I don't feel like listing all the modes as the strategy is pretty much
the same. Here, you will be battling numerous Mii Fighters. In all modes
except in Cruel Smash, you can either spam your aerials or go the cheap way,
jump up and Luigi Cyclone. You'll be blasting your opponents off very quickly
this way, and is recommended despite of my dislike of cheap moves. This, while
is cheap, can actually smack every opponents who make contact in you. The
final hit is a guaranteed KO. I normally against using cheap moves, but
this... I guess I can make an exception. His aerials will also help out tons
too. Abuse them as much as you can. Your enemies will be sent flying
continously if you keep this up.
Oh, and also, when items appears on the field, use them. That's why they're
there. The blaster is a guaranteed KO (And also making Luigi like a pro
shooter) and the POW Block eliminates every enemies on the ground. Very nice
for some insta-KOs.
------------
RIVAL SMASH
------------
The strategy are a bit different. You must knock out Miis while dealing with
an other Luigi, who attacks Miis and you too. You must knock out more Miis
than him before you got KO'ed. He has the same exact stats as you, so he'll
be much more resistant to your weaker attacks. Your goal here is still KOing
Miis, but the other Luigi will make it harder for you. Try to knock him off
WITHOUT KOing him. The reason is, he has infinite lives unlike you. But the
more damage he has, the longer he'll stay in the air. And since his recoveries
take time, you'll be free to attack Miis as the other Luigi trying to get back
to the stage. Remember this flaw, and show that faker that he can't beat the
real thing!
-------------
Classic Mode
-------------
This mode is somekind of the 'Adventure Mode' where you'll have to battle
through enemies to collect items and more. It has a controlable intensity. The
higher it is, the more money you will have to pay, but the bigger is the
challenge and the rewards. The maximum intensity is 9.0 and is real hard even
with experienced players. This section will cover about 'special' enemies and
Master Core. Scroll below...
Special Enemies:
- Giant
You'll be fighting a permanent-giant enemy, often with a team of your own.
try to focus on aerials, as their big size makes them easier to hit. Fire Jump
Punch will also work well here. Cooperate with your team and smack that big
opponent. Sometimes, you'll get no team. But that's alright, your aerials will
bring them pain and fear already. Dodge often though, especially when they
have projectiles. Bigger bodies means bigger projectiles, which means trouble.
- Metal
Metal enemy! Luigi's worst! They have increased power and launch resistance.
Even Fire Jump Punch will barely KO around 200%, and they'll barely flinch
from your attacks. Really, they're hard to fight. Thankfully, they have the
biggest flaw ever existed, so much falling speed. Even opponents with the best
recovery will most likely plummet to their death once you knock them
off-stage. The thing is, not all stages have pits. If that so, well, you'll
have to KO them the old-school way, rack up damage and finish them with
your finishers. Really, they may be hard, but not impossible. Use stage
hazards cleverly and damage them bit by bit.
- Team
You'll be fighting a horde (10 to be exact) of the same character. It will be
either one of your unlocked characters or Miis. They are heavier than in
Multi-Man Smash, but really, they're still as easy to launch. You strategy
for Multi-Man Smash will work just fine here. Make sure to also pour some
smash and aerial attacks to the mix.
Or just Luigi Cyclone for the win.
-------------------------
Master Core: BOSS BATTLE
-------------------------
He is fought at the end of Classic Mode at 5.1 or higher after you take the
dark path (Master and Crazy Hand fight). He is quite a challenge, so bear with
me! The higher the intesity is, the harder and more forms he has. He is truly
the ultimate challenge at 9.0. Even pro players will have trouble fighting
him (Or it?). It is strong indeed, but scroll down and find out how to fight
It with our favourite man in green! Here we go!
------------------------------------
PHASE 1: Master Hand and Crazy Hand
------------------------------------
[NOT YET COMPLETE due to their many attacks]
A fight againts the hands themselves. They have many attacks, and most of them
are real tricky to avoid. However, they share the same stamina, so damaging
them shouldn't be too hard for most parts. However, it's one-on-two, you'll
have yourself busy fending off their attacks, which may led you taking more
and more unneccesary damage. Attack them quickly with Luigi's strong aerial
abilities.
Attacks:
Master Hand:
1. Card Throw: master Hand throws some cards below you. The cards will then
rise and KO you if you're standing on it. Dodge on the ground by rolling, and
if you get caught in it, dash quickly to the edge of the card. Luigi will be
able to get off the card this way. The cards can't be air dodged, sadly.
2. Hand Gust: Master Hand shakes himself and creates a wind gust which will
push you. Real hard to dodge, and the wind gust is just powerful. Try to
defeat him quickly in order to avoid this attack.
3. Hand Slam: Master Hand floats upwards for a short while, before slamming
the ground below him. Either shield or dodge, the former is recommended
though, as it deals little shield damage.
4. Ball Storm: Master Hand summons a big energy ball, sends it to the air, and
crushes it which will break the ball to tiny bits that will fall. Side dodge,
shield, or just jump.
5. Charge: Your typical charge attack. Shield or jump. It's that simple!
6. SNAP!: Master Hand snaps his ha- er... himself, stunning you if you get
caught. I don't think you can shield this attack, so air dodging may be the
only option.
7. Hand Pistol: Master Hand shoots some blasters out of his fingers. Either
shield or dodge. He may shoot more than one, so be careful.
8. Hand Laser: Master Hand releases lasers from each of his fingers. This
attack really suck to dodge, due to its long range. Shield is the best option.
9. Grab: Master Hand grabs you, and squish you inside him. Try to not get near
him when he is following you around. They have differing effects, so beware!
10. Screw Attack: Master Hand flies upwards, and come down spinning. Roll
away if you see him fly.
Crazy Hand:
1. Ball Blast: Crazy Hand summons a big energy ball, sends it to the air,
before slamming it to the ground which creates an explosion afterwards. Shield
or roll.
2. Finger Charge: Crazy Hand charges foward while using his fingers as 'legs'.
Shield is the best option to defend.
3. Hand Drill: Crazy Hand flies upwards, before going down in a drill-like
motion. Dodge to the side, but it is terribly hard to dodge. Deals rather
hard rapid damage and good knockback.
4. Super Spears: Crazy Hand stabs some spears on stage, before picking one up,
floats on the background, and slamming it at you. Roll to avoid this.
5. Hand Breakdance: Crazy Hand does somekind of breakdance (He spins his
fingers around while spinning in place). Roll away from him.
6. Hand Portal: Crazy Hand opens some kind of portal, which will suck you in.
Roll away from it.
7. Grab: Similiar to Master Hand's grab, just with differing effects. Again,
run away when he is following you.
Team:
1. Charge: One hand charges with fist, while the other catches him. Jump or
shield. And attack them when they're vunerable after the attack.
2. Ball Pong: Crazy Hand creates one or two green energy ball(s) before
launching them, completely ignores gravity. Bounces on the ground, and
Master Hand himself will bounce the ball back. Sometimes, a giant variation</pre><pre id="faqspan-3">
may come out. Be careful, and dodge or roll with proper timing.
-----------------------
PHASE 2: Humanoid Form
-----------------------
(Fightable in 8.0 intesity or higher)
Master Core will form a gigantic, human-ish thing. It's strong enough to lift
the entire stage and push you away with just a scream. It's attacks is also
very powerful. It won't move around much since he is standing (or floating)
just behind the stage. His body is also very big, making him has crazily big
hurtbox. Attack him with your aerials as always.
Attacks:
1. Slash: Master Core slashes through the stage. The slash is simply just a
warning though. It deals no damage, but 1-2 seconds later, another slash
will also appear, dealing damage and good knockback this time. Roll or air
dodge, as your shield won't work here.
2. Scream: Master Core shouts so hard that it powefully pushes you. If you fail
to dodge it, it will push you HARD, which almost always means insta-KO. Roll as
shielding won't work, at the PROPER time. It is tricky to dodge, but don't
give up! This move also deals damage if you are right beneath him.
3. Stage Blaster: Master Core summons few big energy balls overhead, it will
then proceeds to LIFT up the ENTIRE stage to the energy ball levels. The stage
is so heavy that it can only lift it up for just a few seconds (2-3 seconds),
but is enough for you to take damage. They do crazy shield damage, so try to
grab the ledge, you will be left harmless if you grab it.
4. Headbutt Laser: No... It's not a headbutt-producing laser despite the name.
Master Core summons some laser balls on its head. It will then slam its head
on the ground, burying you if you get caught. The laser balls will then
scatter throughout the stage before exploding, releasing 4 lasers each. The
lasers will cover pretty much the entire stage, and is horribly hard to dodge.
The fact that laser goes in cross direction doesn't help either. Does big
damage and knockback, and try to dodge it. Grabbing the ledge is the best
option.
5. Vacuum: Master Core tries to suck you in with a powerful suction. You can
easily fight the suction by keep rolling in the opposite direction. BUT, there
will be energy balls to mess you up. Know when to shield and roll to avoid
this. DO NOT JUMP as you'll just be sucked in as you cannot prevent yourself
from getting sucked in in the air. If it manages to suck you in, you will take
constant damage in its 'mouth' and will be smashed to the floor when it's
done. Somewhat similiar to Poltergust 5000, oddly enough.
One question lingers on my mind, how'd it even suck everything in freaking
SPACE!? Nintendo logic, go figure.
6. Hand Grab: Master Core summons 2 more hands to capture you. If you get
caught, it's the same story as Vacuum here. Shielding will not work as it's a
grabbing-type move. Roll and jump when you see dangers, or just grab that
ledge.
-----------------------
PHASE 3: Scorpion Form
-----------------------
(Fightable in ? intesity or higher)
Master Core will form a scorpion-like thing. It is considerably smaller than
the last form, but it is fast. His weak point is on his head like before.
Attack him with you ground attacks, aerial attacks can be an option, but only
if you're low enough. Fire Jump Punch can hit jackpot in here, but the ending
lag is really discouraging. Use it sparingly.
Attacks:
1. Bite: Master Core flies to the background before quickly zooming in to the
foreground to bite you. Really fast and hard to dodge if you're not in a
proper position, but shielding will work surprisingly enough.
2. Slam: Master Core jumps very high to the air, and lands on one side of the
platform. The platform will shake very powerfully. If you are below it while
it is slamming down... Yikes. But if you are in the middle of the stage, then
it's no problem. If you see it jumping up, roll to the middle for the heck of
it.
3. Thunder: If you have played Pokemon games, this is NOT that Thunder. Master
Core will be strucked by lighting out of nowhere, and it will release it as
somekind of barrier. You cannot get close to it, or you'll just get
electrouced. If you see it standing still and the camera zooms out a bit, roll
away. This means it's about to get strucked by lighting.
This is quite similiar to Pikachu's Thunder.... save for the ridiculous range.
4. Spike: Master Core will forms some spikes out of its body, and then it will
grow some spike out of the ground below you. Shielding works, and don't bother
with rolls.
--------------------
PHASE 4: Sword Form
--------------------
(Fightable at 5.1? or something intensity or higher)
Master Core, having lost many those small black... orbs... thingy..., will
form the Sword Form. It consists of 1 big sword and 4 smaller sword. Yep,
one-on-five, a bit overkill isn't it? Thankfully they will only gang up on you
only for 1 attack, while the others are pretty much quick combination attacks.
They will float though, thankfully in a group. Your aerials are your best
friends. This is going to be a fight of aerial masters, and it's gonna be
interesting. Make sure you attack it AFTER it finishes its attacks, or you'll
be vunerable.
This form has some tricky attacks. If you survive up to this form with 2
stocks, expect it to shatter that if you're not careful. This form is the
hardest for most players, but let's stand up to it! This is its second-to-last
form! Hang in there!
ATTACKS:
1. Slash: Master Core slashes upwards (Most of the time). Simply air dodge
when it comes. Somekind of quick though.
2. Fury Slash: Master Core rapidly slashes with all of its swords, and slashes
you downwards at the end if you get caught. Best to just stay on the ground
and shield. Air dodge won't do squat against it, it's just too long. The last
hit will send you downwards, which is a bad scenario for Luigi, try to avoid
this attack as hard as you can.
3. Slash Boomerang: Master Core creates 4 energy balls from its slashes, which
will come back to it after travelling a certain distance away. Shield is the
best option. Two giant variations may also come out, be wary of it.
4. Ultimate Slash: Hearing the word 'Ultimate' sure makes you think this
attack is crazy, and it is. The smaller swords positions themselves around you
while the big sword charging his energy above you. The smaller swords will
then slashes you very quickly one by one. After all swords have attacked, the
big sword will come crashing to you, dealing absurd damage and big knockback.
This is his most powerful move, and to most players this attack is hard to
dodge. Or is it?
Wellllll, try this, when the smaller sword are trying to slash you to bits,
spot dodge (Shield + Down) every slashes. This is easier than it looks. When
all swords have attacked, the big sword will come crashing to you. Simply
shield at the end to completely negate all the possible damages. Pretty easy,
is it not? Although, I'd recommend you to practice this a bit, no amount of
words can compare to experiences, as they say.
-------------------
PHASE 5: Copy Form
-------------------
Master Core must be really desperate now. With every black orbs thingies it
has, it forms a copy clone of your character, which is none other than Luigi!
Yep, it forms a copy of you, with your attacks, abilities, etc. But not your
tactics. At first, it will be bigger than you, but as you continue to deplete
its health, it will shrunk down over time.
Well, it has some advantage over you due to its size. First, projectile will
be bigger, which means it will fire bigger-sized fireballs compared to you.
Next, it has better range than you, meaning the already-good ranged Luigi
Cyclone will get some boost, so beware. Last, it is faster than you, very
noticeable when it dashes. Those advantages can easily mess you up, not to
mention that you'll most likely start the phase damaged a lot already (We can
thank Sword Form for that), so it gets another advantage, dangit. So shrunk it
down as fast as possible.
Okay, how to KO it... Well, you have 2 choices:
1. Deplete its health completely
2. Knock it out of stage
Depending on the situation, pick one that suit your condition best. The first
option is quite easy... when it doesn't have that upgrade in size. Its aerials
reachs out better than you, and it attacks rather aggresively. The second
option is easier. Simply knock it out the stage and gimp him with your
fireballs. It is harder than it looks though, as it some kind of an upgraded
version of Lvl 9 CPU Luigi. Although, it's still won't charge its Green
Missile, do if you knock it out of the stage enough distance, it may has
little chance to come back. Study up the Strategy Against All Characters Luigi
section for help.
ATTACKS: SAME AS YOU
Well, this is the last 'attack' phase. Good luck on defeating it! If you
succeeds, well...
---------------------
PHASE 6: Master Core
---------------------
Wait, ANOTHER PHASE!? Now, now, chill. This phase is simply a joke. Master
Core is now helpless (Almost), and it's sitting right there. Now, let out all
your anger now. Attack it furiously until its percentage reaches around
100%, and finish it off with Fire Jump Punch. It's that easy. If you pushed it
out of the middle of the stage, it'll simply come back to its original
position. Finish him off to end the Classic Mode, you've earned it.
ATTACK:
Self-Destruct: (Coming Soon)
--------------
All-Star Mode
--------------
Coming Soon! (Need some more research in this mode...).
--------------------------
HOW TO CONTACT ME [HTCME]
--------------------------
If you ever spot a missing spot, grammar errors, or just want to give me a
strategy, you can contact me with PMs. I will try to read all mails I get,
and if necessary, respond. Hopefully, this guide will at least help people who
is struggling with Luigi. I will appreciate every tips and advice you guys
gave me. And I'll make sure your name is on the section below too!
----------------
CREDITS [CRDTS]
----------------
Thanks to Nintendo and Sakurai who made this awesome game!
Thanks to God of course.
Thanks to GameFAQs for hosting this guide.
Thanks to Smash Bros wiki for providing me with some critical informations.
Last, but definitely not least, thanks to you, readers. There would be no
other reason if it weren't for you all!