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Luigi Tech+Combo Thread

Squiiidzoid

Smash Cadet
Joined
Mar 3, 2015
Messages
70
3DS FC
5026-5302-6885
This thread is to house all the miscellaneous combo and tech threads. Please post them here, and i will add them to the list. This is also to have all the combos and techs organised and in one place, easily accessible.

[collapse=Techs] [collapse=Info] [collapse=Moveset] [collapse=Framedata] All Luigi's Framedata can be found here: http://smashboards.com/threads/professor-e-gadds-research-papers-frame-data.387569/
All character landing lag Framedata can be found here: http://smashboards.com/threads/all-character-landing-lag-frame-data.371503/
All character grab and dodge Framedata can be found here: http://smashboards.com/threads/frame-data-comparison-charts.401480/
Shield data can be found here: http://smashboards.com/threads/comp...-with-ko-percents.383550/page-5#post-18396196
And here: http://www.ssbwiki.com/shield
All character weights can be found here: http://kuroganehammer.com/Smash4/Weight
All character data can be found here: http://kuroganehammer.com/Smash4
All character Framedata can be found here in various forms: https://docs.google.com/spreadsheet...XNQdfBnuvCRlwInmEWSo/edit?pli=1#gid=676821658
And here: http://smashboards.com/threads/comp...-every-character-now-with-ko-percents.383550/
And here: http://pastebin.com/PzTjdtx8
And here: https://docs.google.com/spreadsheet...5a4irDPLvwfxuOKVGxk/edit?pli=1#gid=2066387714
[/collapse] [collapse=Missile Stats]
[/collapse] [/collapse] [collapse=General]
[/collapse] [/collapse] [collapse=General]
[/collapse] [collapse=Movement/Mindgames] [collapse=Dolphin Jumps] A dolphin jump is doing Luigi's short hop backwards jump, and then usually fastfalling or doing a move. This can be useful, since the animation of the backwards jump is confusing and makes what you are doing unclear, and it is also harder to hit Luigi than with his normal jump, because his hitbox gets smaller and moves around in strange ways.
[/collapse] [collapse=Dolphin Running]
[/collapse] [collapse=Dolphin Dancing]
[/collapse] [collapse=Head Bobbing]
[/collapse] [collapse=Dash Dancing]
[/collapse] [collapse=Swerve Dancing]
[/collapse] [collapse=Trot Dancing]
[/collapse] [collapse=Fast Fall Brake]
[/collapse] [collapse=B Reverse]
[/collapse] [collapse=Wave Bouncing]
[/collapse] [collapse=Slow Run]
[/collapse] [collapse=Crawling]
[/collapse] [collapse=Perfect Pivots]
[/collapse] [collapse=Pivot Dance]
[/collapse] [collapse=Shield Drop Aerials]
[/collapse] [collapse=Fast Crouching]
[/collapse] [collapse=Tiptoe]
[/collapse] [collapse=Bait]
[/collapse] [collapse=Flapping]
[/collapse] [collapse=Prattacks]
[/collapse] [/collapse] [collapse=Offensive] [collapse=Edgeguarding] [collapse=Fireball Nets] This is when you shoot fireballs so that they are placed where the opponent will land on them, and deal quite a large amount of free damage(3 fireballs is about 18 damage). This can completely mess up their recovery, let you punish their landing much easier, and mess up any setups they were trying to do.
https://www.youtube.com/watch?v=QEzuIddNhMQ&feature=youtu.be
[/collapse] [collapse=Hang Guarding] This is where when your opponent is recovering, you hang onto the ledge and wait for them. When they get close to the ledge, you drop down and Dair or Bair them. This can outright kill them if you spike them with Dair or they are at a high enough % to be killed by Bair. If it does not kill them, you can just keep hitting them as they try to come back to the ledge. You can also go for other aerials like the back hit of Upair and stage spikes with Fair, and also shoot b reverse fireballs or Flare Guarding fireballs. A character like villager may then try and Up B directly onto the stage, thinking they have outsmarted you. If this happens, all you have to do is go onto the stage and punish their landing from the Up B with a free kill from your own Up B.
[/collapse] [collapse=Spike Jump] This is when you are below someone offstage, and you do a double jump and instantly Dair. The jump masks the Dair startup animation, and the Dair comes out just below the peak of your jump. You can delay the Dair a bit longer to make it hit at the peak of your jump. This can be extremely useful for positioning yourself to get the Dair sweetspot without it being obvious that you are doing so.
[/collapse] [collapse=Flare Guarding] This is when you shoot a fireball below the stage at a slanted part. This causes the fireball to flip upside-down, and be moving at a downward angle. When these fireballs hit, because they are flipped upside-down and are moving downwards, they deliver a soft but effective spike, and send the opponent at a nasty downward trajectory. These can be effective gimping tools, especially on opponents that like to recover low or at hard to reach angles. Different stages have different angles at different parts, and with mastery and practice of this, you can control the direction the fireballs go, for instance ofn Final Destination, you can make the fireballs go anywhere between directly behind you, at a 45 degree angle, or directly down. This is usually best done while Hang Guarding, but you can also jump backwards off the stage and shoot a fireball or run off the stage and b reverse a fireball to do this.
[/collapse] [collapse=Jigglypuff/Kirby/Meta Knight Gimp]
[/collapse] [collapse=Prattacks]
[/collapse] [collapse=Roof Stool]
[/collapse] [collapse=Ledge Trump]
[/collapse] [collapse=Ledge Denial]
[/collapse] [collapse=Bair Stage Spikes]
[/collapse] [collapse=Dsmash Stage Spikes]
[/collapse] [collapse=Ledge Fsmash]
[/collapse] [collapse=Cyclone Gimp/Spike]
[/collapse] [/collapse] [collapse=General] [collapse=Tomahawk Grab] This is when you shorthop or jump over someone, usually with a backwards jump, and then fastfall and land behind them and grab them. This can be good for baiting out attacks and punishing them with something more flexible than a roll.
[/collapse] [collapse=Tomahawk Dropkick] Similar to a Tomahawk Grab, you jump over your opponent with a forwards jump or shorthop, and Bair them with the 14% sweetspot, usually killing them.
[/collapse] [collapse=Tomahawk Missile] Similar to the Tomahawk Grab again, with this you short hop over and behind your opponent and do an uncharged missile into them. This is not recommended at low %s, as an uncharged missile can be unsafe even on hit. The main use of this is to mixup your opponent, and for styling, and mostly to hope you land a lucky Misfire.
[/collapse] [collapse=Headshots]
[/collapse] [collapse=Ankle Breakers]
[/collapse] [collapse=Hip Check]
[/collapse] [collapse=Boost Grab]
[/collapse] [collapse=Pivot Grab]
[/collapse] [collapse=Pivot Tilts]
[/collapse] [collapse=Pivot Smashes]
[/collapse] [collapse=Jump Cancel Upsmash]
[/collapse] [collapse=Reverse Jump Cancel Upsmash]
[/collapse] [collapse=Reverse Bair]
[/collapse] [collapse=Kara Smash]
[/collapse] [collapse=Double Dsmash]
[/collapse] [collapse=Pivot Extended Tilts]
[/collapse] [collapse=IZAC]
[/collapse] [collapse=Safe Super Jump Punches]
[/collapse] [collapse=Sharking]
[/collapse] [/collapse] [/collapse] [collapse=Defensive] [collapse=Recovering] [collapse=Fireball Shield] When recovering, on your descent you can shoot fireballs to protect yourself. Because they are slow moving, they will usually stay there long enough for you to recover. These can protect you from people trying to snipe you with projectiles due to the large amount of priority in fireballs. They can also stop people jumping up and trying to attack you with aerials.
[/collapse] [collapse=Fireball Ledge Getup] Another option when you are on the ledge, is to fastfall, double jump, and instantly shoot a fireball. This will shoot a fireball onto the stage, covering your getup. You can just hold the control stick towards the stage after shooting the fireball to just land back on the stage, or if the opponent dealt with the fireball and is ready to punish you, you can just drop down and regrab the ledge. If the fireball hits them or their shield you can get a free grab. This is not recommended if the opponent is directly above the ledge, as they can easily punish the fireball even on hit with a strong attack, and if you get sent flying after doing this you will not have your second jump.
[/collapse] [collapse=Teching]
[/collapse] [collapse=Meteor Cancel]
[/collapse] [collapse=Super Gimp Punch]
[/collapse] [collapse=Ledge Cancelled Missile]
[/collapse] [collapse=Super Ledge Getup]
[/collapse] [collapse=Hitbox Launch Getup]
[/collapse] [/collapse] [collapse=General] [collapse=Shieldstun Momentum Shuffling]
[/collapse] [collapse=Jab Escape]
[/collapse] [collapse=Grab Mash]
[/collapse] [collapse=Flare Teching]
[/collapse] [collapse=Super Stand Up Punch]
[/collapse] [collapse=Escape Jump]
[/collapse] [/collapse] [/collapse] [/collapse]

[collapse=Combos] [collapse=Regular] [collapse=Kill] [collapse=Kill off top] [collapse=Long]
[/collapse] [collapse=Short] [collapse=Dash Attack > Upsmash] You can run forwards and do a Jump Cancel Upsmash or a Reverse Jump Cancel Upsmash after a Dash Attack, or at the end of a Dash Attack string.
[/collapse] [collapse=Banana > Up B] When fighting against a Diddy Kong, or in a doubles match with one, if you get hold of their banana peel, you can use it to true combo into an up b. All you have to do is run towards them and when close, do a dash throw, and if you spaced it properly, do an up b as soon as possible. You do not want to Jump Cancel the dash throw, as for some reason this completely cancels your forward momentum, stopping the combo from working.
[/collapse] [/collapse] [/collapse] [collapse=Kill off side] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse] [collapse=Kill off bottom(Spike/Gimp)] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse][/collapse] [collapse=Damage] [collapse=Long] [collapse=Dash Attack string] At low %s you can string Dash Attacks all the way across the stage, just Dash Attack, run forwards, Dash Attack their landing, and repeat. This can be hard to avoid or escape from. Even at very high %s you can get 2 of these. Contrary to popular belief, even if you hit with all the hits of dash attack or any milti-hit move, it will only unstale 1 move.
[/collapse] [/collapse] [collapse=Short]
[/collapse] [/collapse] [/collapse]
[collapse=Grab Combos] [collapse=Kill] [collapse=Kill off top] [collapse=Long]
[/collapse] [collapse=Short] [collapse=Downthrow > Frametrap > Up B]
[/collapse] [collapse=Downthrow > Cyclone]
Tutorial and kill %s on every character: http://smashboards.com/threads/dthrow-cyclone-video.384079/#post-19327467
[/collapse] [/collapse] [/collapse] [collapse=Kill off side] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse] [collapse=Kill off bottom(Spike/Gimp)] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse][/collapse] [collapse=Damage] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse] [/collapse]
[collapse=Shield] [collapse=Shield Breaker] [collapse=Jab x3 > Up B] This is a quick combo and may surprise your opponent. It will be hard to react to, and they will most likely choke under the pressure, and either hold shield waiting for a safe opening, or drop shield and be hit by the sweetspot of Up B. You either have to put a tiny bit of delay between jabs 1 2 and 3, do four jabs, or have their shield already a little bit low for this to break their shield, otherwise they will be left with about 0.5% health on their shield.
[/collapse] [collapse=Jab x4 > Fsmash] More recommended than the Up B since it is safer, but slightly easier to avoid, however most people will not expect this to break their shield, and as above, they may drop their shield trying to grab you and be hit by Fsmash.
[/collapse] [collapse=Fsmash > Fsmash] This only really works if the opponent is at the edge of a ledge or platform, or they are a fast character that has just ran into shield in front of you, because otherwise they will slide away too far from the Fsmash. An excellent combo for a ledgeguarding situation or just if you have plenty of stage control.
[/collapse] [collapse=Nair > Jab x3 > Bair] This also requires your opponent to be close to a ledge or the edge of a platform. The way this works, is first you land with a Nair, and then do the 3 jab combo, and the third hit of the jab combo makes you go past their shield. The shield then pushes you off the edge, and then you are in the air with absolutely no lag. You then instantly Bair. This combo is very quick and will be very unexpected for your opponent.
[/collapse] [collapse=Nair > Up B] This is a very good combo, it can be very unexpected, as you can do it anywhere on the stage, and while landing near your opponent or from a shorthop.
[/collapse] [/collapse] [collapse=Shield Stab] [collapse=Slot]
[/collapse] [/collapse] [/collapse][/collapse]
 
Last edited:

LuigiSmashBros

Smash Rookie
Joined
Jun 30, 2014
Messages
16
Yeah, Luigi is REALLY good. His down throw combos are insane, and can Muda your opponents.
Though he is 25th on EventHubs. *ultra hard facepalm*
 

Yonder

Smashboard's 1st Sole Survivor
Joined
Oct 9, 2007
Messages
3,549
Location
Canada,BC
NNID
Skullicide
3DS FC
4055-4053-1813
Yeah, Luigi is REALLY good. His down throw combos are insane, and can Muda your opponents.
Though he is 25th on EventHubs. *ultra hard facepalm*
And Roy is 2nd. EventHubs is generally a popularity tier list that anyone can vote on, no competitive players acknowledge it.

Anyways, good to see a bit of updating has been down on here. My personal suggestion is to format it so that people do not have to click through so many tabs in order to find the information [It took me 4 tabs to find frame data] and implement an easier way to access information quicker and easier. Just a personal suggestion, feel free to format it as you wish.
 

busken

Smash Ace
Joined
Nov 28, 2014
Messages
677
Despite the excessive use of spoiler, this is well organized. Hopefully, we get people in the community to contribute, especially in the combo department. Here's something I would like to share thanks to @TheReflexWonder

https://www.youtube.com/watch?v=c-Sbeua8i-k

This tech is very helpful for an approach as you can dash into their range, slide out, and put a forward moving hitbox in front of you. Since fireball is one of the key tools in getting grabs, this tech definitely has a spot in Luigi's arsenal.
 
Last edited:

lijero13ss

Smash Journeyman
Joined
Sep 17, 2014
Messages
288
Location
Chicago, IL
NNID
lijero13ss
3DS FC
3024-5912-8660
Some kill combos i can think of that do not involve a grab (not true combos, but hey neither are his grab combos):

KILLS:

Down Tilt to RAR back air (if they Di away)
Down Tilt to Fsmash (if they Di towards or dont Di)
Down Tilt to running Up Smash (if they air dodge)
Down Tilt to Up B (requires an air dodge)
-- all down tilts can also be started with a jab for a jab to down tilt to X --

Up Tilt to Cyclone (if you read an air dodge)
Up Tilt to Uair to Cyclone (requires poor Di)
-- harder to land these since they can air dodge/jump out, but can be pulled off --

Jab/Jab Jab to Up B (can be shielded, but is a legit combo)
Triple Jab/Ftilt/Fair/Dair/Bair to Fireball jab lock to Up B (requires a missed tech)
Down Taunt to aerial Up B or Cyclone (hard read, can be done out of a jab lock)
Nair OOS to Cyclone (can be air dodged, so be wary for an air dodge read)
 

Love Train

Smash Rookie
Joined
Jun 3, 2015
Messages
9
Location
Toronto, ON
NNID
ShiNoKamen
3DS FC
2148-8591-7342
I guess I'll just post some grab damage combos that everyone may or may not already know
  • Dthrow>Fair>Fair/Nair>grab>Dthrow>Fair>Fair Comes to around 45-50%
  • Dthrow>Fair>Fair/Nair>Utilt>Utilt>Grab>Dthrow>any aerial Will do 50%+ Depending on the character the Utilts may hit them too high, but I've been able to consistently do this against characters with weights around or higher than Falcon's.
  • Dthrow>Fair>Fair/Nair>Utiltx4-8(depending on weight)>any aerial after the knockback sends them too high. Does 50%+
    During the Utilts the opponent may be able to DI out (has only happened to me a few times but you never know)
That's pretty much the basis for any early Dthrow combos that will do 40% or more. If you guys know more please share I'd love to know.
 
Last edited:

Steelballray

Smash Journeyman
Joined
Jul 10, 2015
Messages
311
Location
Saudi Arabia
NNID
Ray-run
3DS FC
1263-8867-0397
Uh.. guys... most of these show up as empty to me. and yes, I am clicking up to the last spoiler in each section and very few show whatever's inside. Send help.
 

Love Train

Smash Rookie
Joined
Jun 3, 2015
Messages
9
Location
Toronto, ON
NNID
ShiNoKamen
3DS FC
2148-8591-7342
Uh.. guys... most of these show up as empty to me. and yes, I am clicking up to the last spoiler in each section and very few show whatever's inside. Send help.
Thats the point. As more people post tech/combos the OP will fill up the list. As of right now, there's almost nothing.
 

FUEGO!

Smash Journeyman
Joined
Jun 7, 2015
Messages
240
Location
Arkansas, USA
NNID
MontyRattata
Some kill combos i can think of that do not involve a grab (not true combos, but hey neither are his grab combos):

KILLS:

Down Tilt to RAR back air (if they Di away)
Down Tilt to Fsmash (if they Di towards or dont Di)
Down Tilt to running Up Smash (if they air dodge)
Down Tilt to Up B (requires an air dodge)
-- all down tilts can also be started with a jab for a jab to down tilt to X --

Up Tilt to Cyclone (if you read an air dodge)
Up Tilt to Uair to Cyclone (requires poor Di)
-- harder to land these since they can air dodge/jump out, but can be pulled off --

Jab/Jab Jab to Up B (can be shielded, but is a legit combo)
Triple Jab/Ftilt/Fair/Dair/Bair to Fireball jab lock to Up B (requires a missed tech)
Down Taunt to aerial Up B or Cyclone (hard read, can be done out of a jab lock)
Nair OOS to Cyclone (can be air dodged, so be wary for an air dodge read)
Seeing this old post about the combos Dtilt could get makes me miss the old one. But i REALLY have been finding neat uses for the marth-esque sword poke Dtilt we got. Therr were some interesting set-ups into the down air spike inwas getting yesterday, idk how viable it is however.
 

Yonder

Smashboard's 1st Sole Survivor
Joined
Oct 9, 2007
Messages
3,549
Location
Canada,BC
NNID
Skullicide
3DS FC
4055-4053-1813
Squiiidzoid Squiiidzoid , the spoiler tags are all broken. I suggest you fix these, as the page looks really blocky now.
 

Vhaltz

Smash Cadet
Joined
Jun 18, 2015
Messages
33
So I got this accidentally the other day, I'm not sure if anybody else has mentioned it before so apologies if that was the case.

I play on 3DS, where getting cyclone spikes can get pretty inconsistent on floaty characters or characters with really large hitboxes, since you have to mash like a god. With the new cyclone knockback angle changes I found that sometimes when they don't fall out they can get thrown angled against the stage and get stage spiked. The only issue with this is that the angle is still very vertical, so depending on where you're using the cyclone you still might just send them back up onto the stage.

Now for the interesting part, stage spiking can be made a lot more consistent by playing on stages with very flat undersides, like Lylat or omega Mute City. When edgeguarding characters like Kirby, Rosalina or Dedede you can dropoff cyclone and mash lightly while dragging them under the stage to hit them back upwards with the last hit of cyclone for a stage spike.
This stage spike should be pretty hard to tech. Teching multihit moves is hard by itself, and the knockback angle of cyclone can now vary depending on where the enemy is in cyclone. You just need to be really careful to mash enough to make you able to recover after dropping off (you will likely die if you don't mash at all) and careful when recovering to not get your upB stuck under the stage.

This should be pretty useful against Rosaluma in particular, possibly also against DDD's that like camping at the ledge.
 

Smoking_Hot_BBQ

Smash Apprentice
Joined
Dec 9, 2014
Messages
96
NNID
cvl257
3DS FC
4098-4726-7823
spoiler tags are still broken, could you try fixing them? thanks.
 

Yonder

Smashboard's 1st Sole Survivor
Joined
Oct 9, 2007
Messages
3,549
Location
Canada,BC
NNID
Skullicide
3DS FC
4055-4053-1813
I don't think Squiidzoid is active on here anymore and since no repairs have been done in a long time on the spoiler tags or updates on techs, I am unsticking this for the time being.
 
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