MONKEY D. LUFFY HAS JOINED THE BRAWL!!!
Yosha! Luffy is ready to kick som a**!
Luffy is the happy-go-lucky captain of the Straw Hat Pirates. He may be an idiot, but he's a good person with a heart of gold who fiercely defends his friends. Luffy even declared war on his entire world in order to save one of his crewmates from execution. He also has a huge ambition; Luffy dreams of finding the legendary treasure, "One Piece," and becoming the Pirate King.
With the ability to stretch like rubber he gained from eating the Gomu Gomu no mi (Gum-Gum fruit), coupled with his superhuman strength, Luffy is a formidable opponent. Electric attacks do only half the damage and knockback they would usually do..
Luffy DOES have weaknesses, though. Since he can't swim (a side effect of the devil fruit), he drowns instantly. Slashing attacks also do 1.5X the normal amount on Luffy.
STATS
Attack: 8
Attack Speed: 5
Speed: 6
Weight: 5
Defense: 6
Throws: 7
Recovery: 10
ANIMATIONS
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Standing: Luffy stands around with a smirk on his face, and cracks his knuckles.
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Idle animation: Luffy squats down and starts to stretch. REMEMBER TO ALWAYS STRETCH BEFORE EXCERCISING, KIDS!!
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Walking: Luffy walks with his arms at his side.
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Running: Luffy runs while grabbing his right arm.
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Dashing: Luffy sprints with his arms behind him (like every single freaking ninja in “Naruto”).
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Jumping: Luffy jumps while holding onto his hat. He jumps a pretty good distance up; He’s a shounen character, after all.
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Double jump: Basically the same as the first jump.
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Forward dodge: Luffy jumps, hits the ground, does a barrel roll, and then gets up.
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Backwards dodge: Luffy backflips into a handstand, and jumps to his feet.
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Shielding animation: Luffy crosses his arms across his chest.
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Dizzy animation: Luffy bends over backwards at an angle that would kill most people. He then bends over forward, and repeats.
STANDARD ATTACKS
NEUTRAL ATTACK - GOMU GOMU NO GATLING GUN
Luffy unleashes a barrage of punches that are so fast, it gives off the illusion that he has twenty arms. Each punch inflicts 1% damage and no knockback. This attack will keep on going as long as you keep pressing the button, so Luffy should try to pin the victim against a wall for maximum damage. Since his punches have a slight curve to them, the attack can also be used for edgeguarding.
SIDE TILT - GOMU GOMU NO PISTOL
Luffy's signature move. He throws a punch that stretches for about a quarter of Final Destination, inflicting 9% damage and decent knockback. He does it while quickly yelling, "Gomu Gomu no PISTOL!" It can be charged, but not for extra damage; Luffy can angle his fist up or down at about a 70 degree angle before punching. Charging can give away the attack to opponents though, so it may be better to sometimes just use Pistol normally.
SIDE TILT 2- GOMU GOMU NO BULLET
Luffy lunges forward while stretching his arm behind him, and then snaps it back in a short-range punch. This move is also chargeable, but for the length of Luffy's leap and strength. The punch does 10 (normal) to 17% (fully charged), but has weak knockback.
UP TILT - GOMU GOMU NO PISTOL/SHOTGUN
Luffy uses Gomu Gomu no Pistol right above him, and then "twangs" his arm, causing it to hit multiple times. All of the punches combined give 10% damage with decent upward knockback. Shotgun covers an area of about twice Luffy's width, making it a good anti-air.
DOWN TILT – GOMU GOMU NO MUCHI (GUM-GUM WHIP)
Luffy stretches his leg while doing a sweeping, 360 degree kick. Opponents hit by this will be given 10% damage and sent straight up, so it’ll be a good idea for Luffy to combo with Gomu Gomu no Shotgun.
DASH ATTACK – GOMU GOMU NO FUUSEN (GUM-GUM BALLOON)
Luffy quickly inflates his body, crashing into the opponent with 9% damage and weak knockback. After that, he bounces up in the air before returning to normal. People hit by the bounce takes 4% damage with no knockback. The move has a lot of ending lag, so it’s not very handy.
THROWS
FORWARD THROW – GOMU GOMU NO KANE (GUM-GUM BELL)
After grabbing his opponent (which he can do from 1/4 the distance of Final Destination), Luffy stretches his neck backwards and then delivers a devastating headbutt that deals 9% damage and good knockback. This throw is great in terms of chain-grab potential.
UP THROW – GOMU GOMU NO FLAIL
Luffy first throws his opponent into the air. Then he starts swinging his arm around in a circle, and finally drives his fist into the unlucky victim. The punch causes 21% damage and inflict good vertical knockback.
This throw is unique because the opponent can actually escape from it by moving around the control stick, D-pad, etc. This is also one of Luffy’s laggiest attacks, so the Gomu Gomu no Flail isn’t really that useful overall.
DOWN THROW – GOMU GOMU NO TSUCHI (GUM-GUM SCREW)
Luffy’s arms twist around as he lifts his opponent into the air. Then, they quickly unwind as Luffy smashes the victim into the ground. The opponent recieves 16% damage, but no knockback. They just stick into the ground. Heh. It's funny.
BACKWARDS THROW – GOMU GOMU NO KAZAGURUMA (GUM-GUM WINDMILL)
Luffy twists his body around, and then unwinds, taking his opponent with him. Luffy finally throws the opponent, sending them flying a good distance with 18% damage. Luffy can hit the other players with his victim, causing 5% damage to both.
AERIALS
NEUTRAL AIR – GOMU GOMU NO HANABI (GUM-GUM FIREWORKS)
Luffy spins around, then quickly punches and kicks in every direction at once. The punches/kicks equal to 14% damage and decent knockback. If the person playing as Luffy can master the short jump, this aerial can become a good crowd-controller.
FORWARD AIR – GOMU GOMU NO AMI (GUM-GUM NET)
Luffy rears back while grabbing his fingers. After a delay, his fingers twist together to form a net as he ensnares his opponent. Luffy finishes the attack as he throws the trapped fighter over his shoulder.
Luffy’s finger net travels downward diagonally. Since it functions like a grab, it can go through shields. The delay, 8% damage, and weak knockback lessen the aerial’s usefulness, though.
BACK AIR – GOMU GOMU NO FUUSEN KAZE (GUM-GUM BALLOON WIND)
Luffy uses Gomu Gomu no Fuusen. Then, blowing out the air, he flys diagonally to the ground. He can control his direction on the way down, and can hit opponents with 7% damage and weak knockback. This can be used to escape from a sticky situation. But beware: Luffy can easily fly off the edge of the stage, killing himself.
DOWN AIR – GOMU GOMU NO YARI (GUM-GUM SPEAR)
Luffy claps his feet together, and stretches them down to hit any opponent under him. His legs stretch to about twice Luffy’s height, inflict 13% damage, and have a massive spiking ability.
SMASH ATTACKS
SIDE SMASH – GOMU GOMU NO BAZOOKA
Luffy stretches both of his arms far behind him while shouting, "Gomu Gomu no..." . After he’s done, he snaps them back and slams his palms into his opponent. "... BAZOOKA!!" Luffy can charge the F-smash for distance, speed, and power. During a fully charged attack, Luffy’s arms can stretch for half across of Final Destination.
The trick here, though, is where the hit connects. The F-smash stops once it hits an opponent. It doesn’t just keep on going. If Luffy’s right in front of his opponent, Bazooka deals 22 to 35% damage with high knockback at close-range. At maximum range, the affect is halved.
This smash has a few seconds of beginning lag (about as much as a Falcon Punch when uncharged), and the ending lag is huge if Luffy hits at maximum range as he has to stretch his arms back to his body. Overall though, Bazooka is Luffy’s main killing move (causing KOs at 56% fully charged at close-range), and one of his most used attacks in the anime and manga.
UP SMASH – GOMU GOMU NO ONO
Luffy stretches his leg high up into the air, and then brings his foot down on whoever’s unlucky enough to be under him. In “One Piece,” Luffy usually uses this attack to destroy marine battleships.
The attack has a very short range; An opponent have to right next to Luffy or his leg while it's in the air. Plus, the beginning lag is about the same as Bazooka. But on the other side, 18 to 29% damage is nothing to sneeze at.
The main thing about Ono is it's huge spiking potential. Opponents hit by this at high percentage will ROCKET down to the ground (or hopefully, off the screen.) This smash attack can also break shields when fully charged.
DOWN SMASH – 600,000,000 BELI JACKPOT
Roronoa Zoro, Sanji, Nico Robin, and Franky (some of Luffy’s crewmates), jump out and surround Luffy. Luffy attacks with Gomu Gomu no Pistol; Zoro slashes with his Three-Sword Style (two in each hand, and one in his mouth); Sanji uses his powerful kicks; Robin hits with her Hana Hana fruit powers, which allows her to sprout her limbs wherever she wants; and Franky punches with his cyborg fist. Their attacks cause 13 to 21% damage with decent knockback. 600,000,000 Beli Jackpot has some lag at the beginning, but nothing that severe.
SPECIALS
NEUTRAL SPECIAL – GEAR THIRD: GOMU GOMU NO GIGANT PISTOL (GUM-GUM GIANT PISTOL)
Luffy begins this special by biting his thumb. He then begins to blow air into his bones, inflating his arm. When Luffy is done blowing, his fist is now 2.5X his height. And with that size come “HOLY S***” power. Luffy swings his giant fist forward, decimating anybody in his way, giving 43% damage and high knockback.
As you can guess, this move has atrocious starting lag, so Luffy probably isn't going to connect with this much. After the attack is over, Luffy shrinks into a chibi-sized form. He can’t attack much, and the effect lasts for 10 seconds. Until then, RUN!
SIDE SPECIAL – GOMU GOMU NO SANBYAKU POUND CANNON
Zoro appears beside Luffy. Luffy starts to punch like Gomu Gomu no Gatling Gun, while Zoro positions his sword into a circle shape. After a little bit, Luffy uses a two-fisted punch made more powerful by the momentum of the other punches; Zoro unleashes three cutting waves. The two attacks combine to create a powerful beam that travels across the stage, that hits with 20% and good knockback.
The beam can travel through walls and break shields. It can easily be dodged by jumping though, so Luffy might want to use this at mid-range.
UP SPECIAL – GOMU GOMU NO ROCKET
Luffy stretches his arms to grab a target, and then shoots off like a rubber band. If he grabs an opponent, he crashes into him/her, causing 16% damage and decent knockback. Luffy can choose the direction of his arms during the beginning of the attack, much like Pikachu’s Quick Attack. He can stretch his arms for ¼ of Final Destination.
As you can expect, this is where Luffy’s amazing recovery kicks in. He has the longest tether grab in the game, and is able to recover from nearly any distance. However, due to the bit of lag at the beginning, experienced opponents can see the attack coming and quickly attack Luffy’s hands before they grab on to the edge.
DOWN SPECIAL…
ALTERNATE CHARACTER – GEAR SECOND!!!
Yes! Here’s where this moveset finally starts to get rolling!!
Luffy crouches down and starts to use his legs to pump blood into his body. His skin becomes a pink-reddish color, and begins to emit steam (from the evaporating sweat). Luffy is now faster, stronger, and overall a much worse opponent.
Overpowered, right? WRONG!! In the series, Gear Second takes away years from Luffy’s life. Being in MYM doesn’t change anything. For every second he’s in this form, Luffy takes 5% damage.
That’s not all. Below Luffy’s damage percentage is a counter that shows how time he can stay in Gear Second. Attacking enemies fills the "Gear Meter", while being hit decreases it. When the meter’s completely full, Gear Second can last for a full 45 seconds.
Luffy could use it for the entire time, but it’s not recommended. If Luffy empties the "Gear Meter, he’ll revert back to normal, take 15% damage, and be unable to move for a while. Therefore, Gear Second is best used in short bursts.
Luffy still keeps the electricity damage-reducing attribute from before, but blunt attacks now inflict normal damage.
STATS
Attack: 9
Attack Speed: 10
Speed: 9
Weight: 5
Defense: 7
Throws: 7
Recovery: 10
Most of Luffy’s moves stay the same, but with attack speed rivaling Meta Knight's, and about 4% extra damage (the names are also changed to have Jet in front of them). The moves that are drastically different are listed below.
STANDARD ATTACKS
NEUTRAL ATTACK – MEAT!!
Luffy takes out a piece of meat from his pocket and eats it, gaining 7% health. It may seem useful, but remember that Luffy loses 5% damage every second. In the long run, this really won’t help that much. Just keep on fighting.
DASH ATTACK – GOMU GOMU NO JET RIFLE
Luffy twists his arm around while stretching it behind him. He then snaps it back, punching the punching the opponent with an added spin. The opponent gets 15% damage and good knockback. In Gear Second, all of this happens in an instant.
AERIALS
FORWARD AIR – GOMU GOMU NO JET STAMP
Luffy simply kicks forward at lightning-fast speed, his foot stretching at 1.5X Bowser’s width. The kick deals 11% damage with decent knockback. This attack is one of the best examples of Soru’s usefulness. Luffy can use Jet Bazooka to send the opponent flying, quickly use Soru to follow the opponent, and finish him/her off with Jet Stamp.
BACKWARDS AIR – GRRAAAHHHHHHH!!!
Luffy quickly grabs an opponent behind him, and socks him/her in the face. The attack is powerful with 15% damage and decent knockback, but has pitiful range.
SMASHES
FORWARD SMASH – GOMU GOMU NO JET BAZOOKA
This move is just like the regular Gomu Gomu no Bazooka, except for a few details. The snap-back is a lot faster, the palms only hit at close-range, and Luffy can fire the attack off three times in a row. The first attack is the only one that can be charged, and inflicts 20 to 30% damage. The other two cause 20%, and all three hits have high knockback potential that kills at 63%. Triple Jet Bazooka = instant crowd control.
UP SMASH – GOMU GOMU NO JET KAZAN (GUM-GUM JET VOLCANO)
Luffy crouches down while charging the attack, and then stretches his leg up like Gomu Gomu no Ono. Enemies hit by his foot will have 18 to 23% damage inflicted on them, and be sent upwards with knockback that kills at 96%. The only hitbox is Luffy's foot, so this smash attack can be hard to land.
DOWN SMASH – GOMU GOMU NO JET GATLING
Luffy faces towards the screen while charging this attack. “Gomu Gomu no…” When the charging is done, Luffy jumps on his back and unleashes a volley of punches. “… JET GATLING GUN!!” The punches are so fast that all you can see are the airbursts coming from them. Luffy punches everywhere at a 140 degree angle, and at about two to three times his height (charging helps determine height and power).
This is one of Gear Second Luffy’s main kill moves, along with Jet Bazooka. It deals 20 to 30% damage, and knockback that kills at 70% fully charged. Small opponents, like Kirby or Pikachu, can still duck under the punches and attack Luffy.
SPECIALS
NEUTRAL SPECIAL- SORU
Luffy disappears and quickly reappears in front of his opponent. Although it may seem as though he teleports, Luffy actually kicks the ground ten times in an instant to go faster than the eye can track. Soru can follow an opponent for up to a quarter of Final Destination.
This is by far one of Gear Second Luffy’s best moves. He can use it to string devastating combos, recover (though not nearly as much as Gomu Gomu no Rocket), and escape from sticky situations.
SIDE SPECIAL – GOMU GOMU NO GIGANT JET SHELL (GUM-GUM GIANT JET SHELL)
Luffy inflates his bones just like before, but then transfers the power to his body, making him look like Gomu Gomu no Fuusen. Luffy then flys forward like a cannonball with more speed than Gomu Gomu no Gigant Pistol. Anyone he hits will recieve 48% damage, and be sent flying.
The main drawback other than the huge beginning lag is that Luffy doesn’t stop. Unless he hits a wall, he is going to fly right off the screen, which means that this is sometimes a suicide KO. Luffy also shrinks at the end, just like before, so he needs to RUN!
FINAL SMASHES
LUFFY’S FINAL SMASH – HAKI
In the world of “One Piece,” there are some people who possess a special and powerful kind of spirit. Those who have trained with Haki can use it to render a large group of people unconscious or cancel out Devil Fruit ablities. Luffy has this power, but is unaware of it. The only time he unconsciously uses it is in desperate situations, or when his anger is at his peak.
When Luffy grabs the smash ball, he starts panting from the battle. “I won’t… I WON’T LOSE THIS FIGHT!!” He then shouts, unleashing his Haki. Opponents are now frozen in place, letting Luffy have free reign to pummel his opponents. After 15 seconds, the Final Smash ends.
GEAR SECOND LUFFY’S FINAL SMASH – GOMU GOMU NO GIGANT THOR AXE
When Luffy unleashes his Final Smash while in Gear Second, thunderstorm clouds gather in the sky. Luffy leaps up and uses Gear Third, transferring the power into his leg. “Gomu Gomu no…” He raises his giant leg into the storm clouds, where it starts to absorb the electricity.
“… GIGANT THOR AXE!!” Luffy then brings his giant, lightning-charged foot down. Anyone under his foot is instantly crushed, losing a stock (dodging won’t work). Opponents who escape it can still be KO’d by the enormous electric shockwave created by the impact, which deals out 62% damage and insane knockback.
Luffy’s foot is half the length of Final Destination, but can’t go through platforms. The shockwave, however, can be felt through the entire stage. It's speed is about the same as Tabuu’s Off Waves, so experienced players should be able to dodge it.
SITUATIONALS
GETTING UP - GOMU GOMU NO BREAK DANCE
Luffy spins on his head while stretching his arms and legs to his sides. The limbs stretch for 2X Bowser's length on each side of Luffy. Opponents hit by his arms/legs will take 6% damage with weak knockback.
LEDGE ATTACK - GOMU GOMU NO UPPERCUT
Luffy flips up to his feet while doing a quick, stretched uppercut. Luffy's fist travels for twice his height, giving 8% damage and decent knockback. This has a decent amount of lag at the end, so opponents may end up knocking Luffy right back off the ledge.
PLAYSTYLE
Luffy’s playstyle mainly revolves around Gear Second. Most of his attacks in normal mode are powerful, but competent opponents can see them coming. Luffy will have to rely on his tilts, aerials, and throws to build up the “Gear Meter,” and use his smash attacks when his opponent is vulnerable. Gomu Gomu no Sanbyaku Pound Cannon, Gatling Gun, and Bazooka fill up the “Gear Meter” the fastest. Gomu Gomu no Rocket and Fuusen Kaze can be used to escape from opponents in order to keep them from lowering the “Gear Meter” (which is the main thing you want to do when fighting).
Luffy’s Gear Second playstyle focuses on all-out attacking in the limited time he has. He should abuse Jet Bazooka, Jet Gatling, and Soru: his three best moves. Luffy also needs to remember to use Gear Second in short bursts, in order to prevent the "Gear Meter" from running out.
If players just want to play as normal Luffy, that's fine too. He has a lot of quick attacks to start out with, and plenty of moves that can finish the opponent off. Luffy just needs to make sure that his opponents are vulnerable before using his KO moves.
MATCHUPS
LUFFY VS PIKACHU
85/15: Luffy’s favor
This is murder. Just plain murder. You have to remember that lightning does only half damage on Luffy. That alone takes away most of Pikachu’s chances to win. Pikachu can use his speed to get around Luffy’s laggier attacks, but with most of his killing moves rendered ineffective, Pikachu is going to have a very hard time in this fight.
LUFFY VS DINGODILE
75/25: Luffy’s favor
Sanbyakyu Pound Cannon + Dingodile’s crystals = ****. Gear Third + Dingodile’s crystals = ****. Triple Jet Bazooka + crystals = you guessed it. ****.
Luffy has a lot of tools for mowing down Dingodile’s defense. Once the crystals are gone, all that Dingodile has left is his slow movement and attack speed. As you can guess, that means he’s screwed against Gear Second.
LUFFY VS ROY MUSTANG
60/40: Luffy’s favor
Normal Luffy and Mustang are pretty even. Both of them have powerful smash attacks that each have at least a bit of lag to them. Mustang’s fire out-prioritizes Luffy’s punches no matter what, though, so he can keep the rubber man at bay while he draws transmutation circles. However, things change once Luffy gets in Gear Second. His speed means that Mustang will have a hard time drawing transmutation circles for his biggest attacks. His attack speed also loses out to Gear Second's by far.
LUFFY VS WOLF
40/60: Wolf’s favor
Wolf’s teeth and claws count as blades, which inflict inflict more damage than usual. This, coupled with his speed, means that Luffy will have to rely on Gear Second to even things up. But since Luffy takes a lot of damage in this form, Wolf still has the upper hand.
LUFFY VS META KNIGHT
30/70: Meta Knight’s favor
This fight is basically the same as before, but to a new level. Meta Knight’s attack speed is on par with Gear Second’s, and his amazing recovery will make even edgeguarding with Soru a tough job.
EXTRAS
TAUNTS, POSES, ETC.
Neutral Taunt: Luffy eyes turn sparkly as he shouts, “AWESOOOOOME!!”
Side Taunt: The wind picks up and blows Luffy’s straw hat off of his head. He quickly stretches his arm, grabs his hat, and puts it back on his head.
Down Taunt: Luffy bends over, and then yells into the sky.
Entrance: Luffy uses Gomu Gomu no Rocket to get onto the stage.
Win Pose #1: The losers are seen clapping, when two arms suddenly stretch from over the horizon and grab the screen. “Gomu Gomu no… ROCKET!!” Luffy crashes into the losers and into the screen, cracking the glass. “Oh, sorry about that.”
Win Pose #2: Luffy is seen looking triumphant and overall bada**. Then, a piece of meat attached to a fishing hook appears. Luffy chases it out of hunger.
Win Pose #3 (used in Gear Second): Luffy says, “You won’t be able to keep up with me anymore,” and then disappears.
Loss Pose: Luffy holds his rumbling stomach.
Victory Theme: “Gomu Gomu no Bazooka!”
COLORS
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A red vest with black trousers. (DEFAULT)
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A green vest with red trousers.
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A blue vest with blues trousers.
• A purple vest with golden trousers.
• Luffy’s shirtless, wearing a large afro.
KIRBY HAT
After inhaling Luffy, Kirby gains his straw hat, hair, and scar under his eye. Kirby can use Gear Third, but with less damage (30%), knockback, and charging time.
SNAKE CODECS
NORMAL LUFFY
SNAKE: Otacon, who is this guy?
OTACON: That’s Monkey D. Luffy, captain of the Straw Hat Pirates.
SNAKE: Seems too nice to be a pirate. He’s an idiot, too.
OTACON: Don’t let your guard down, Snake. Luffy ate the Gomu Gomu no Mi, which allows him to stretch his body like rubber. He also possesses superhuman strength.
SNAKE: Rubber? Do ALL of his body parts stretch?
OTACON: Yeah, they… Awww, SNAAAAAAKE!!
GEAR SECOND
SNAKE: Otacon, did Luffy just take steroids or something?
OTACON: That’s Gear Second. Luffy can increase his blood flow by pumping blood into his body with his legs. It lets him move faster than the human eye can track, and attack at the speed of sound.
SNAKE: ….. Sounds a lot like steroids to me.
OTACON: … All right, Snake. Whatever floats your boat.
Luffy's ship, the
Thousand Sunny, joins the Brawl!!! Okay, not really. But it IS a stage! Players fight on the deck of the
Thousand Sunny, which soon turns out to be no ordinary ship.
This stage is HUGE, about the size of New Pork City. The
Thousand Sunny is of course surrounded by water, meaning that Luffy is immediately at a disadvantage in his own stage. Players start out on the grass field in the middle of the deck. They can climb up the ladder to the crow's nest/observatory, jump onto the lion figurehead, or fight it out on the library/bathroom dome at the end. You can't enter the rooms, though (that'd totally screw up the game mechanics, after all).
But this stage has, as most others do, hazards.
The sails will occasionally unfurl, boxing in the players. Touching them results in the player being bounced back for quite some distance. Soon, the sails will be raised, and all goes back to normal.
Sometimes, the figurehead's mouth will open up and begin to glow with energy. After a few seconds, it will fire off a massive beam: the "Gaon Cannon!" The beam covers the bottom-right corner of the screen. Touching it results in a one-hit KO, so players may want to knock their opponents into the "Gaon Cannon" in order to score a KO.
Other times, the back end will start to glow. The
Thousand Sunny then fires a massive cannon downward, soaring into the sky for 10 seconds. During that time, players will be pushed back at the rate of King Dedede's inhale. This is the "Coup de Burst."