A1 - Intro
· Pros
· Cons
· Why you should Luigi
B1 - Moveset Analysis
· Normals
o Jab 1+2
o Jab 3
o F-Tilt
o D-Tilt
o U-Tilt
o Dash Attack
· Smashes
o FSmash
o USmash
o DSmash
· Aerials
o Nair
o Fair
o Dair
o Bair
o Uair
· Specials
o B – Standard Fireball
o B – Ice Ball
o B – Bouncing Fireball
o Side-B – Green Missile
o Side-B – Floating Missile
o Side-B – Quick Missile
o Up-B – Super Jump Punch
o Up-B – Fiery Jump Punch
o Up-B – Burial Header
o Down-B – Luigi Cyclone
o Down-B – Mach Cyclone
o Down-B – Clothesline Cyclone
· Other
o Grab
o Dash Grab
o Pivot Grab
o Final Smash
o Down Taunt
o Air Dodge
o Side Dodge
o Rolls
· Movement
Getting In
· Basics
o What to watch for
o How to get in
o Explanation for setups
· Getting the Grab
o Getting the first one
o Keeping the grabs coming
· But what if you can’t get the grab?
Combos
· Basic Combos
o Throw Combos, explanation
§ Simple Throw Combos
· Throw Combos 0-40%
· Throw Combos 40-90%
· Throw Combos 90-220%
§ Advanced Throw Combos
· Throw Combos 0-40%
· Throw Combos 40-90%
· Throw Combos 90-220%
· Off of normal
o D-Tilt
o U-Tilt
o Jab
o Nair
o Bair
o Uair
o Fair
o Fireball
· Jab Reset setups
o Explanation
§ Off of Grabs
§ Off of Aerials
Gimping
· How to Tornado
· How to Spike
· Option Coverage
How to beat architypes and playstyles
· Close-Range fighters
o Zoning heavy
o Rushdown Heavy
o Defense Heavy
· Sword characters
o Zoning heavy
o Rushdown Heavy
o Defense Heavy
· Projectile-heavy characters
o Zoning heavy
o Rushdown Heavy
o Defense Heavy
Character Specific Things
#added in order, including grab combos
A1 - Intro:
Welcome to the Luigi guide! The goal of this guide is to give you a strong starting point (if you’re newer to Luigi), or to teach you a lot about the more intricate things that exist within Luigi as a Smash 4 character.
A2 – Pros, Cons, neutrals, and why Luigi?
Pros:
· Extremely potent grab game.
· Very good advantage state
· Frame 2 Jab
· Frame 6 grab
· Long range, frame 8 dash grab
· Some of the best overall frame data in the game
· Extremely high kill power for his weight class
· Strong gimping ability
Cons:
· Generally short range
· Very poor air speed
· Predictable, punishable recovery
· Poor disadvantage state
· Has limited OOS options
· Has a harder than normal time breaking zoning
Neutrals:
· Very slow fall and fast fall leads to the ability to do multiple aerials per short hop, but also makes it harder to land
· The worst traction rating in the game makes a lot of normally unsafe options safe on Luigi’s shield, but it also makes some follow-ups hard, or impossible, on Luigi. It also allows Luigi to use his kit in some unique ways.
So, Why Luigi?
Luigi is a very unique character that is extremely dominate when he gets in, racking up damage extremely quickly when he does. He then has traps to ensure that the damage keeps going up for his opponent. Additionally, his unique combo of traction, fall speed, frame data, and attack properties make playing him unlike anyone else in the game. He has either even, or advantageous, matchups against a lot of the cast as well.
Now, to begin, let’s look at his moveset.
B1 – Moveset Analysis
Normals
Jab 1+2 (3%, 2%)
Active Frames/Hitboxes:
2-3, transition to Jab 2 at frame 6, then 3-4 for Jab 2
In game Look:
Luigi gives them the good ‘ol 1-2.
Pros:
Comes out on frame 2
Very safe
Jab-1 beats some projectiles
Leads to a 50/50 on hit or non-power shield in some matchups
Cons
IASA isn’t the best, meaning that fast options can punish Jab 1/Jab 2 if you don’t allow them to naturally transition through the jab combo.
Applications
It can lead into Jab 3, which will be analyzed below. It is also a fast button that beats a lot simply because of its speed. Another common use would be as a 50/50 setup on hit or shield. Because of its IASA properties, super-fast ground options, such as frame 1-4 OOS options, frame 2-4 jabs/tilts/specials, or power shields will beat this setup. That said, the following are possible options for Jab 1 and Jab 2 on shield or hit:
· Dash Grab (frame 8): can cover an immediate roll backwards and beats shields, but is beaten by an attack or a roll into Luigi
· Standing Grab (frame 6): beats shields and recovers before a spot-dodge ends, but is beaten by an attack or a roll away
· D-Tilt (frame 5): it beats a lot of attacking options and pops people up if it hits, leading to aerials or a grab, but loses to shield and jumping
· U-Tilt (frame 5 if Luigi reverses directions, else frame 10): Like D-Tilt, it beats a lot of attacking options and loses to shield, but it beats a jump. It only leads to a grab at low percent’s, but it always leads to one of Luigi’s BnB combos (see combos, U-Tilt, for more info)
· Jab 1 or 2 (frame 2 or 3): it beats fast attacks and jumps due to its speed, along with resetting the 50/50 between grab and attack. Can be a good mixup for foes with fast options on the ground or OOS
· D-Smash (frame 6): Its Luigi’s fastest smash option, as the first hit (the one in front of him) comes out at the same time as his standing grab. Trades or beats most attacks, but is very punishable on block.
· Up-B (frame 8, moveset 1 and 2 only): Extremely high risk, but extremely high reward. Jab 1 and 2 landing means that you’re in range for the Up-B, but a shield means you’re going to eat a hard punish. However, if your opponent’s shield is under 25% health, Super Jump punch will break it. The same is true for Fiery Jump Punch, save for the shield needing to be under 18% health.
Overall Rating:
5 out of 5! Jab is extremely useful as a footsies tool and can lead to a lot.
Jab 3 (5%)
Active Frames/Hitboxes:
Frame 6-7 after frame 7 of Jab 2
In game Look:
The manly version of Peach’s Bair: a buttshot
Pros:
Good mixup for the Jab 1 and Jab 2 50/50, because…
Causes a hard fall down early, which can lead to a jab reset
Good get-off-me tool, as it gets an opponent out of your face, but not far enough away to require a lot of effort to get in again
Deceptive range because of how far Luigi lunges forward
Cons:
Matchup-specifically, there are better options
Doing it on someone’s shield is a free punish for them
Easy to tech
Applications:
Jab 3 is useful because it’s one of the earliest moves that causes a hard knockdown. Additionally, it does 5% on its own and doesn’t send people very far away. A decent ending hit to a basic jab combo if you don’t want to flip a coin.
Overall Rating:
3 out of 5: Not the worst thing in the world, but you will likely have better options.
F-Tilt (8%)
Active Frames/Hitboxes:
Frame 5-7
In game Look:
Luigi does a side kick at 1 of 3 different angles.
Pros:
Fast startup
Can use the same basic inputs as a pivot grab to use it while retreating, allowing it to cover Luigi
Can be used to cover some of the opponent’s options on the ledge
Allows an extra hit in a combo, where no other options exist, due to the range
Semi-decent for footsies
Cons:
Slow wind-down
Easy to punish on wiff
Doesn’t lead to anything by itself
Applications:
F-Tilt can be used when retreating to cover you’re retreat, or to cover your opponent’s tech options. Also, it’s decent in footsies because of its range and the ability to angle it (though the angle doesn’t change how the opponent is launched). In combos, it allows you to finish a combo with something when no other options might exist, or when there is a risk in other options. For example, on lighter, floatier characters, D-Throw > Fair > Uair > F-Tilt works, since a regrab is likely not possible. More on these types of combos later.
Overall Rating:
4 out of 5: Decent range, option coverage on retreating, and an extra 8% on some combos are definitely good. You’ll use it often if you use it right.
D-Tilt (8%)
Active Frames/Hitboxes:
Frame 5 - 8
In game Look:
Luigi kicks slightly at the ground, moving his body to the side slightly to do so.
Pros:
Amazing launch angle: 74 degrees. Base KB is low, so it leads into a lot on hit
Chance to trip
Since it lasts for a while, it can cover the 1 frame of vulnerability when grabbing the ledge rather well. Combined with the launch angle, it makes on-stage gimps good.
Cons:
Exceptionally short range
Unsafe on shield
Rather high cooldown, making a trip from the move harder to follow up on
Applications:
D-Tilt is an amazing move when it hits. The launch angle leads into Fair, RAR Bair, grab, Uair, USmash… Basically anything that comes out fast, which Luigi has in spades. Despite that it leads into a lot for a long time, it is extremely short ranged. Because of that, it can’t be used without setup or unless it’s free to use.
Overall Rating:
2 out of 5: It’s amazing when it hits, but getting the hit outside a 50:50, or if it wiffs/is shielded? It has its uses, but should be used sparingly.
U-Tilt (6%)
Active Frames/Hitboxes:
Frames 5-10
In game Look:
Luigi swipes the air. His fist makes it look kind of feeble.
Pros:
Leads into several moves and is part of Luigi’s major BnB combos
Leads into itself
Can perfect pivot into it to extend combos or to catch approaching enemies
Cons:
Lowest damage tilt Luigi has
Poor horizontal hitbox
The part of the hitbox that hits in front of Luigi is near the end of the active frames
Can be beat out in a combo if it’s not tight enough
Applications:
Utilt is an incredible move in combos. Since it leads into so much pre-kill percent, you’ll find that it’s getting used quite a bit. It is part of the major BnB combos Luigi has, is part of his mixups, and can kill at (very) late percents. It also covers characters with poor options directly below them, and can be used while sliding. It’s biggest shortcoming, however, is the overall range of the move and the fact that a lot of things outright beat it if you use it to challenge.
Overall Rating:
4 out of 5: You’ll be using this a lot, but you’ll likely be in advantage when you do it.
Dash Attack (1%, 1%, 1%, 1%, 1%, 1%, 2% [8% total])
Active Frames/Hitboxes:
Frames 4, 10, 16, 22, 29, 37, 48-49.
In game Look:
Luigi dashes at his opponent, flailing about.
Pros:
Frame 4 startup and (effectively) lasts 49 frames, making it extremely effecting at catching spot dodges
Covers a lot of distance
Shield pokes rather well
Final hit can trip
Cons:
Wiffing it means you’re going to take a huge punish most of the time
Using it into shield means you’re taking a charged smash or getting grabbed
Does very little damage for not leading into anything, so there are almost always better options
Applications:
Luigi’s dash attack is the best it’s ever been. It’s extremely fast, starting at frame 4. In theory, you can use it to punish things that are otherwise unpunishable for Luigi or use it to shield poke near the edge, but it’s definitely one of Luigi’s more “meh” moves. Definitely a surprise move, though, due to how fast it comes out.
Overall Rating:
1 out of 5: Use sparingly.
Smashes
FSmash (15%)
Active Frames/Hitboxes:
Frame 12-13, can be angled
In game Look:
The classic poke of doom. So doom-y that Luigi has to use his whole hand!
Pros:
Can be tilted Up or Down, which changes the KB growth and launch angle. High has the highest growth (121) and launches at 65 degrees, normal has lowest growth (116) and launches at 53 degrees, and low has a growth of 117 with the lowest launch angle (45 degrees).
Safe on shield
Does an extra 5% shield damage, meaning that a non-charged F-Smash eats 2/5 of a shield
The neutral angled version has a very deceptive range
Kills very early, with an up-tilted FSmash killing floaty characters exceptionally so
Cons:
Despite the deceptive range, it’s still rather low ranged.
Due to the angle and hitbox, it can wiff on crouching characters if not tilted down
Applications:
F-Smash is an amazing move, despite its range. It does a ton of shield damage, is fast, kills early, and it’s safe on shield. It’s one of the things you can do in the jab 50/50, can be performed while sliding as a retreating (or approaching) option, and ends rather fast as well. The DI required when hit with it changes quite a bit with the direction it’s used in (up, down, or neutral), so getting a hit with it will, undoubtedly, lead to good things for Luigi. Also, if USmash can hit in front of you while in a combo, FSmash can, too.
Overall Rating:
5 out of 5! Range isn’t the best, but it’s just so powerful and useful.
USmash (12%/14%)
Active Frames/Hitboxes:
Frames 9-13, with 2 hitboxes. Head invulnerability starts 2 frames after the charge window (charge window is frame 7, so invulnerability starts at frame 9 if not charged) and ends 1 frame after the hitbox disappears (frame 14)
In game Look:
Like Mario, he does a massive headbutt that covers above him, in an arch.
Pros:
Head invulnerability
Hitbox (directly behind him) comes out frame 9.
Deceptively big hitbox
Smash charge window is only 2 frames from when the hitbox comes out
Benefits from sliding
Cons:
Not safe on shield
The front hit can be power shielded on reaction without issue
Applications:
A strong, head invulnerable smash that is very fast for how powerful it is. Because of its invulnerability, range, and speed, it can be used as an anti-air on reaction in some matchups. Additionally, it does a fair amount of damage uncharged, meaning that ending combos with it isn’t too bad an option in some situations. Finally, because of its angle and speed, it can lead into a grab or jab at lower percents.
Overall Rating:
5 out of 5! As far as Up-Smashes go, this is one of the better ones.
DSmash (15%, 14%)
Active Frames/Hitboxes:
Frame 6-7, Frame 14-15. 2 hitboxes on each, with each doing either 14% or 15%
In game Look:
Luigi breakdances! He swings his body under himself, hitting twice.
Pros:
Can hit twice, leading to up to 30% damage. If done in rest range, against a shield, it can do that damage to a shield consistently
First hit is frame 6
Second hit kills almost as early as FSmash
Second hit is safe on shield
Heavily benefits from Luigi sliding
Catches rolls easily
Cons:
First hit kills the latest out of Luigi’s smashes
Second hit requires you to hit with the hitbox behind Luigi, which comes out slowly.
First hit isn’t safe on shield
Applications:
Down Smash is a staple Luigi smash. It’s very fast, strong with the back hit, and does a large amount of damage with either hit. It can also be done when sliding, which increases its range considerably. Also, the first hit can lead into a grab at lower percent (matchup dependent). It accompanies the jab 50/50 perfectly.
Overall Rating:
5 out of 5: Outstanding down-smash to add to an outstanding kit.
Active Frames/Hitboxes:
In game Look:
Pros:
Cons:
Applications:
Overall Rating:
Aerials
Nair (12%, 6%)
Active Frames/Hitboxes:
Frames 3-5 for the strong hitbox, then frame 6-31 for the 6% hitbox
In game Look:
Luigi does a Karate kick! Frame 3, he doubles in size! Frame 4, he shrinks in size! Frame 5, he returns to normal.
Pros:
Frame 3 aerial that has a hitbox that covers Luigi’s entire body.
Strong hit does 12%, weak hit leads into most things, including the strong hit
Covers air dodges, spot dodges, etc. due to how long it lasts (28 frames total)
Kills at later percents
Stuffs most projectiles, even if they happen around Luigi (Dins fire, for example)
SHAir Dodge > Nair is a powerful option
Benefits from being stale
Auto-cancels 5 frames after the hitbox is gone.
Can be used OOS
Fundamental part of Luigi’s kit
Cons:
Doesn’t cover much space around Luigi
Very unsafe on shield if not used while rising
Decent landing lag
Applications:
The grand-daddy of aerials. Nair enables Luigi to create frame traps, break combos, start combos, extend combos, finish combos, and protect himself from projectiles. It can be used as an air-footsies tool, OOS, and option coverage. It does it all… Except hit far around him.
Overall Rating:
o Fair
o Dair
o Bair
o Uair
· Specials
o B – Standard Fireball
o B – Ice Ball
o B – Bouncing Fireball
o Side-B – Green Missile
o Side-B – Floating Missile
o Side-B – Quick Missile
o Up-B – Super Jump Punch
o Up-B – Fiery Jump Punch
o Up-B – Burial Header
o Down-B – Luigi Cyclone
o Down-B – Mach Cyclone
o Down-B – Clothesline Cyclone
· Other
o Grab
o Dash Grab
o Pivot Grab
o Final Smash
o Down Taunt
o Air Dodge
o Side Dodge
o Rolls
· Movement