The Green Machine v. 2.1.1
SSBB
SSBB
By, Amilcar [Locuan] Torres
Do not redistribute this guide or claim credit.
Table of Contents:
I. Updates
II. Terms and abbreviations
III. Introduction
IV. Luigi’s Moves
V. Luigi in Play
VI. Luigi Advanced Techniques
VII. Luigi Videos and Strategies
Read the Terms and Abbreviations area before hand so you don’t get confused while reading the rest of the guide. If you find that anything needs to be added please say so and I will add it to the guide as soon as I can.
I. Updates
1. v. 1.2: Removed the some red font from the guide, highlighted key terms and added some character specific tips.
2. v. 1.2.1: Changed the blue text to yellow. Changed the Color Swap picture. Reply to Thread of my status and when guide update will be available.
3. v. 1.3.1: I completely changed how to play against the different type of users and removed the character specifics that were already placed. After much research I found out that they were incorrect ways of getting in attack range against your opponents and I will be updating them soon. Added the Luigi AT section. Added more information to the Terms and Abbreviations area and updated and added more information to the Luigi's Move area.
4. v. 1.3.2: Added the grabs to Luigi's moves and added the percentile that each move gives your opponents once they connect.
5. v. 1.4.0: Added the first five character specific's.
6. v. 1.4.1: Edited some of the information of the guide.
7. v. 1.5: Updated the guide, made updates to the Luigi's moves section with a better format and added a bit more of analysis. Added more videos and added more Luigi useful AT's to its corresponding section.
8. v. 1.5.1: Added some info on Fsmash angles and on the against projectile users area.
9. v. 1.5.2:: Removed character specifics.
10. v. 2.0:: Added the Range of Luigi's moves. Also, removed a lot of information that was outdated or had to do with matchups etc. Added Luigi moves frame info to the batch.
Also, a lot of text editing....
Magus420 supplied frame data.
11. v. 2.1: Luigi tips for Luigi user's in the introduction area. I recommend reading it for it is, in my opinion, an important topic.
12. v. 2.1.1: Fixed a lot of concepts that were incorrect. I also fixed a lot of grammatical mistakes. Added some terms.
II. Terms and Abbreviations:
1. Spacing: Having decent space between you and your opponent after you had made an attack.
2. Dair: Down aerial attack
3. Uair: Up aerial attack
4. Fair: Forward aerial attack
5. Bair: Backwards aerial attack
6. Usmash: Up smash attack
7. Dsmash: Down smash attack
8. Fsmash: Forward smash attack
9. DI: Directional Influence, this is majorly pushing the analog stick in a perpendicular direction opposite from how your opponents move knocked you back.
10. FB: Forward B button, Luigi’s, green missile.AlphaZealot said:Directional Influence (DI): Will alter your trajectory to help you survive better. Easiest way to do it is to just DI everything that sends you in a somewhat horizontal direction upwards and DI upwards-sending attacks in the same direction as the opponent is facing (or the opposite if they hit you with the back of the attack). Also, DI can be combined with CC to help you survive upwards attacks better. CC the attack and immediately DI once you're hit. The window of frames depends on the attack. At lower percentages, it is usually best to DI away from the opponent, at higher percentages, it is usually best to DI toward the opponent and up, attempting to aim a hit toward the top corners of the kill zones.
11. UB: Up B-button, Super Jump Punch
12. DB: Down B-button, Luigi Cyclone
13. Dtilt: Downwards tilt attack
14. Utilt: Upwards tilt attack
15. Ftilt: Forwards tilt attack
16. WoP: Wall of Pain
17. DOT: Distance opponent travels
18. A random # followed by a %: This can represent a two things. First it can represent the amount of damage a move gave to an opponent. It can also represent the amount of damage you or your opponent have.
19. Knock-Back: The distance a character travels after being hit.
III. Introduction:
A. History in Smash Bros Series:
Luigi is one of the few characters that has been in the smash series since the first game. He has always been a light character, one who is “easier” to knock out the stage if not careful. He is also a “floaty” character, one that takes some time to fall. Luigi has a great aerial game while having a good ground game. Although Luigi has his projectile, Luigi is a close combat player.
B. Get to know your character! Tips for Luigi user's.
A character of basics get to know your character.
I have been seeing a lot of threads lately describing how Luigi’s gameplay is on a standstill. Just because a character does not have fancy advanced techniques does not mean it lacks potential. I have decided to create this guide to highlight (as Luigi mains or players) that Luigi is a character of basics.
In Karate balance is represented in the shape of a triangle. Each point of the triangle being one of the following:
- Basics: Knowing your individual moves and their respective spacing’s.
- Kata: where you perform a series of moves in an orderly and fluent pattern.
- Kumite: To say it in other words a spar. It’s when you face off against another person in order to hone your skills.
In this guide, we will see how to manipulate these three points of the triangle while focusing on Luigi’s game play.
Basics:
Where to start?
Easy. Spacing. This is very important, you have to know Luigi’s moves range. The fundamental concept behind spacing is hitting with the out-most part of a moves hit box instead of the inside of it which can leave you vulnerable for a counter attack. With great spacing one can change the outcome of a match. While in aerial combat, the same concept surges. Basically jump, perform an aerial, and hit with the out-most part of the hit box. Remember to move away from your opponent to avoid a counter attack.
Kata:
From the threads that I have read in the forums, one idea in particular caught my attention. Someone stated, “We are doing the same things over and over again and Dair>Nair is not working and we get shield grabbed…” This is not a problem that the character has; it is a problem that appears because of the player. One cannot be limited to one particular pattern because this will cause you to get predictable. In other words, keep your series of strings, approach options, and game play mixed. Throughout the match vary your move. This way your opponent will be trying to guess what you’re doing and you will have the upper hand in a match. Additionally, try training mode and see what moves can go lead into another, investigate your character and at the same time try them against a friend or opponent.
Kumite:
Luigi's range is not the best, and his recovery is fairly predictable. Ironically, I have seen many videos of people having a very aggressive play style. While everyone develops his or her own play style an overly aggressive Luigi is vulnerable. Try to be a bit more defensive, bait your opponent. Once you see how your opponent reacts to certain situations you can go in for the attack. Wait for those patterns or specific openings that can give you an advantage. Playing patiently is very important. This way you will be sure to see and analyze your opponents play style and know how to accurately react. Remember playing patiently doesn’t mean you have to play defensively all the time.
B. Color Swaps:
Thanks to CyberGlitch for this amazing picture!
IV. Luigi’s Moves:
Credit goes to IGN for the image of the controller.
NOTE: The knock-back rating and ranges are done in a method of x/5 and in stars, *. Therefore, if you see a knock-back rating like so: ** that means the rating is 2/5.
A. Smash Attacks (performed in the ground):
1. Fsmash:
KO move
(14~21%)
Knock-back: *****
Range: ***
Frame Data:
Total: 41
Hit: 12-13
IASA: 29 (only when attack is angled UP)
Luigi does a karate chop that sends his opponents flying. Performed by hitting the C-stick forward or the analog stick forward and A button at the same time. You can change the angle the attack will take while charging the Fsmash.
The Fsmash can be angled upwards, downwards, or just the normal Fsmash.
1. Up angled Fsmash has more knock-back and can kill at even lower percentages! Normally from 85% and above so keep that in mind and remember to angle your Fsmash!
2. Dsmash:
KO move
(16~22%)
Knock-back: ****
Range: ****
Frame Data:
Total: 37
Hit: 5-6, 14-15
IASA: N/A
Luigi does some type of break-dance animation and hits his opponent. Performed by hitting the C-stick down or the analog stick down and A button at the same time. If you walk instead of running and then perform the Dsmash, Luigi will slide along the floor a small distance that will give the move more range.
3. Usmash:
KO move
(12~21%)
Knock-back (vertical): ***
Range:
Back of his head: ****
Facing forward: **
Frame Data:
Total: 39
Hit: 9-13
IASA: N/A
Luigi performs a head-butt that sends his opponent upwards. Performed by hitting the C-stick up or the analog stick up and A button at the same time.
Luigi's Usmash hit-box is larger on his back so if you are facing away from your opponent your Usmash will hit them faster than if they were facing you.
B. Aerials :
1. Uair:
(13%)
Knockback: *
Vertical Range: *
Frame Data:
Total: 33
Hit: 5-11 (Strong 5-7; Weak 8-11)
IASA: 30
Auto Cancel: 19>
Landing lag: 23
Landing lag IASA: 14
Luigi spins around and kicks his opponent in the air. Performed by jumping then hitting the c-stick up or pressing the analog stick upwards and the A button at the same time. It is good to follow this move up with another aerial after you have landed your Uair. Since the knock-back of this move isn't all that great you can easily follow it with another attack.
2. Dair:
(11%)
Knock-back: ***
Vertical Range: **
Horizontal Range: *
Frame Data:
Total: 32
Hit: 10-14
IASA: 29
Auto Cancel: <5 24>
Landing lag: 17
Landing lag IASA: 13
It has 2 hit boxes, when hit normally your opponent will be sent horizontally but when you hit your opponent with the second hit box they will be meteor smashed/spiked.
The hit box to the meteor smash is both in the front and in the back of Luigi. The hit box on his back is located on the animation where Luigi's arms twirl. In front of Luigi, the opponent has to be also in his twirling arm animation but it's easier to aim it with the bottom part of Luigi's hat + arms).
Luigi kicks downward. Performed by jumping then hitting the c-stick down or pressing the analog stick downwards and the A button at the same time. It is also good to use these moves to start move strings as well because at low percents you can follow up a Dair with a couple of Utilt's and an Usmash for an easy 43~50%. Luigi's Dair can also be used to spike. Once you see the feet of your opponent right at Luigi's Nose use your Dair and you will be able to spike your opponent.
3. Fair:
(10%)
Knock-back: **
Range: ***
Frame Data:
Total: 35
Hit: 7-10
IASA: 24
Auto Cancel: 21>
Landing lag: 30
Landing lag IASA: 23
Luigi hits his opponent with his hand. Performed by jumping then hitting the c-stick forwards or pressing the analog stick forwards and the A button at the same time. It is easy to follow this move up with another Fair. You could also follow it up with a Uair.
4. Nair:
Luigi’s Nair has two hit boxes. The first is it’s sweet-spot hit box that appears at the initial frames of the moves animation. The second hit-box is its “normal” hit box that appears after the frames of the sweet-spot hit box have ended.
(14%)
Knock-back: * (“normal” hit box), **** (sweet-spot hit box)
Range: *
Frame Data:
Total: 45
Hit: 3-31 (Strong 3-6; Weak 7-31)
IASA: N/A
Auto Cancel: <2 36>
Landing lag: 14
Landing lag IASA: 11
Luigi does a basic kick. When it connects with Luigi’s opponent it sends his opponent upwards. Performed by jumping then hitting A button. It is best used when coming out of a shield. Short Hopping then pressing A for a Nair rapidly will catch your opponent by surprise and hit him. At high percentages this can be a KO move.
5. Bair:SamuraiPanda said:The last one is my favorite discovery (although it may be common knowledge by now). You can use a rising Nair on an opponent with low -mid percent (before it gets the awesome knockback) and "combo" it into the fire punch. I've been able to KO metaknight from 45% on FD using this. Sometimes you can just full hop a rising nair and up-B directly afterwards, depending on the character and on the percent they are at. Other times, when you knock them a bit high, you can do the same thing, but jump right before the up-B to read DI and/or just get that little distance you need. You can even mix it up and stuff by doing things like a short hop rising nair then jump and up-B after that. In all honesty, the way a person recovers from rising nair (i.e. with an airdodge, good DI, an attack, etc.) will vary between your opponents probably, so it requires you to be able to read them sometimes.
http://www.youtube.com/watch?v=yZhjKgszhVA
(12%)
Multiple Hit boxes
Normal Hit box Knock-back: ** (Can lead to another Bair)
Sweet-spotted Knock-back: ****
Range: ***
Frame Data:
Total: 46
Hit: 6-16 (Strong 6-10; Weak 11-16)
IASA: 37
Auto Cancel: <5 33>
Landing lag: 17
Landing lag IASA: 13
Luigi does a backwards kick that hits his opponent hard. Performed by jumping then hitting the C-stick back or hitting the A button while pressing the analog stick back. If done correctly a Bair can be used as a type of WoP (Wall of Pain). It can also be a KO move at High percentages.
C. Tilts (performed in the ground):
1. Ftilt:
(10%)
Knock-back: **
Range: **
Frame Data:
Total: 37
Hit: 5-10
IASA: 33
Luigi does a forward kick, performed by pressing the analog stick forwards and then pressing the A button.
2. Utilt:
(9%)
Knock-back: **
Range: **
Total: 29
Hit: 5-10
IASA: N/A
Luigi does a weird punch in the air which sends his opponent upwards, performed by pressing the analog stick up and then pressing the A button. Can be used a couple of times at low percentages and can even be followed up with a Usmash when done correctly.
3. Dtilt:
(9%)
Knock-back: *
Range: *
Total: 37
Hit: 5-8
IASA: 35
Luigi does a small round kick on the floor, performed by pressing the analog stick down and then pressing the A button. It also has the ability to trip your opponent.
D. Special Attacks:
1. B:
(6%)
Knock-back: Um would you call it a knock-back? I prefer calling it a stun.
Fireball, a projectile move, its not the best and it does not cover much range. Either way it is a good attack to stun your opponent.
SparkEd's fireball guide link:
http://smashboards.com/showthread.php?t=175919
Feel free to check it out since it is an amazing resource on how to utilize your fireballs correctly.
Frame Data:
Total: 46
IASA: 41
Fireball comes out: 17
Fireball lasts: 48 frames
2. FB:
(5~26% depending on charge, misfire 25% but more knock-back)
normal Knock-back: ***
misfire Knock-back: ****************************************** (seriously it's not an error lol).
Forward + B button, Luigi’s, green missile. Luigi shoots out vertically; it’s a great recovery move-. If you leave the B button held down you can charge this attack up then let go to cover more range and power. There is also the chance that this move comes out super charged. It can be a KO move if this happens.
Frame Data:
Starts charging: 18
Fully charged on: 107
--Upon Release--
Total: 72
Hit: 5-?44
Landlag: Varies; 13-?41 frames of lag
3. UB:
(25%)
KO MOVE!
Knock-back (vertical, sweet-spot hit box): *****
Knock-back (vertical, “normal” hit box): *
Frame Data:
Hit: 6-?23
Landing lag: 45
The Super Jump Punch it is generally known as the favorite move of any Luigi user. It has two hit boxes. The “normal” hit box has little knock-back and will hit Luigi’s opponent for only 1%, it will also leave you very vulnerable. On the other hand, the sweet-spotted hit box has an insane knock-back and will also work as a KO moves after 40% on the majority of characters. Holding up on the analog stick and pressing the B button at the same time performs this move.
4. DB:
(There are a total of 5 hits 2%, 2%, 2%, 2%, 4% consecutively if all hits are connected 12%)
Knock-back: *, ** with last hit
Frame Data:
Total: 80
Hit: 7, 15, 23, 31, 44
Down B-button, Luigi Cyclone. Good way to get close to your opponents and even better as a recovery move. It has the ability to deflect at an angle, cancel, or stun projectiles that are thrown at you. As a recovery tool, simply do a double jump when off the stage then rapidly press DB and keep pressing the B button consecutively to rise up further. This move is affected by in-game momentum.
E. Jabs
-Basic AAA combo (Excellent with jab canceling)
Punch, Punch, Hip...
Jab 1:
Knock-back: minimal
Range: **
Damage: (3%)
Frame Data:
Total: 15
Hit: 2-3
IASA: N/A
Window of the 2nd punch: ?-29
2nd punch starts: 7 (or later)
Jab 2:
Knock-back: minimal
Range: **
Damage: (2%)
Frame Data:
Total: 18
Hit: 3-4
IASA: N/A
Window of the Butt: ?-29
Hip starts: 8 (or later)
Hip:
Knock-back: *
Range: **
Damage: (5%)
Performed by pressing the A button.
Frame Data:
Total: 35
Hit: 5-6
IASA: 32
Total Damage of the three consecutive hits: (10%)
F. Grabs
Default Grab animation Frame Data:
Grab
Total: 29
Grab: 6-7
Running Grab
Total: 39
Grab: 12-13
Grab Attack
Total: 23
Hit: 16
1. Dthrow:
(6%)
Distance opponent travels (DOT) similar to knock-back but I would not call it knock-back knowing that an opponent was actually thrown not hit.
DOT: **
Luigi grabs his opponent and throws him downwards.
2. Uthrow:
(8%)
DOT: **
Luigi grabs his opponent and throws him upwards.
3. Bthrow:
(12%)
DOT: ****
Luigi grabs his opponent spins about 720 degrees and throws his opponent backwards.
4. Fthrow
(9%)
DOT: ***
Luigi grabs his opponent spins 360 degrees and throws his opponent forwards.
5. Grab hits: (3%) Once Luigi has his opponents in his grasp he can hit a couple of times before throwing his opponent by pressing the grab button.
V. Luigi in Play
A. Recovery
1. One of my favorite aspects of the green thunder. Luigi has 4 jumps (in a way) that can be used to make an amazing recovery. Luigi’s green missile is a great recovery move to get closer to the stage along with his Luigi tornado, his jump plus and his Up-B. Let’s set an example:
Situation when Under the stage: You have 92% and you were hit with a smash attack but oddly you survived it! Unfortunately you are way off the stage and normally Luigi wouldn’t reach. So what would you do? Easy use your jump and before the animation ends press DB, then press B consecutively to rise. Then, use the green missile to get close to the stage and finally use your UB. With this you should have made an amazing recovery and have landed safely back on the stage.
Situation when over the level of stage but knocked off:
Usually using the Side + B will do the trick.
Unfortunately, although Luigi's recovery is great for going back on stage, it is fairly predictable so mix and match. Never use a same pattern in order to recover, or you risk becoming predictable.
B. Attack Strings
1. Utilt>Utilt>Upsmash
2. A>UpB: great finisher move. A single [A] attack to stun your opponent and they will be in place for a follow up UpB. This can kill your opponent after 40% depending on his or her characters weight.
3. Bair WoP: This is very situational but can be done with the right timing. First, try and do a Bair and DI away from your opponent. If you hit your opponent with the Bair try and follow him with the same procedure. If you get your opponent off the stage you can use a Bair then jump then follow with another Bair. Once hit you will be able to get a kill or if at low percentages you will have been able to knock your opponent off the stage. Of course this is assuming that your opponent does not have a crazy recovery.
4. jab>grab>Dthrow>Uair.
5. jab>Dsmash
VI. Luigi Advanced Techniques (AT’s)
I will only put the AT's that Luigi can use to his advantage here. Luigi can use a lot of AT's but only some are really useful.
1. Pivot Grab
Luigi's Pivot Grab is not as fast as Fox's or other characters but it is a great way to get spacing between your opponent and a great mind-game tool as well. You can use this to increase Luigi's grab area as well. For more information on Pivot Grabbing please click on the above link.Jewdo said:- Pivot Grab
How to Perform: While running, press Shield + A + backwards (on the joystick) or Grab + Backwards simultaneously.
Effect: Character turns 180 degrees and does a backwards-aimed Grab while sliding in the direction of the initial run.
OP: http://www.smashboards.com/showthread.php?t=161942. Also in a Dojo Update.
2. Crawl Dashing
I still have to mess around with this AT its fun but I can't seem to get a successful use for it.Jewdo said:- Crawl Dashing (Yoshi, Pikachu, ZSS, Snake, Squirtle, Ivysaur, Luigi)
How to Perform: While walking forward, initiate a backward crawl and release. It can also be done while landing from a forward jump.
Effect: Character slides backwards for a distance. During the slide, you can do any attack or action.
Crawl Dash Landing: www.smashboards.com/showthread.php?t=165284
Walking Crawl Dash: http://www.smashboards.com/showthread.php?t=170677
3.ITJ, Infinite Tornado Jump
4. Dash Attack Cancel (DAC)Jewdo said:- Infinite Tornado Jump
How to Perform: Do a Down-B just before touching the ground, and spam B to rise the tornado into the air.
Effect: Luigi regains both his Double Jump and the ability to do a rising Down-B.
http://www.youtube.com/watch?v=vifGh...eature=related
Luigi's DAC is amazing you cover a good amount of distance when performed correctly and it is better than just dashing and Usmashing. If you dash > Usmash the Usmash will stop your momentum and you will perform the Usmash in place. With the DAC you can slide a set distance and not cancel your momentum.
VII. Luigi Videos and Strategies
- Luigi video Thread! Smash Boards Luigi video archive:
http://www.smashboards.com/showthread.php?t=147842
- The Green Reaper - Luigi Combo/Montage Vid By VirtualVoid:
http://www.smashboards.com/showthread.php?t=167594
- FIREPROOF a Luigi Combo video
http://www.youtube.com/watch?v=VoSGsZGFvDM
- Samurai Panda's Luigi Discoveries
http://www.youtube.com/watch?v=yZhjKgszhVA