2014-06-19

"Attributes" section: changed wording, corrected things like suggesting that Luigi has a good approach, that his side-B is a viable kill move, and that down throw is "situational at best". Added more about his recovery and combos.

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Revision as of 21:52, 19 June 2014

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==Attributes==

==Attributes==



While Luigi initially
has the appearance of being
a clone to his older brother Mario, similar to {{SSBM|Dr. Mario}}, Luigi is a [[clone|semi-clone]] of Mario
, primarily due to
differences between their ground
and
aerial attacks
,
unique
moves
to Luigi
, and a variety of different properties between special moves
. Luigi's attributes can also wildly vary from Mario's; Luigi's air speed, dashing speed, and traction are
among
the lowest in the game,
wheras
Mario's are about average; to
support
the idea that the two aren't completely alike, Luigi's
jumping prowess is
higher than Mario's
, further differentiating him from Mario
.
As a result of these varied attributes,
Luigi has the longest and fastest wavedash in the game.

+

While Luigi
may
initially
appear to be
a clone to his older brother Mario, similar to {{SSBM|Dr. Mario}}, Luigi is a [[clone|semi-clone]] of Mario
. Many significant
differences
are present
between their ground
,
aerial
, and special
attacks
(including several moves completely
unique to Luigi
)
. Luigi's attributes can also wildly vary from Mario's; Luigi's air speed, dashing speed, and traction are
amongst
the lowest in the game,
whereas
Mario's are about average; to
further
the idea that the two aren't completely alike, Luigi's
jumps are
higher than Mario's. Luigi has the longest and fastest wavedash in the game
as a result of his low traction
.



Luigi's primary advantage in this regard is his impressive ground
approach
. Luigi's wavedash
is highly conducive
to
assisting in approaching enemies due to its high speed,
and a variety of powerful smash attacks
on the ground makes Luigi amongst
the best
wavesmashers
in the game. His forward smash has extremely high knockback scaling (135; the highest in the game), making it a
highly effectively KOing
move
, and his down smash can act as both
a
combo starter
due to its
upward knockback, as a combo finisher/restarter, or, at
high
percentages, as a
KOing
move
.

+

Luigi's primary advantage in this regard is his impressive ground
movement
. Luigi's wavedash
functions as his primary method of movement on the ground, allowing him
to
traverse large distances very quickly
and
with a great deal of maneuverability. Luigi can combine his excellent  wavedash with
a variety of powerful smash attacks
to produce some of
the best
wavesmashes
in the game
. His down smash is highly versatile, acting as combo starter due to its completely vertical knockback, a juggling move, or as a KO move at high percentages
. His forward smash has extremely high knockback scaling (135; the highest in the game), making it a
powerful KO
move
(if
a
risky one
due to its high
ending lag). His up smash has invincibility on his head and is effective at
KOing
floaty opponents and outprioritising attacks from above Luigi
.



Luigi also has a variety of powerful attacks in his arsenal
. In addition to his powerful forward smash,
Luigi's aerial attacks can
also
wreak havoc
onto
opponents
; his
neutral aerial has high,
upward
knockback, and his forward aerial
is fast,
has
almost no lag,
and
has
high knockback, making it a useful attack
both
for KOing and edgeguarding. In addition to these, Luigi's down aerial is among the most flexible edgeguarding attacks in the game;
in addition
to meteor smash properties, its sourspot has
high,
horizontal knockback, making it a good choice to force opponents off the stage as well. Luigi's
side and
up special
moves
can
also
act as powerful
finishers, particularly
if
the side misfires
and if the
up special sweetspots
.

+

Luigi also has a variety of powerful attacks in his arsenal
; all of
Luigi's aerial attacks
are extremely solid and
can wreak havoc
on
opponents
. His
neutral aerial has high,
completely vertical
knockback
, making it excellent for both starting and continuing combos
, and his forward aerial has
quick startup
and high knockback, making it a useful attack for
both
KOing and edgeguarding. In addition to these, Luigi's down aerial is among the most flexible edgeguarding
/KO
attacks in the game;
its sweetspot, though somewhat difficult
to
land, has
meteor smash properties,
while
its sourspot has
strong
horizontal knockback
similar to high forward aerial
, making it a good choice to force opponents off the stage as well
. His back aerial has good range and works well for setting up edgeguards, while his up aerial is useful for hitting opponents above him and has low knockback which allows it to combo effectively into a down or neutral aerial on floaty opponents
. Luigi's up special can act as
a
powerful
vertical finisher
if
sweetspotted, though it leaves Luigi in a helpless state
and
is very laggy; it is very punishable
if the
sweetspot is missed or the opponent avoids the attack (such as by shielding it)
.



Luigi's grab game is also good. Although his grab range is merely average, it is much longer than Mario's and his aforementioned long wavedash serves as a wonderful way Luigi can extend its reach. His
throw
have many varied uses.
While
his down throw
is situational at best, his forward throw can set up a variety of edgeguards. His
up throw
combos directly
into down smash and is a viable chain grab on fast-fallers at low percentages
. It can also combo into an aerial attack should opponents DI
. His back
throw is possibly his best, with the ability to
set up edgeguards
at low percentages
,
and the ability
to
give almost guaranteed KOs
at high percentages.

+

Luigi's grab game is also good. Although his grab range is merely average, it is much longer than Mario's and his aforementioned long wavedash serves as a wonderful way Luigi can extend its reach. His
throws
have many varied uses.
Both
his down throw
and
up throw
function as combo starters, leading
into
juggles with moves like up tilt, neutral air, and
down smash
; fast fallers such as Fox
and
Falco are generally more susceptible to up throw, while down throw
is
more suitable for floaty characters like Marth. Up throw is also
a viable chain grab on fast-fallers at low percentages. His
forward throw and
back
throws can
set up
a variety of
edgeguards,
with his back throw having sufficiently high knockback
to
function as a kill move
at high percentages.



Luigi's strange variety of attributes, however, acts as a double-edged sword. Despite a highly effective wavedash, Luigi's
approach
without wavedashing is poor
, as
his
low traction leads to
a
variety of long pauses where he cannot easily counterattack
. Additionally, Luigi lacks a particularly useful projectile for use on the ground; his [[Fireball]]s have low hitstun and
non-stellar range
, making them
less useful than others
in the game. In addition, Luigi's air game, despite his powerful aerials, lacks much need synergy with his stellar ground movement due to his low air speed. A very high short
up
and a low falling speed also gives Luigi among the worst SHFFLs in the game, even with his low-lag aerials.

+

Luigi's strange variety of attributes, however, acts as a double-edged sword. Despite a highly effective wavedash, Luigi's
movement
without wavedashing is poor
;
his
short initial dash animation gives him
a
very short dash-dance
. Additionally, Luigi lacks a particularly useful projectile for use on the ground; his [[Fireball]]s have low hitstun
, travel slowly,
and
have high ending lag
, making them
some of the more situational projectiles
in the game. In addition, Luigi's air game, despite his powerful aerials, lacks much need synergy with his stellar ground movement due to his low air speed
. Furthermore, it leaves him highly vulnerable to juggles, as he cannot reach the ground effectively to escape them (this is one of the major factors in his poor matchup with Marth, who is capable of both starting and maintaining juggles on Luigi very effectively)
. A very high short
hop
and a low falling speed also gives Luigi among the worst SHFFLs in the game, even with his low-lag aerials.



Luigi also suffers from a poor recovery. While his two primary recovery moves, [[Super Jump Punch]] and [[Green Missile]] have long range, they are extremely linear in trajectory; Super Jump Punch does not move Luigi horizontally and Green Missile
must be charged to give significant distance. Furthermore, the latter has a fairly long cool down animation in the air, which may cause Super Jump Punch
to fall
short of reach for
the
ledge
.
These
can
be complemented with
the [[Luigi Cyclone]], which
however has limited use
if the
player
is
unable to perform extreme
[[button mashing]].

+

Luigi also suffers from a poor recovery. While his two primary recovery moves, [[Super Jump Punch]] and [[Green Missile]] have long range, they are extremely linear in trajectory; Super Jump Punch does not move Luigi horizontally
at all
and Green Missile
moves him horizontally and then causes him
to fall
significantly during
the
high ending lag
.
The slow and linear nature of these moves make is recovery easy to edgeguard on reaction. He
can
also recover using
the [[Luigi Cyclone]], which
gives vertical and horizontal distance. However, the Cyclone needs to be "charged" before it allows Luigi to rise while using it. The move becomes "charged" when it is completed or is interrupted while Luigi is touching the ground; the charge will be lost
if the
move finishes or
is
interrupted while Luigi is not touching the ground. It also requires intense
[[button mashing]]
to rise (with the maximum height being attained at 14 presses of the B-button per second)
.



Luigi also suffers from being a character that relies heavily on situational attacks and technical gameplay; a majority of Luigi's attacks have to timed properly with a wavedash to be at their most effective
, and missing an aerial or improperly timing a down smash can lead to punishment from opponents
. Additionally, Luigi is over-reliant on wavedashing; a highly effective Luigi player must have perfect control over his wavedash distance. Using a long wavedash
serves
him little good up close
offensively
, and a short wavedash hampers safe retreat. Furthermore,
missing
the wavedash
completely often leads
to
cruel punishment
.

+

Luigi also suffers from being a character that relies heavily on situational attacks and technical gameplay; a majority of Luigi's attacks have to timed properly with a wavedash to be at their most effective. Additionally, Luigi is over-reliant on wavedashing; a highly effective Luigi player must have perfect control over his wavedash distance. Using a long wavedash
does
him little good
for offensive purposes
up close, and a short wavedash hampers safe retreat. Furthermore, the
frequency with which a Luigi player needs to
wavedash
increases the chances of jumping or airdodging accidentally compared
to
other characters, which increases the number of opportunities for the opponent to punish. Despite his mobility, Luigi has few ways to safely approach on the ground, generally leaving him vulnerable to characters with good zoning ability
.

==Moveset==

==Moveset==

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