||-------------------------------|| ||Super Smash Bros 4. for 3DS || ||Luigi Guide | Made by TriTails || ||-------------------------------|| ============================================================================== ------------------------------------------------------------------------------ =================== TABLE OF CONTENTS =================== 1. About the Author ------------------[ABOUT] 2. About the Guide -------------------[GUIDE] 3. Version History -------------------[VRSON] 4. Introduction ----------------------[INTRO] 5. Luigi's Stats ---------------------[STATS] 6. Luigi's Basic Attacks -------------[BASIC] 7. Luigi's Special Attacks -----------[SPECS] 8. Luigi's Final Smash ---------------[FINAL] 9. Luigi's Taunts --------------------[TAUNT] 10. General Strategy -----------------[GENRL] 11. Strategy Against All Characters --[CHARS] 12. Other Modes ----------------------[OTHER] 13. How to Contact Me ----------------[HTCME] 14. Credits --------------------------[CRDTS] ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ ========================= ABOUT THE AUTHOR [ABOUT] ========================= Hey, everyone! To get this straightfoward, my name is TriTails. And this is my very first walkthrough in GameFAQs. Some things that you must know about me is: 1. I'm only allowed to play games only on Friday, Saturday, and Sunday. So I may not be able to update often. I'm obviously allowed on holidays, so... yeah... (Not very good with words here!) 2. English is not my mother tounge. So excuse me if I made some stupid grammar mistake. (To tell you the truth, my grammar score in school seems to be the lowest from the other categories) 3. This game is the first game from Smash Bros series I have ever played. (I lack Nintendo home console here). However, I'm already familiar with the words such as spike, meteor smash, knockback, etc. So I'm not totally newbie at things like this. But I'm not a pro either, so some advice would be awesome! With that done, let's a-start the guide! ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ ======================== ABOUT THE GUIDE [GUIDE] ======================== This guide is intended to cover everything about Luigi. From his stats to strategies. Since there are no story in Super Smash Bros 4. There are no spoilers, except for the unlockables characters. Although, if you have been following every inch of Smash Bros 4. news, then you shouldn't need to worry about getting spoiled. I'll do my best to detail the moves as deep as I can, so expect some long reading there. I got some info from SSB wiki, so I'll include them in the credits. Oh, and by the way, I'm gonna use the default controls in here, like: Circle Pad: Move/Jump your character (Slide the Circle Pad twice in the same direction to dash and slide up to jump or double jump) D-Pad: Taunt A Button: Basic Attack B Button: Special Attack L Shoulder Button: Grab or air dodge in midair R Shoulder Button: Shield or air dodge in midair, slide down on the Circle Pad to dodge, or slide to the side to roll. Both making your character invincible. X and Y Button: Jump Button ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ ======================== VERSION HISTORY [VRSON] ======================== Version 0.5 [30/10/2014]: Completed most of the guide. But still have some missing spots which will be updated as soon as possible! Version 0.56 [31/10/2014]: Updated the guide a little bit, but not much. Fixed some grammatical errors and wrong infos. All characters strategy have been updated, although not much. This is a minor update. The next will be major one I hope. By the way, HAPPY HALLOWEEN! Version 0.7 [08/12/2014]: Has it been THAT long!? Yep, been super busy that I didn't touch my laptop much. I'm still active in here with my Android, but that's it. Anyway, Classic Mode is mostly complete except for the Core Form, fixed some things, added more info in Strategy Against All Characters. Major update as hoped. Version 0.75 [05/02/2015]: My computer broke :(. Oh well. Anyway, lots of rennovations and rewrites in this update (To make it closer to 1.0.4 data). I'm still working with the missing sections, so stay tuned. But my time of playing is stricter than ever... But I'm not going to forget this guide, don't worry! And also, tell me if the Luigi VS every character section needs some rewriting to not being so tall of a text wall! ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ ===================== INTRODUCTION [INTRO] ===================== Luigi, who doesn't know him? Since his first appearance in Mario Bros. 1983, he has been a major character in Mario series. Often, he is potrayed to be cowardly yet heroic at the same time, due to him usually in Mario's shadow. However, in modern times, Luigi isn't shown to be in Mario's shadow anymore. He has been adventuring with the red plumber nowadays, and after his last major ghost-catching adventure, Luigi is back to kick some butt in Super Smash Bros 4.! Yep, and some news, he is now a STARTER. In the past SSB games, he is always an unlockable character. But this game breaks that tradition, making him a starter now. Now, in Super Smash Bros 4. Luigi's play sytle is completely different from Mario's, as they have different stats and special moves. Luigi retains his past abilities in Mario games, having better jump but worse traction from his bro. Some of his attacks may be indentical to Mario's, but the others are completely different. His special attacks, while there are 2 of them have the same name as Mario's, they work completely different. Due to Luigi's is no longer can be considered Mario clone (To me anyway, the strategy I used with them are completely different), I'm not going to list their differences. Anyway, if you have noticed, Luigi got some pretty high learning curve. It took me over 15 battles with Lvl. 9 Lucario to finally realizes his strength, it took me even longer to master him. But thanks to the 15 loses against Lucario and so much practicing, I have finally be able to kick everyone's butt in 1 on 1 battle on daily routine. ----------- Some info: ----------- Victory poses: 1. Flails his arms around rapidly before panting in exhaustion. Similiar to his dash attack. 2. Falling stomach-first on one side, and then suddenly reappears on the other side and falls too. Similiar (Or the exact same...) to his Side Taunt. 3. Luigi faces away from the screen, and then turns around, fingers looking like pistols and says, "Bang! Bang!". (The coolest one in my opinion) Pallete Swaps: 1. Green shirt and hat, dark blue overalls (His normal appearance) 2. Orange shirt and hat, lighter blue overalls 3. Pink shirt and hat, red overalls 4. Cyan blue shirt and hat, dark blue overalls 5. White shirt and hat, green overalls and emblem (His Fire Flower costume) 6. Purple shirt and hat, black overalls (Resembles Waluigi's colors, but his emblem is a purple L instead of upside-down yellow L) 7. Blue-ish? hat, dark blue overalls, yellow-green shirt 8. Yellow shirt and hat, pale green overalls Intro: A Green Warp Pipe appears on the battlefield, while Luigi jumps out of it with hands on the side of his face and hesitantly says, 'Let's-a-go!' Idle Pose: Standing, chest facing the foreground (To the player) no matter what direction he is facing, with hands in front and in the back of his body, twirling slowly. Idle Animations: 1. Pulls his nose, and then releases it 2. Rubs his head sheepishly Sooo.... That done? Let's a-start the guide then! ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ ====================== LUIGI'S STATS [STATS] ====================== - Walking Speed: Moderate Notes: Pretty moderate for walking. - Dashing Speed: Moderate Notes: He dashes on a moderate pace. - Jump Height: 2nd highest Notes: His jump is pretty high. Nice for juggling. - Double Jump Height: High Notes: The height is a bit lower than his first jump, but this applies on almost every character. So it's fine. Nice for recovery and juggling. - Weight: Middle-weight Notes: He is slightly lighter than his bro, but the differences doesn't seem significant. His weight value stands at 97, while Mario stands at 98. That is not significant, is it? - Falling Speed: 5th slowest Notes: He is really, I mean really, floaty. So floaty that, when combined with his speedy aerials, he can attack in the air three times in a single jump. No joke. Combined with his high jump, he is undoubtely a king of aerials. Take advantage of this by smashing opponents to the air and pursue them to death. - Air Speed: 2nd slowest. No joke. (Not counting Shield Shulk) Notes: He is a slowpoke in the air, faster only to Dedede and Shield Monado Shulk. Yeah, he is pretty slow, but hey, it actually helps in his combos, as he will not push foes away for too much. But... try to work out with it anyway. Land on the ground if you want to chase enemies, as his so sloowwww air speed won't chase anyone but Dedede - Traction: Out of all characters, he has the WORST traction Notes: He slides farther than ANY other characters. He slides a lot, I mean a lot and VERY far, but his sliding could also mean he can reach the very end of ledges rather easily. This can be taken advantage as a set-up for his down taunt, but I'm pretty sure only idiots would let themselves hanging on the ledge for long. At least, not long enough to get hit by this high startup lag "attack". And apparently, you'll slide the farthest when you shield thanks to this. So beware of getting pushed out of your punish range. - Attack Speed: Fast (Specials could range from slow to moderate, with an exception of Super Jump Punch, which has almost zero start-up lag) Notes: Majority of his moves come out fast, I mean really fast. Except for his specials. But his basic attacks will make up for it. - Attack Ending Lag: Somewhat low, but for specials, high Notes: Luigi's attacks generally has low lag, save for dash attack. His specials sans Fireball on the other hand... Can leave you horribly vunerable. Don't make punishable mistakes! - Vertical Recovery: Great Notes: Double Jump + Luigi Cyclone (Optional) + Super Jump Punch combo should be enough for you. Remember, if you lost your double jump, Luigi Cyclone won't lift you, and it will do the exact opposite of what you want. Super Jump Punch will leave you vurnerable, so try to grab to the ledge to negate the 'stuck- on-the-ground' part. Changing Luigi Cyclone to Mach Cyclone will greatly increases your chance, but double jump is still needed. Just make sure you don't use your double jump when you know you're going to be interrupted. - Diagonal Recovery: Great Notes: Double jump + Luigi Cyclone + Super Jump Punch (If needed). Fortunately, I have found a way to get the maximum height out of Luigi Cyclone. Double jump (With the jump button) and IMMEDIATELY Luigi Cyclone and mash the B button. You'll rise big time if you succeeds. Just to let you know, Luigi Cyclone can rise him as high as Super Jump Punch, so test out if you actually manages it. - Horizontal Recovery: VERY great Notes: Double Jump + Luigi Cyclone + Green Missile(s) combo could cover some crazy distances, especially when misfire. Changing Green Missle to Quick Missile would increase your distance even more. The normal combo should be enough though. Release your Green Missile when the fumes have stopped coming out from Luigi's head, that means it have reached it's maximum power. Oh, and you can also use Green Missile at the start of the combo. This is to stop Green Missile from getting stupidly stopped from random projectile from nowhere. Green Missile is very easy to mess up, so be careful. - KO potential: Quite high Notes: He has varying kill moves. U-smash, F-smash, D-smash back hit, FJP, Green Missile, Luigi Cyclone, B-air, N-air, B-throw, and D-air... Holy wow, that's a lot. They can kill quite reliably too. - Grab range: Really short Notes: Luigi's grab range seems to be equal with Mario. Very short. But if you go dashing and press L when you're near, you should most likely grab them anyway. I find long grab ranges is much more difficult to use, as the lag, THE FREAKING LAG! Try to use Fireballs to help you. Foes will usually shield against it. Follow your Fireballs as you shoot them and dash grab them. - Grab game: Like, the best? Notes: THE SUPER D-THROW! He can follow up with practically everything with his D-throw only. Heck, it will lead to his combos as well as kills. Use it very often. F-throw can be chained with Green Missile or dash attack, U-throw can lead to rising Luigi Cyclone, which can kill them off the top, and B-throw has the power to kill near the edge. - Tether recovery: No Notes: Luigi doesn't have any attacks than can be considered as tether. Need I say more? - Crawl: Surprisingly, yes Notes: Luigi can reduce his height to like, 2/5 of his usual height. His ability to crawl may be able to get you past airbone projectiles more safely. This can be utilized to dodge some of enemy's attacks. - Overall range: Short Notes: Luigi's attacks aren't that far reaching. He is fighting with his bare hands after all. - Projectile: Luigi has only one, Fireball Notes: Luigi is, again, a head on fighter. You'll need to be near your opponents all the time to do some real damage to them. Use your fireballs to give minor flinch to your opponent, and then bash away. Oddly enough, I've seen people saying that Green Missile is a projectile. It's not, Luigi is launching himself away, and whereas you don't need to give much crap if your projectile is stopped, you'll be hating your live if Green Missile is stopped, especially when in midair. If your opponents manage to stop Green Missile when you are recovering with the smallest projectile that ever existed, you'll most likely fall down to your KO. - Wall-Jump ability: No Notes: Luigi can wall-jump in early release. But unfortunately not in final version. Judging from stats above and his overall gameplay, his powers and weaknesses are... PROS: - Luigi is very skilled in the air, he can rack up big damage while he's on it. Smack your opponents airbound, and then send them flying on the ground. - Luigi's attacks is really fast. They came out absurdly fast, especially his aerials, beefing up his attack skill. - Luigi's recovery is really great. His Luigi Cyclone will provide him nice boost on his recovery. Green Missile will send him flying horizontally very far if you can get the height. Super Jump Punch is much better than it looks. - He has a nice mix-ups between weak but spammable and powerful attacks. Your opponent may just say 'Luigi is really weak, no wonder they put him in low tier' when you're doing aerials. But when you execute your smashes, Fire Jump Punch, or Green Missile, their reaction might change to 'HOLY MACARONI! How I didn't see that coming!' after you just smacked their stocks out to nowhere. He has weak attacks to rack up percentages, and strong finishers to uh... finish your opponents off. - Despite of possesing very short grab range, Luigi's grab game is not to be underestimated. His U and D-throw can follow up with his aerials, B-throw can kill near the edges, his F-throw can throw your opponents off-stage with low enough knockback to allow you to resume the pursuit with your aerials. - Another note on the D-throw, it's probably the best D-throw in the entire game. What? It's just a ground pound. Yeah, well, this is the reason why Luigi's combo game is legimately insane (Along with N-air and U-tilt, which are underatted). Ground pound, then follow up with any aerial of your choice, Luigi Cyclone, or even, the Fire Jump Punch! D-throw to double F-airs is your bread and butter. Use it often. - His falling speed benefits him, as he can spam aerials like no tommorow in the air. He is also less vunerable to combos unlike fast-fallers. CONS: - Some of his attacks leave him horribly vunerable. Like Super Jump Punch or Quick Missile. The former can be countered by grabbing a ledge during fall, while the latter... well, it's much recommended for you to just change to original. His dash attack and Luigi Cyclone also leave him vunerable, use them sparingly. - He lacks range in his attacks, he need to be close in order to deal meaningful damage. - He has bad, I mean, WORST traction in the game. He slides a lot on the ground. This, however, can be easily negated. He has a lot of moves that can be used to cancel his sliding, such as dash attack, Luigi Cyclone, jumping, or even, Green Missile. The last one still involves sliding, but since Luigi is charging, he can let it out for a surprise attack. - He has poor approach options. This can be countered by using Fireballs. You can either Fireball, then Cyclone to them, or Fireballs, Missile to them. Heck, you can even do Fireball + Dash grab. Works pretty well. - He has slow movements. Try to chase enemies on the ground. Luigi's air speed ain't gonna cut it. Luigi has LOTS of KO moves and options: - Fire Jump Punch: Use it sparingly. You can connect and deal massive pain, but miss and you're pretty much helpless for another 5 seconds. Use this when your opponents are LANDING. There is split second of vunerability when your opponents land. Predict their next landing spot and punch 'em! - Green Missile: Charge it up when you can. The uncharged version will net you a measly flinch. But charge it up and expect your opponents flying. The misfire is just crazy, and can kill as low as 50%. - F-smash: Use it after a roll or when your opponent is vunerable. You don't need to charge it fully. A half-charged will do the job pretty well. Heck, even the uncharged version is pretty strong at high percentages. - U-smash: Same case as F-smash here. You can use this to juggle at lower percentages. And finish them off at higher percantages. Half-charged version is good enough, the uncharged version also aren't bad. Go for it when you see the chance. - B-throw: Use it near the edge, can kill at around 140%. Just use it sparingly. - Luigi Cyclone: Apparently, if you manages to land the final hit high up in the sky, you have a pretty high chance to KO your opponent. U-throw + Luigi Cyclone works well, and can actually kill at around 80%! - B-air: Can kill near the edge, again. More likely to kill than F-air, but still, since Luigi's aerials aren't well suited to KO, don't use it like no tommorow. - D-air: It meteors. Combine it with D-throw near the edge for easy and flashy KO. Otherwise, use it mainly as a combo tool (The bounce is neat!) and edgeguarding tool. The horizontal knockback is always useful off-stage. - D-smash: Surprisingly enough. D-smash hits harder behind Luigi. It could potentially KO your opponent. The fact that this is the move you are going to use when punishing your opponents' rolls just makes it even better. Although, when it comes on direct KOing, U-smash or F-smash are better suited for the job. ------------------------------------------------------------------------------ ============================== LUIGI'S BASIC ATTACKS [BASIC] ============================== Here, I will describe Luigi's basic attacks. I will tell you how to execute it, the damage it does, what use it is, and how high the knockback is. Starting now... (Name are custom-made by me. Don't ask me why.) ------------------------------- NEUTRAL ATTACK AND DASH ATTACK ------------------------------- Uh, there are only one combo per category, so might as well merge them together. His neutral attack is pretty useful while his dash attack is really nice for netting you some breathing room. Described below... Neutral Attack: Jab-Butt Combo AAA = 3% + 2% + 5% -> 10% Luigi punches twice before bringing his buttocks out to the enemy. First two hits trap the opponent, while the last one have some moderate knockback. Nice for launching opponents off for a bit. The last hit sends Luigi foward slightly, but it's very insignificant. Useful to get your opponents out of your face for a second. Dash Attack: Flurry Jabs Dash + A = 7 hits; 1% six times and 2% for the last hit -> 8% Luigi frantically flails his arms on his opponents, trapping them before launching them away with both hands. This move actually pretty nice. The hits trap the opponents, and the last hit sends opponents away. Nice 'get-outta-my-face' move. Use it to clear your path when there are multiple opponents around, or get yourself some room. Nice for getting you time to charge your Green Missile. Think of this as a moving, more hits neutral attack. However, do this sparingly, the end lag is horrible. You will get punished if your opponents manage to shield this. So beware. ------------- TILT ATTACKS ------------- They are really hard to execute, especially his U-tilt. Fortunately, I've found out how to execute them properly. I've grown to hate the difficulty to use tilts, but no more now. If you hate tilts, you'll most likely change your mind after you know how to execute them. However, that doesn't mean you should just spam U-tilts and D-tilts all day. Think of these as your attack support. U-tilt: Head Swipe Tilt Circle Pad up + A = 6% Luigi swipes his hand just above his head. Okay, so far, this is one of the hardest move to pull off. If you've been struggling on how to execute this, then read on. First, stay still. You don't want to use Side Tilt when your opponents are about to fall for your potential combo. Worry not, however, this will only take a split second. Next, hold the Circle Pad VERY slightly up. Just slightly, or else you'll do a shorthop. Don't push too fast, you'll most likely just shot off the Circle Pad far from you want it. Next, spam A and see if this succeeds. I found this method myself, so I'm not stealing without any permission or what. Low to mid knockback, useful for U-smash substitute. It has lower range, mind you. However, with the method above, you can just abuse your U-tilts and make your enemy eat up the damage. At mid to higher percents, this can also be used as an D-throw substitute, so use this smartly! S-tilt: Chest Kick Tilt Circle Pad to the side + A = 8% Luigi kicks his opponent with a chest-high kick. THIS MOVE CAN BE ANGLED How to use this: Simply walk and press the A button while doing so. You'll do a side tilt if you succeeds. Nice flinch move, but it will leave you a split second of vunerability. Use it sparingly, the flinch is about the same as fireballs. Oh, and this move will do some low to mid knockback at higher percentages, so use this move to get your opponent away from your face for a second. D-tilt: Foot Trip Tilt Circle Pad down or duck + A = 8% Luigi brings his back foot to trip opponents. The easiest tilt, duck and press A, that's it. The range is rather... short. And despite of it being named Foot Trip by me, it doesn't really trip opponents at all (At least, in my experience). This will cause some minor knockback that sends opponents slightly upwards. This can potentially mess your opponent up. But beware, you can't do this rapidly, unlike some other D-tilts, the ending lag is noticeable. -------------- SMASH ATTACKS -------------- They are insanely useful, two of them are Luigi's best finishers while the other one has good range. Very good knockback, and chargeable. They have little lags, but enough for your enemy to move away, or even, counter attack if you miss. They deal high damages, you can use them as damage racker at lower percentages or finisher at higher ones. Mix them up in combos and your opponents are at your mercy. U-smash = Hard Headbutt Tap Circle Pad up + A = 12% (Sourspotted) and 14% (Sweetspotted) uncharged, 16% (Sourspotted) and 19% (Sweetspotted) fully charged Luigi swings his head upwards powerfully. Sourspot location: Areas near Luigi Sweetspot location: Areas at Luigi's head Mid knockback. Will start killing around 120-130% uncharged. Nice range and can hit opponents right behind you. Can chain at lower percentages. Good finisher when half to fully charged, whilist uncharged version will help on juggles. Use it when your opponent tries to fast-fall. Luigi's head is invincible while performing it, utilize this well. S-smash = Luigi Spearhand Tap Circle Pad to either side + A = 15% uncharged, 21% fully charged Luigi does a spearhand foward. THIS MOVE CAN BE ANGLED High knockback. Will start KOing around 90-110% uncharged. This move is rather different from Mario, and has shorter range. One of Luigi's finishers. Try to use it when your opponent are in vunerable state. So far, this is the second fastest F-smash in the game, so take this advantage into account. It will KO earlier when angled, either up or down. Downwards spearhand deal horizontal knockback, straight spearhand diagonal, and upwards spearhand a bit upwards than the straight version. Angling up is definitely recommended, though, the non-angled version will KO just fine, and the downwards version can somewhat be used to attack enemies trying to hang on the ledge. D-smash = Luigi Sliding Kick Tap Circle Pad down + A = 14% uncharged, 19% fully charged Luigi does a sliding kick. Somewhat originates from Super Mario 64(DS). Mid knockback. Not very best when it comes to KOing. But its range will make up for it. It hits both sides very quickly. If used on the ground, it sends opponents upwards. Use this as a crowd breaker. If your opponents are running circles around you, smash their feet with this. The back hit is stronger, and actually stronger than U-smash! If you manage to catch your opponent with the back hit, they will fly hard. For general, don't rely on this too much, but let the opportunity comes in and try to get them (Preferably, when they are rolling around at the speed of sound (No pun intended)). Punish your opponents' rolls with this. --------------- AERIAL ATTACKS --------------- Luigi's best! He is a king of aerials. So if you ever need to rack up damage, use them. They'll plow through even the hardest opponents. Your main weapon against Master Hand/Crazy Hand and Master Core. They may be weaker than your ground attacks. But they come out ridiclously fast. If you manage to hit your opponent multiple times in the air, they'll be hating it a big time. They have little lags, even when landing. Your best friends when your opponents are just so stubborn on the ground. Launch them to the air and let the percentages rise big time. N-air = Smash Kick (Got nothing creative...) Press A in the air without any influences on the Circle Pad = 12% when the foot comes out, 6% on last frames Luigi brings his foot foward, extending them for a few seconds before retracting them back. HAS SEX KICK PROPERTIES This move is a sex kick. The hitbox last long but grow weaker the longer it takes to hit an opponent. This move, despite kicking foward, will send enemies upwards. Mid knockback. But since it's a sex kick, it will take longer for Luigi to be able to use his other aerial attacks again. You can use this as juggle breakers, but if you opponents have long range (Link, Pit, you name them), it may be wiser to use Luigi Cyclone or Green Missile (To move away from the juggler if you don't know) instead. If your opponent doesn't seem to have long range U-tilt or smash, then kick away. The sourspot actually can also be used as a D-throw substitute, too. Though, more limited, but it's an option. Plus... you can secure a grab if you manage to get them with the sourspot at lower percentages, or a jab combo, or aerials at higher percentages, even Cyclone or FJP, make use of it smartly. U-air = Luigi Somersault Hold Circle Pad upward + A in the air = 7% (Sourspotted), 11% (Sweetspotted) Luigi does a backward somersault, kicking opponents above him. Sourspot location: At the late frames, the area where Luigi finishes his kick Sweetspot location: Every areas in Luigi's legs other than above location Mid knockback. Useful for juggling. Use this, fast-fall, dash to where your opponent might land, jump up, use U-air again, repeat. Another damage racker. Combo starter is also avaliable as an option. This move is speedy, in fact, one of Luigi's fastest aerials, rivalling F-air in speed. If your opponent simply just flinch from the attack. Use B-air to tell them you're not done yet. F-air = Luigi Chop Hold Circle Pad foward + A in the air = 9% (Both sourspotted and sweetspotted) Luigi does a karate chop in front of him. Sourspot location: At earlier frames, right above Luigi Sweetspot location: Every areas in Luigi's hand other than above location Low knockback, but spammable. One of Luigi's fastest aerial. It may be weak, but its speed will overshadow its lack of power. You can connect 2 or even 3 of this in a row in low enough percentages. However, its knockback is really weak. Do not try to kill with this, unless you pushed your opponents so much that they're like, 2 metres away from the blast line. Seriously, suit this as damage racker. Luigi's aerials aren't meant to KO at low percentages. Oh, and no Ken Combo with Luigi even though he has the needed things: A low knockback F-air and a D-air that hits downwards. His high double jump height really restricts him on doing so. So it might not be wise to try. D-air = Luigi Drill Hold Circle Pad downward + A in the air = 8% (Sourspotted), 10% (Sweetspotted/ Meteor hitbox) Luigi spins his legs below him. CAN METEOR SMASH (Hit the opponent around his ankles. If you hit it at the end of Luigi's legs, it will instead do a horizontal knockback) Sourspot location: At late frames and/or the end of Luigi's legs Sweetspot location: At earlier frames, near his ankles Mid knockback and decent speed. It will usually send opponent horizontally, but if you manage to hit it right, it's a meteor smash. Try to use this from the side rather than from above, unless you want to jugglebreak. Hitting it from the side has better chance to meteor smash. Be careful, you're vunerable from attack above you. You may want to get some breathing room so you know you're not gonna be interrupted. Even if it doesn't meteor smash, the horizontal knockback is always useful. Combine this with D-throw for easier uses. B-air = Straight Back Kick Hold Circle Pad backwards + A in the air = 14% sweetspotted, 8% sourspotted Luigi kicks backwards in the air. Sourspot loaction: Late frames and/or the very tip of Luigi's legs (The VERY tip) and around his femur Sweetspot location: At earlier frames, other than the very tip of Luigi's legs and his femur High knockback. This move is strong, in fact, the strongest of Luigi's aerials, both in damage and knockback. Really nice for edgeguarding, and kills reasonably at around 120%. Very damaging (Whooping 14%!) and strong. Great for killing. ---------------- GRAB AND THROWS ---------------- His grab game is great! U-throw can connect with rising Cyclone (A potential KO option), B-throw can kill, F-throw... is just there, but his D-throw... I rate it 1000 out of 10. Yes his D-throw are one of the reasons why Luigi's combo game is insane. USe it VERY often. Grab = Luigi Grab (Nothing creative again...) L button = Uh, does zero damage Luigi grabs foward with one hand. This is Luigi's grab. I feel I don't even need to explain how it works. Luigi streches his hand out, get opponent in your grasp, and pummel or throw them. This step need to be done before you can do any throws, obviously. Pummel = Grasp Headbutt Grab + L or A button = 3,2% Luigi headbutts his opponent while clutching them. Quite slow. This move is quite slow. But you can at least land 2 of them at around 100%. That's 6,4% damage to start, and proceed with your throws. It's slow, don't overuse them unless you know they're not gonna break free soon, and throw them. They're yours. U-throw = Upward Launch Grab + Push Circle Pad upward = 8% Luigi throws his opponent upward with both hands. Mid knockback. Follow them up with aerials. Luigi Cyclone will also work well. Mix things up, as usual. Nothing much to say except plow them with aerials. Not very suited for KO. F-throw = Spin Throw Grab + Push Circle Pad foward = 9% Luigi spins once before launching the enemy away foward. Low to mid knockback. Not very useful, except to throw your opponents off-stage for edgeguarding. May lead to his dash attack. D-throw = Forceful Pound Grab + Push Circle Pad downward = 6% Luigi quickly puts his opponent on the ground before forcefully ground pounds them. Low knockback. It is Luigi's best throw, because you can follow up with like ANYTHING but some moves. Seriously, an extremely good combo starter. You can land double F-air with this, and MUCH MORE! You can even follow up with a midair Fire Jump Punch! Yeah, there are gigantrous combos you can pull out with this single throw. Use it VERY OFTEN. B-throw = Super Spin Throw Grab + Push Circle Pad backward = 10% for grabbed opponent, 6% for Area of Effect (AoE) Luigi spins his opponent several times and throws his opponent backward. Mid knockback. It is the only throw that can KO reliably near the edge, around 130-140%. Use this when you seem can't land a smash attack to your opponent. While spinning, any opponent who get caught in the spin will recieve minor damage and knockback. Pretty nice 'getoutta my face' move, also. Oh, and it does AoE damage, meaning the other opponents who get near you when spinning will take 6% of damage and will be knocked back. This is useful in likes of Team Battle at least. -------------- OTHER ATTACKS -------------- This is about other attacks that isn't in any categories above and specials. They are pretty useful, but slow. Use them when you're positive it's going to connect. Floor Attack = Floor Breakdance Downed + A button = 7% Luigi peforms a quick breakdance before getting back into his fighting position. Low knockback, and slow. But it has the range, and hits both sides. I honestly doesn't use this move very much. As I'm very rarely downed due to air dodge spam in midair. Try not to be downed at all. Use this as a surprise attack, but don't overuse it. Ledge Attack = Ledge Breakdance Grabbing on a ledge + A button = 7% Luigi gets up and peforms a quick breakdance. Low knockback, and once again, is slow. This move is pretty much the same as his floor attack. I usually jump when grabbing on a ledge, so you can land your aerials on midair opponents easily rather than trying to get them with this slow attack. Again, use it wisely. Trip Attack = Trip Punch Trip + A button = ?% Luigi slowly gets up and punches both sides. Low knockback, again! This move is slow, again! This is not very useful, AGAIN! God, those three moves are basically the same on stats. This move is even slower than the other two. It's better to roll than using this move at all. Unless you're fighting Diddy Kong, you most likely won't even trip at all. Thanks to the removal of accidentical tripping from Brawl, you won't be messing with this move a lot. Trip Attack 2 = Trip Kick Trip + A button = ?% Luigi slowly gets up and kicks both sides. Same case as Trip Attack one here. The only difference is that Luigi kicks, not punches. Aside from that, read above. ------------------------------------------------------------------------------ ================================ LUIGI'S SPECIAL ATTACKS [SPECS] ================================ Luigi's special attacks, unlike some of his basic attacks, is completely different from Mario. Despite some moves have the same name as Mario's, they work completely different. His custom specials are also completely different. In fact, his special attacks is the most noticeable different between the two. Here I will list all of his special attacks, their usefulness, knockback and whatnot, and custom specials as well. -------------------------- Neutral Special: Fireball -------------------------- Press the B button without any influences on the Circle Pad = 6% Luigi fires a bouncing fireball out of his bare hands. It will bounce regardless if there's even any ground below. Eh, only a slight flinch is caused when it connects, but it's spammable. Very much unlike Mario's, it isn't affected by gravity. And if it goes off-stage, it will bounce on thin air. It also goes for a fixed range, not like Mario's. However, it is stronger and MUCH faster (Like, twice the rate?). Use this sparingly on characters who have refelctors though. A little flinch of you may be enough for them to set a counterattack, especially when you shot your fireballs near them. Remember, it can only go so far. ---------------------------------------------- Neutral Special 2: Bouncing Fireball [CUSTOM] ---------------------------------------------- Same as above = 6% when it hasn't bounced yet, 5% when it has bounced once, 4% when it has bounced twice or more Luigi fires a bouncing fireball that is affected by gravity. The exact same move as Mario's normal Fireball. This move is basically Luigi's version of Mario's neutral Special. The fireball will no longer bouncing on thin air and instead bouncing on real ground now. The damage varies depending on how many times the fireball has bounced. This means it no longer has fixed range, but it can't be used as double jump canceler because of it's affected by gravity. At least, not reliably. I honestly find the regular fireball is more useful, but pick this up if you want the better range. It will only cause a slight flinch upon contact if you're that desperate to know. ------------------------------------- Neutral Special 3: Ice Ball [CUSTOM] ------------------------------------- Same as above = 4% Luigi fires a slow, floating, and big iceball out of his hand. This move can freeze opponent at 39% or above. Ooookay, this is rather different from the other two. Instead of bouncing, the iceball will instead goes straight above the ground. It is SLOW (Sonic will laugh at this move), has short range (About the same as Luigi's normal Fireball), and is weaker (Always deal 4%). The thing is, it's ice. If you manage to hit it with opponent who has at least 39% of damage, it will FREEZE them, trapping them in a big ice chunk for a short while. Although, your opponent will most likely break free before they even touched the ground (When your opponent is freezing, they will bounce slightly upwards). This move's weakness is it's SLOW, I mean, VERY SLOW. Use it on the likes of Sonic or Fox, and you're just hitting the thin air. Even slower characters can escape this move with little problems. The thing that your opponents need to be wary of that, it can freeze them. So it can be quite annoying (For them) if they're setting up a good combo. You can also use this as a 'shield' from close combatants or projectiles since it stays pretty long, enough for you to at least escape. ----------------------------- Up Special: Super Jump Punch Fire Jump Punch ----------------------------- Push Circle Pad upward + B button = 1% Super Jump Punch (Sourspot), 25% Fire Jump Punch (Grounded sweetspot) 20% (Aerial sweetspot) Luigi uppercuts perfectly upwards. Hits opponent once and deal a very underwhelming 1% of damage. If you manage to sweetspot it though, it will turn to a deadly Fire Jump Punch that deal a rocketing 25% of damage! CAN BE USED AS VERTICAL RECOVERY Sourspot location: Lots of areas in Luigi's range, other from below Sweetspot location: For only one frame, before Luigi takes off, just above his fist and near his face (But NOT his face!) Ah! Luigi's version of Super Jump Punch! His version is rather different from Mario's. Where his brother jumps diagonally, he instead jumps perfectly vertical instead. It has no horizontal power when going up, but when you enter the helpless mode, you can obviously move left or right. This move is best mixed with Green Missile as Luigi can't grab ledges during his Side-b. Nice vertical power, and if you combine it with double jump and Luigi Cyclone, you can rise big time. This move, unlike Mario, will only hit once. If you're thinking that one hit is powerful, you're dead wrong. It will hit for 1% of damage with very slight flinch, just like earlier hits of Mario's version. So it isn't suited as an offensive move at all... is it? Wellll, do this steps, get near an opponent and execute Super Jump Punch right in front of their face. The result? PWAAANNGGGGGGGG!!!!! Your opponent will explode and go straight up at incredible speed and knockback. Yep! You just executed the mighty Fire Jump Punch! Fire Jump Punch is actually a sweetspotted Super Jump Punch. It's Luigi's most powerful move. It can KO Bowser around 85% or something. Yep, it's powerful. However, you'll want to avoid crazily using it all the time, as missing the sweetspot will just deal 1% of damage and give you 4 seconds of vunerability. Use it on big characters (Bowser and the others) but for smaller and faster characters(Sonic, Kirby, you name them) don't use it recklessly. It is best to use after your opponent lands. There will be a split second of chance. After a roll is good too. When your opponents are horribly vunerable? Even better. Go for it when you see the chance, but mind the risk. The aerial version has the sweetspot slightly bigger, but it' power is reduced a bit. It deals 20% instead, and has weaker knockback. ------------------------------- Up Special 2: Fiery Jump Punch ------------------------------- Same as above = 1% (Sourspot), 18% (Grounded sweetspot) 15% (Aerial sweetspot) Luigi can now sweetspot this move easier, at the cost of power. Luigi will also rise shroter height. CAN BE USED AS VERTICAL RECOVERY Sourspot location: Read above Sweetspot location: Around the same as above, but only bigger (Twice as big, I believe) 2 words. NOT. GOOD. You sacrifice damage and height you rise for a bigger sweetspot. I honestly doesn't find the sweetspot area expanded very much. The damage you cause is lower, and the height you rise is just bad. This move will nerf Luigi's recovery big time, and I prefer the original over this. However, the less height means less lag time. But really, not worth it. ---------------------------- Up Special 3: Burial Header ---------------------------- Same as above = 1% going up, 8% going down Luigi loses his Fire Jump Punch, but he now falls much, much, faster. When he falls, he can damage his opponents. If he hits an opponent on the ground, that opponent will be buried. You will also get up much faster when landing. CAN BE USED AS VERTICAL RECOVERY Unlike other two, this move doesn't have any sweetspot. Instead, when Luigi start falling down, he will falls much faster, damaging any opponents in his path. If you hit a standing opponent, that opponent will be buried. You'll also get up faster, almost completely negating the ending lag. This move is actually very nice. You could win a 1 V.S. 3 battle by spamming this and your smashes. You can hit twice on the air, dealing 16% damage! It's much better than the original in terms of versatility. However, miss the ground and it will almost net you a SD. Luigi can grab the ledge during fall, but heck, you can barely get any horizontal power from this. Most of the time, it's not a big deal, so don't worry overmuch. ---------------------------- Side Special: Green Missile ---------------------------- Push Circle Pad to the either side + B button = 6% (Sourspot) 9% (Sweetspot) uncharged, 21% fully charged, and 25% misfire Luigi charges up his energy, even producing some fumes out of his head. When the button is released, Luigi will fly foward with speed and power depend on how long is the charge, and if it's a misfire. This move has 1/10 chance of 'misfire', where Luigi will explode, going very far and with fearsome power and knockback regardless of the charge. CAN BE USED AS HORIZONTAL RECOVERY Sourspot: Uncharged only, at the start of the move and the end of it Sweetspot: Uncharged only, at the middle of the move This move is very complicated. This is going to be a long read, I warn you. I will do my best to detail this as deep as possible. So bear with me! Okaaay, to start things off. This move can be charged by holding down the B button. The longer you charge, the longer you'll fly and the more power it has. If you're charging on the ground, charging past maximum (When the fumes have stopped coming out of Luigi's head (Wait, how'd it even come out anyway?) for a few seconds will cancel out the attack. Luigi will pant before getting back to his fighting position, leaving you extremely vunerable to attacks. This, however, will not happen when you're charging in the air. Although, unless there's a ground below you, it is very recommended to release it as soon as the fumes have disappeared. Remember, Luigi will still falling in his normal falling speed in the air, so if you're recovering, try to release it when the charge is just enough to get you back to the stage, or at least, sending you to the ledge, so you can use your Super Jump Punch here (Luigi can't grab ledges during Green Missile). If you have practiced this move for a bit. You should have the gut feeling when the charge is enough. I speak from experience here, and they say experience is the best teacher, so practice up! The knockback varies. The uncharged version may only deal a simple flinch. But the fully charged version will smash your opponents to the blast line if their damage is high enough (Around 90% to 120% is enough). A misfire... God, the knockback may rivals even the Fire Jump Punch's, even if it doesn't look like it. Ah! The misfire! Yes, this move have 1/10 chance of misfiring. When misfiring, Luigi will 'explode' sending him very far away with crazy knockback. It's much more powerful and faster than a normal fully charged version. This move will deal a whooping 25% (Same as Fire Jump Punch), and opponents who get caught in it... Well, you know what I'm going to say. This move also has fixed stats regardless of the charge. Oh and for you Melee owners, don't worry, this move won't screw you as much as it did in that second installment. I don't own a GameCube, but I heard that a misfire will send you longer distance than Final Destination stage o_O. No, it has been tuned down in this game. So don't worry much. Sometimes, if you half or fully charged (Or a misfire) a Green Missile and there's wall in front of you, Luigi will get his head stuck in the wall, forcing him to full himself out. His body will, however, bounce up and down before he can actually pull himself out, leaving himself vunerable for a few seconds. Remember, this will NOT bring back your double jump. This may not be useful at all in recovering, as if you got your head stuck in where Super Jump Punch couldn't save you, then it'll be a KO (Or SD) anyway! Oh, and some tips on recovering, DO NOT LET A PROJECTILE GET CLOSE TO YOU WHILE YOU'RE FLYING! Green Missile has high priority, yes. But a single projectile will stop you from flying any further. And it'll be a few seconds before you can use your Green Missile again. And for that few seconds, you're falling. This move is extremely vunerable to gimping. Try to double jump + Luigi Cyclone before you use this. You can at least gain some altidute before using your Green Missile. You can also use Green Missile without double jumping, then use Luigi Cyclone afterwards. Remember, try to stay high. Green Missile require charging in order to actually gain any meaningful distance for you. Mix Luigi Cyclone and Green Missile to confuse your opponents a bit, it'll help. Oh and if you haven't noticed, Green Missile is actually one of Luigi's KO move. If you're trying to edgeguard with this and connect, expect your opponent flying to a distance where it will be very hard, if not impossible, to get back to the stage. Try to charge it when you can, the uncharged version will do naught for you when it comes on KOing. Also, the misfire will surely teach your opponents not to mess with Green Missile. This move also has sourspot and sweetspot when uncharged. Sourspot deals 6% and less knockback, while the sweetspot deals 9% and more knockback. The sourspot lies at the beginning and the end of the move, while the sweetspot lies at the middle of the move. Yeah, pretty wierd, but this is unlikely to alter your playsytle anyway. ...Is that even a single move description? That's a whooping 8 paragraphs! This move is just crazy on complication. But, hey, at least I cracked the deepest detail I could write! That's good enough for you, isn't it? --------------------------------- Side Special 2: Floating Missile --------------------------------- Same as above = 5% uncharged, 18% fully charged, 23% misfire Luigi now flies on a perfect straight line, increasing it's accuracy in exchange of damage. Luigi will also charge up much faster. CAN BE USED AS HORIZONTAL RECOVERY This move is basically the same as Green Missile, but it will fly in a perfectly horizontal line. While it deals less damage, the charging time is unbelieveably FAST! You only need like, mere 3 seconds to reach your limit. Useful for recovery, but I think it deals less knockback. When I knew this move charging time, I was like "Wait, WHAT IN THE WORLD!?". The charging time will beef your recovery big time. If you don't mind the damage, pick this up. ------------------------------ Side Special 3: Quick Missile ------------------------------ Same as above = 9% uncharged, 20% fully charged, 20% misfire
Luigi now flies farther, but if you will slide longer and farther on the ground. The damage also has been lowered down slightly. CAN BE USED AS HORIZONTAL RECOVERY Same move as Green Missile, but it will cover longer distances, beefing up Luigi's recovery. In exchange, it will lower down the damage slightly and Luigi will slide on the ground more. We all know Luigi fails at traction, and this just made our day. Oh, and you Melee owners, FEAR THIS MOVE! A fully charged version will send you LONGER distance than Final Destination. Nope, the fully charged version. Not the misfire... yet. This move can easily SD you. Use it when you know you're gonna connect. You'll be paying a big price if you misses, and it will most likely not you sliding on the ground anymore, but instead you flying to the blast line in 4 seconds. This move is evil on accuracy. I honestly pick the original over this one. It also has lowered damage, nerfing this move even more. Complicacy goes to Green Missile's place as you might expect. FINALLY! I covered all Green Missiles! That was absurdly long. ---------------------------- Down Special: Luigi Cyclone ---------------------------- Push Circle Pad downward + B button = 1%, 2%, 1%, 2%, and 3% last hit -> 9% Luigi spins his body with his arms extended, trapping opponent inside the whirlwind and then push them out afterwards. CAN BE USED AS DIAGONAL RECOVERY CAN METEOR SMASH (Hit them while rising) This move is very solid. If you manage to connect, your opponent will be trapped inside the whirlwind while taking constant damage and the last hit is the most powerful and has some knockback. The thing is, if you hammer the B button while spinning, you can actually gain height. I recommend every time you got knocked off-stage, you double jump and use this move, first. Oh, and also, if you're falling, you must press the B button 12 times a second in order to rise. No, I am serious. 12-14 times A SECOND! Only little Luigi mains has manage this so far, and it's really hard to do on a 3DS. This move can also meteor smash. Use this from below while rising. They will slowly fall through the Cyclone and soon they'll find themselves free-falling. the meteor is very weak, however. But this is can potentially mess them up! Try to use this as an edgeguarding tool by, run over the edge, rise with this and bump to your opponents. Yeah, it works sometimes, but don't rely on it overmuch. You can use this as a follower too! Use your U or D-throw (U-throw recommended) then jump and use Luigi Cyclone while mashing your B button. Your opponent will be trapped inside while you're carrying them upwards. The last hit is a vertical knockback, so if your opponent is damaged enough, you can potentially KO them. This move, however, leave Luigi vunerable after the last hit. So if your opponent manages to shield it (Which isn't rare), you'll be wide open after the hitbox ends. The lag in midair seems shorter, you could follow up with a Green Missile rather quickly. Also, if you're fighting multiple opponents, use this as a party-crasher. When your opponents are punching each other, spin to them to immediately send them flying. This is especially useful on two fighters as one (Rosalina & Luma or Olimar). Learn it's versatility well. It can save your butt a lot of times if you use them right. ----------------------------- Down Special 2: Mach Cyclone ----------------------------- Same as above = 6% at the end Luigi now rises much higher, but the earlier frames pushes opponents back. The only hitbox is at the end. CAN BE USED AS VERTICAL/DIAGONAL RECOVERY This move will rise Luigi much, much higher. Making it a solid recovery move. It doesn't have a hitbox at the earlier frames though. When Luigi spins, instead of trapping them, it will push them instead. The only hitbox is at the end, dealing 6% damage. Very useful as either vertical or diagonal recovery. Equip this when you know you're going to be send diagonally downwards a lot (Again, Master Core Sword Form). ------------------------------------ Down Special 3: Clothesline Cyclone ------------------------------------ Same as above = 8% per hit Luigi now spins very powerfully. Instead of trapping opponnents, it will knock them back instead with fair damage. Increased damage and knockback, but is slower and you cannot float with it. This move, unlike others, cannot be used as recovery. You cannot float with it and it's slower. But the damage is increased a ton. It will knock opponents for 8%. Sure, it may seem low. BUT, if you manages to hit your opponents multiple times, you can actually deal damage that rivals Fire Jump Punch itself (If you hit three times, you will deal 24%). The knockback at the end is just crazy, it will send opponents upwards with such crazy knockback. Mind its risks though, you can't use it as a recovery move, and you move slower. This is useful on the likes of Smash Run, but count this out on the likes of Classic Mode. You'll need your recovery there. ------------------------------------------------------------------------------ ============================ LUIGI'S FINAL SMASH [FINAL] ============================ ------------------------------------- Luigi's Final Smash: POLTERGUST 5000 ------------------------------------- Press B button with no influences on the Circle Pad AFTER breaking a Smash Ball = 30% when containing, 10% when launching The Poltergust 5000 from Luigi's Mansion: Dark Moon suddenly appears on Luigi's back. Luigi will then proceed to suck his opponents in by spinning in a circular motion. If he manages to trap at least one opponent inside, he will launch them diagonally upwards VERY powerfully. THIS IS IT! Luigi's Final Smash! Well, for you Brawl owners, if you were expecting Negative Zone, no, it has been replaced with Poltergust 5000 from Luigi's last major adventure: Luigi's Mansion: Dark Moon. This move is a little on complicacy side, so bear with me! Ooookay, first, Luigi will proceed to suck his opponents in after you press the B button. The thing is, he will spins in rather a wierd one-half circular motion. He will suck in front of him twice, and behind him once. If he manages to trap at least one opponent inside, he will send them flying diagonally upwards, potentially KOing them. This move is, as a Final Smash, is really powerful. If you manages to shot your opponents when their percentages is at least 40-50% (Not including the contain part), they will be KOed, or at least, nearing the blast line for heavier characters (Bow... do I need to say that again?). This move is just crazy on knockback. Sure it can't be a OHKO like Marth's or Lucina's Critical Hit, but it is powerful enough to KO at low percentages effortlessly. You need to be careful though, try to group your opponents before jumping to the middle of the crowd and using this. If you're in a 1 on 1, get right in front (Okay, you don't need to be THAT close) of their face and use this. The radius of this move is just incredible, unless you're really far away from them (Which you must not use this move to begin with), they'll most likely get caught inside the vaccum. If you fail to trap anyone though, Luigi will spin in confusion at the end, but it's completely irrelevant because Luigi is entirely invincible during the attack. Some kind of funny though. Overall, this move can be a really good comeback, as the launching part will most likely KO opponents. Be smart with it, and make your opponents fear this mighty vaccum cleaner and ghost buster! ------------------------------------------------------------------------------ ======================= LUIGI'S TAUNTS [TAUNT] ======================= This section will list all Luigi's taunts. There are 3 of them, and one of them holds a hidden ability. I will describe them here along with their duration. ----------------------------- Up Taunt: Luigi's Randomness ----------------------------- Press up on D-Pad = No hitbox Duration = Long Luigi does a variety of poses in order, they are: 1st pose: Luigi does a V-sign to the screen. 2nd pose: Luigi points sideways with a look of horror on his face. 3rd pose: Luigi puts his hand below his nose, similiar to an artwork from Mario and Luigi: Superstar Saga. 4th pose: Luigi crouchs, facing away from the screen. A sad face can be seen if you see closely enough. 5th pose: Luigi puts his hands on the side of his head with a look of horror. Similiar to his pose in the cover of original Luigi's Mansion This taunt is the longest of Luigi's taunts. The poses he strikes is pretty random (That's why I gave it that name) as the poses doesn't seem to be connected at all with the other poses. But if you plan on snap a photo, this taunt is the best. Such as the 5th pose when your opponent tries to attack, or third pose when your opponent is using a cool attack, etc. Be creative about it. Although, make sure you don't use this too often, as you're completely vunerable to attacks, unless you're trying to take cool photos and don't care if you win or lose. If one listens closely, he will say something like, "Hah hi hu hey hoom!" -------------------------- Side Taunt: Luigi Balance -------------------------- Press either side on D-Pad = No hitbox Duration: Moderate Luigi leans slightly foward, with his hands on the side of his body. This will cause Luigi to fall and land on his stomach. But Luigi will balance himself back to his standing position, allowing him to continue the fight afterwards. I don't really use this as a photo pose, the up taunt will do better job. Although, this taunt is also pretty funny. This taunt actually inspired his character artwork in SSB4! This taunt also is one of Luigi's victory poses. Again, if you listens closely, he will say something like, "Pow pow!". ----------------------- Down Taunt: Luigi Pout ----------------------- Press down on D-Pad = 2% Duration: Moderate CAN METEOR SMASH (Make sure Luigi is at the very end of the edge (Thanks to his low traction, this is much easier to manage) AND the opponent is hanging on the ledge AFTER the invicibility frames are gone.) Luigi lightly kicks on the ground while sighing. This taunt actually have an hitbox, detailed below. THIS is the hidden power I was talking about! This move actually can hit opponents, making it one of two taunts that can damage opponents (Now, Greninja can too). It will do seem-measly 2% damage with really, REALLY short range. It will, however, knock opponent pretty powerfully downwards A.K.A. a meteor smash. If you use it on an opponent sitting on a ledge, this move is a guaranteed KO. The opponents the same distance and speed, no matter if their damage is 0% or 999%. It is the strongest meteor at 0%, thanks to that. However, its long startup and pitiful range really, really, really, I mean REALLY limits its usefulness. Most opponents will be able to run away before Luigi even be able to pull his legs, and only idiots would be leaving themselves hanging on the ledge for too long. If you manage to connect with this kick in serious matches (I did with a lvl 9 CPU once. This may seem like a joke, but that opponent was Zero Suit Samus, NO KIDDING! Really, I DID IT! Sooooo, Zero Suit Samus, not so on agility side now, eh? >:D) you'll want to say that as a lucky shot or your opponents is just an idiot, unless they're REALLY helpless at that time (Luigi's Super Jump Punch...). Although, you'll want to just use the Fire Jump Punch, much more worth it. ------------------------------------------------------------------------------ =========================== General Strategies [GENRL] =========================== Some tips on playing as Luigi: 1. He has a steep learning curve. Don't expect to learn him quickly. Really, he has high learning curve. Not only his physics are awkward as it already is, but combined with his worst traction and floatiness, he is a tough cookie to master. He has few KO moves, and his moves are rather to damage racking side rather than KOing side. It will take a lot of time to at least know him better. Do not expect yourself mastering Luigi in just 2 or 3 days, unless you're a super hardcore gamer who doesn't sleep much. Trust me, it's much better to split up your training time. Don't go practicing him non-stop. Most of the time, the time you can master him is proably 5 days to 1 week anyway. Remember, do NOT use lvl 9 CPU Luigis to see how he works. If you want to, practice with other CPUs. CPU Luigis will never charge up their Green Missile, and just have bad senses at comboing. He may seem like a wimp at first, who can't even KO opponent at moderate percentages. But if you DID train him, you'll know that you've made completely wrong assumptions. He is, in fact, can actually kill without his Fire Jump Punch. Dig to his full potential, and you're pretty much destroying everyone with him. 2. Learn when to use the Fire Jump Punch. Usually, you misses when you try to use Fire Jump Punch if you just keep using it without any strategies. You need to at least know when to use Fire Jump Punch to minimize the risk. It is a powerful move, but the payoffs are huge. The proper times when you can use your fire uppercut are: - When your opponents are landing - When your opponents are suffering through a high ending lag - When your opponents are big sized, either by their original size or through a Mushroom - When your opponents are immobilized and can't move And that's it. Remember, don't go using it recklessly. If you misses, try to fast-fall when Luigi is falling, or land on a ledge to negate the lag. DO NOT using it while your opponent are charging their attacks, especially when they can roll while charging. Even if they can't roll, they can easily unleash their attack, either trying to hit you or to run. Once you misses, you will be a big bullseye for their counter attack. Study your opponent, and figure out which attacks have the most ending lag. It'll help. 3. Know the potential of Green Missile. Green Missile has other uses than recovering than one might think. It can be used as an KO tool (Though, not reliably, since it teleghraps so hard), and it can also be used to escape juggles. It can also serve as an edgeguarding tool (Aiming it is the tricky part), as well as 'SURPRISE!' move. Yep, doing a combo? Send this quick missile at the end, some damage! And also, the misfire kills very early, around 60% or so. However, it is very vunerable to gimping. If you let a single projectile hits you while you're trying to recover with your missile, you'll stop and fall. Green Missile requires charging while still falling, so this will mess you up. Try to use Green Missile after you have gained some height, use Luigi Cyclone to help you. If you haven't used your Luigi Cyclone yet and they manage to stop your Green Missile, use Luigi Cyclone as a comeback. Try not to hit any opponents too, you'll also stop when you do. Practice this move a lot, its accuracy is really bad for beginners. If you misses, you'll be vunerable, but at least not long enough for your opponents to set up an attack quickly. If you run while holding side-b, you'll slide a bit on the ground while charging. This is a good trick, and will surprise your opponents if they are unfamiliar. Green Missile is sure a troll in complicacy isn't it? At least it has the POWAH! 4. Luigi Cyclone is crazy in versatility. Luigi Cyclone, while it gives Luigi's recovery a good boost, can also be used as an offensive. After you use your U-throw, jump and use this while rising. You'll trap your opponent and also force them to rise. The knockback at the end is pretty strong to KO in midair. It will also help on when you're fighting multiple opponents (Free for All, Team Battles, Smash Run... you name them) as it will break crowds very easily if they don't shield. It is also the key on defeating Rosalina & Luma and Olimar as this will separate them up. It's speed on the ground will help, too. It is very versatile indeed, but... It has a weakness, ending lag on the ground. If your opponents manage to shield this, you'll most likely eating up the damage after you're done. Don't go spamming this, you'll be very predictable for them. You may be able to hit them a few times, but once your opponent shields, you'll be in a world of hurt. Although, other than that, this move is really good. It's nice range and usefulness will overshadow its weakness. You'll be dominating the field with this if you use it properly, and make sure you mix it up with your other attacks too! This is useful as a combo finisher, so you know what to do. 5. His aerials... Well, you may have heard this from me at least a thousand times already, but Luigi is a king at aerial combat. He can do 3 aerials in just a jump, and while his aerials doesn't hit very hard, you can spam them in the air, making the usually can be considered weak attack can deal 20% per go (F-air deals 9%, but its low knockback and super speed allows you to spam it like crazy). Be unpredictable by doing different aerials as you're in the air. His aerials also is a bit on range side, beefing up his aerials even more. You can even jump off-stage and smack your opponents with F-air as an edgeguarding attempt. Make sure you don't use your double jump though. You don't want to fall down to your KO just because you can't use your Luigi Cyclone to get back. Beat your opponents to the air, and even the aerial master such as Jiggly will have trouble dealing with you. 6. His smashes have the power. Don't go ignoring them. You don't need to charge 'em. Half-charged smashes are enough to KO your opponents in most situations. His KO options lies in U-smash and F-smash. Use these nicely, and your opponnents will fly non-stop. 7. Grab, grab, GRAB! This is Luigi's main strength in Smash 4. His grab game is insane. Lower percents? D-throw double F-air. Higher percentage? B-throw, or D-throw to N-air/B-air/D-air/Luigi Cyclone/FJP! Yes, his grabs are deadly, and the main reason why his combos so good. Another good thing, you can improvise quite nicely! Freesytle your combos through, and your opponents will be reaching something absurd like 150% in no time! 8. Combos! Lots of combos can be utilized as Luigi, here are some examples (Note, while some of these may be famous, you can say I found most of them): D-throw to... - F-air (15%) and to another F-air (24%) or N-air (27%) - U-air (17%) and potentially F-air (26%) - N-air (18%). Nice KO option - B-air (20%). Great KO option - D-air (16% meteor, 14% otherwise). The meteor can be followed with another attacks! (As long as they don't tech) - Luigi Cyclone (15%). If you rise, you can KO your opponent with this! - Fire Jump Punch (26%). Great KO option, however, do this sparingly! D-throw to D-air meteor to... (Assuming they don't tech and bounce upwards) - F-air (25%) - U-air (27%) - N-air (28%). Also a nice KO option - B-air (Whooping 30%). Great KO option too - Double jumped D-air (26%) - Luigi Cyclone (25%) - Fire Jump Punch (Holy wow, 36%!). Use this sparingly also, it has low chance on succeeding And more! And don't forget, N-air and U-tilt are also decent combo starter. Use those three smartly! (Though, you'll want a D-throw to get the best combos) Other: ----------------------------- Free For All (Battle Royale) ----------------------------- He may not built to fight in a crowd, but Luigi Cyclone will help you clear 'em up. So you can attack them one on one later. It is usually best to wait until they're fighting each other in close combat, and split 'em up with the Cyclone. Also, stay up. His aerials have the range which will help. Try to knock them to the stage hazards if there's any. His dash attack is best suited to this job. Roll often too. You don't want to get caught in the middle of the madness there. Try to not use you Fire Jump Punch. You do NOT want to get hit by all of your opponents after you miss. Green Missile won't pierce opponents, so try to use it when you're fighting someone alone. Be careful here, as you may get KOed 2 seconds after you decided to crash in. Try to make the fight an aerial combat, so you can dominate there. --------- 1 V.S. 1 --------- Here! Luigi now only has one opponent to focus on. Bring out all your skills here. Luigi is well built on ground and aerial combat, but he is mainly an aerial fighter. Combo them to rise their percentage like no one's business. When you racked up enough damage, smash them with one of Luigi's KO moves on the ground. Luigi's KO moves need you to be on the ground so you can actually set them up properly. If you plan on finishing your opponent in the air, try using B-air or force them up with Luigi Cyclone. You'll want to stay up when you're fighting someone like Little Mac. But, that doesn't mean you should ignore his ground combat skills! He is, in fact, can be quite dangerous on the ground. His smashes (Especially U-smash) are very fast and have some good range (His F-smash may be an exception though... It has pretty short range, but it is powerful). His Green Missile and Fire Jump Punch requires him to be on the ground for much better accuracy. His throws can lead to his aerials, and his normal attacks are quite nice. Mix things up. Your opponent who know little about Luigi will expect you to run to them and use your fire uppercut, because they think it is his only 'reliable' KO move. Show them they're wrong by headbutting them with your self-missile once or twice. They'll regret it. ------------ Team Battle ------------ Luigi, while he is strong in aerials, lacks KO moves. He is also rather slow and lacks range, not to mention he has high ending lags. You'll need a good partner who can make up for his weaknesses. His ideal partners are... - Link is a good choice. He has good projectiles, have some crazy range with his Master Sword, and packs a ton of KO moves. He has problems when it comes to ending lags and recovery though. You may don't want to use your long lag moves when Link does his too. Overall, he is a good choice nevertheless. - Bowser is also a good choice. While he lacks projectiles, his KO moves and weigh will overshadow it all. He has rather good recovery as long as his double jump isn't interrupted. When he is in front of you, you are pretty much free to charge your Green Missile due to his big size and launch resistance. If you team up with him, your enemies may do not want to mess with you, because both of you aren't to be messed with. - Captain 'Show me your moves' Falcon is also great partner. He has high dashing speed, reliable smashes, piercing moves, decent recovery, and just plain strong. Try to rack up damage quickly, so Captain Falcon can finish them as quickly too. Bonus point if both of you manage to knock both enemies off-stage and Cap'n Falcon does his 'Show me your moves!' taunt. - Believe it or not, Ganondorf is actually a reliable partner, and you'll come across them like, every matches you do. He is slow as a turtle, but his attacks is stupidly but thankfully strong. Think of him as a slower but much stronger Cap'n Falcon (And Cap'n Falcon is strong enough already, the strength Ganondorf has is just incredible). Try to again, rack up damage quickly, so Ganondorf can send them flying with red thunders on their back. - More to come... (After I did some research that is) ---------- Map Types ---------- Bleehhhh..... COMING SOON! (Had to delete this for more detailed section, stay tuned!) ------------------------------------------------------------------------------ ======================================== STRATEGY AGAINST ALL CHARACTERS [CHARS] ======================================== This section will cover about strategy against every single character in the game. Some clones will be merged with their originals. Not all clones though (Toon Link, while he has pretty much same moveset as Link, he is rather different from his Twillight Princes counterpart when it comes to stats, thus the different sections). I'll try to list out the best strategy for Luigi. You can use Crtl + F to find the character you're looking for, as I will write their names in capitals. NOTES! Guys, tell me if this section needs some polishing so it's not as long as it is. I will rewrite them (Briefly this time) if you guys are finding this section too long. So tell me your opinions! By PM (Not Project M)! EX: You are searching for Mario, simply use Crtl + F and type MARIO. CHARACTERS: 01 Mario 02 Luigi 03 Peach 04 Bowser 05 Yoshi 06 Rosalina & Luma 07 Bowser Jr. / Koopalings 08 Wario 09 Mr. Game & Watch 10 Donkey Kong 11 Diddy Kong 12 Link 13 Zelda 14 Sheik 15 Ganondorf 16 Toon Link 17 Samus 18 Zero Suit Samus 19 Pit 20 Palutena 21 Marth 22 Ike 23 Robin 24 Kirby 25 King Dedede 26 Meta-Knight 27 Little Mac 28 Fox 29 Falco 30 Pikachu 31 Charizard 32 Lucario 33 Jigglypuff 34 Greninja 35 Duck Hunt 36 R.O.B. 37 Ness 38 Captain Falcon 39 Villager 40 Olimar 41 Wii Fit Trainer 42 Dr. Mario 43 Dark Pit 44 Lucina 45 Shulk 46 Pac-Man 47 Mega-Man 48 Sonic ------------------------ 01 MARIO / 42 DR. MARIO ------------------------ - Brothers Versus eh? Well, this is going to be interesting. Well, as you can notice, Mario and Luigi share some moves. Such as U-smash, B-air, N-air, etc. However, their specials and stats are completely different. Luigi may be a semi-clone to Mario for other players, but for me, he is completely different. Get ready folks! - Well, Mario is slightly faster than Luigi, but his strength is rather lacking, having to overely on his F-smash and U-smash to KO directly (Reliably at least). Go hit him head-on. He has lower jump than Luigi and also falls faster. But your aerials will still hit him hard. Attack aggresively. - Watch out for his F-smash! It's his KO move which he'll most likely use after a roll. He can KO you easily with it, and it has some pretty good range. It has some startup problem though, use it to roll back and attack him. - His aerial combat are nowhere as good as Luigi's, but his F-air is his meteor smash if he hits it right. If he doesn't, it will still be a strong horizontal knockback move. If you see him winds up his punch, air dodge immediately. He also has some speedy aerials (B-air and U-air). His Mini-Mario Tornado (D-air) can actually deal some nasty knockback. But very much unlike Luigi Cyclone, it has shorter time and range. Try to attack him quickly in the air to prevent him from doing his aerials, at least, prevent them to not hit you. - His Cape is just crazy. It can mess Green Missile up with little problems. It is also his main horizontal recovery move, making him hard to edgeguard. It can also mess up your melee attacks as it will force Luigi to face away. Try to not use fireballs on him. Use your own to block his fireballs only. He can also flip you in midair. In some instances, say, you're trying to charge a Green Missile in midair and he flips you, you could be in a real trouble, as Luigi will not stop charging until he lands. It's no big deal if there's a ground below you, but what if there isn't any? You'll be forced to fire away in a complete opposite direction from where you want it, and it will be hard for you to recover. Watch out for this. - His FLUDD can push you back greatly. However, this may end up in YOUR favor. Why? Well, try to match Green Missile with FLUDD. Depending on the charge and timing, you may instead sent flying UPWARDS. This has happened to me numerous times already. Luigi sure has been defying physics since 64, hasn't he? At least it end up in your favor. However, if Mario uses his FLUDD on the ground, it will be nothing but annoyance to you. Do not let him charge when you can. Interfere them with Luigi Cyclone as much as possible. Specific strategy for Dr. Mario: - He has some few tweaks from Mario. But mostly is the same. The real difference is, FLUDD has been changed to Dr. Tornado. It works like Luigi Cyclone, with less vertical power. This move is rather short at range, and very inferior compared to Luigi Cyclone. It gains MUCH less height (Dr. Mario doesn't have to double jump though), and combined with his Super Jump Punch (Which travels less distance than Mario's) his recovery is bad at best. His version is more powerful though, watch out for it. - His Cape is called Super Sheet. It is mostly the same, but it will do more damage than Cape. But the payoff is he can't slow his fall down with it. It also seems to have slightly longer range, but the strategies are pretty much the same as Mario's. - He has more damage output and knockback than Mario, but he seems slower. Take advantage of this. And his recovery is as lackuster as heck that can make someone's recovery like Ganondorf's is good. Successful edgeguarding attempt will bring him down almost all the time. --------- 02 LUIGI --------- - WHAT!? You're seeing doubles!? Wait, wut? I forgot this is Smash Bros... Anyway, you're fighting yourself here. He has your weakness and powers, but not your tactics. Try to hit him at his (And your) weakness, his Green Missile recovery. Throw out a fireball when he's using the missile, and the fireball will stop him right there. This tactic can be very dangerous if used against you, so try to use high up Green Misile to avoid this. - Beat his attacks with your own OTHER attacks. The same attack will only just cause you and him to collide and deal no damage. Try to hit him where his attack lacks a hitbox (For example, his F-air hits foward with pretty good range, but is also vunerable to F-air and B-air of your own from behind. U-air is also vunerable to U-air from below). If he trying to charge Green Missile, keep throwing fireballs at him. If he tries to do the same when you charging your own, try to hit him upwards with Luigi Cyclone, and probably F-air to knock him back even more, and charge your Green Missile right away. This strategy isn't a guaranteed success though, use Green Missile sparingly while fighting him. - If you ever mess up a Fire Jump Punch, expect him to hit you with that very move. This also a tactic for you, every time he messes up his Up-b, smack him with your own. His air speed are inferior compared to your dashing skill, so figuring out where he's going to land shouldn't be too hard. Watch out for the cyclone though. - When he tries to recover, it is best to not interrupt him with your melee attacks. Instead, use fireballs and don't use Green Missile. He may be able to hit you with his cyclone or even, his own self-missile. However, if you want to try your luck, match him with yours. It doesn't matter who wins, as you will be either win, and can get back to safety with your recoveries while he pretty much struggles, or you lose and get knocked back to the stage, but his missile is halted and he falls. However, if you miss, the tables will be turned against you. He will get back on the ground faster, and be able to gimp and edgeguard you while you are struggling. It is best to stop him with fireballs, really. - If he uses Luigi Cyclone when landing, get away from him. You'll get caught in it if you don't, which is a bad case considering he can follow up with aerials. Use the ending lag as an opening though. Smack him with your own cyclone when he's done. --------- 03 PEACH --------- ---------- 04 BOWSER ---------- - His appearance tells you all. He is famous due to his heaviest weight and so powerful attacks. He has a surprisingly good recovery and tons of KO moves. Soooo.... What's his weakness? Well, he is quite lacking in air combat, and his big size means bigger hurtbox, and bigger hurtbox means easier Fire Jump Punch! He also is suffering from high end lag attacks, so he might want to prepare for some fire uppercuts, heh. - He has some quite useful move. His Flame Breath is useful for edgeguarding, but need to be recharged, or else the flame will constantly grow weaker and weaker. This move is rather weak, but you'll prefer to dodge it anyway. - His Side-b (Grab and Belly Flop move) requires him to grab you first. If you get caught, he will carry you upwards, spinning and putting you below his stomach, and slams you to the ground. It's very painful. But thankfully, due to 1.0.4. patch, he can no longer suicide with you. His Side-b will KO him first, so he cannot use Bowsercide as effectively anymore. - His Up-b is his main recovery move and can be controlled in midair. It is much more powerful than it looks, so try not to get caught in this. It can also punish your rolls and high end lag attacks, horribly. - His Down-b involves him jumping up and slamming the ground with his bottom. This move is VERY powerful. If he manages to slam you in midair, it can KO you as low as 70%. If you see him jumping up, ROLL IMMEDIATELY! It also can break shields, stay away from him. - His F-smash is his KO move. It's so strong that it rivals the HOME-RUN BAT! If you get caught in this, he can KO you at 70% or so, UNCHARGED! It has some startup problem though, so if you see him shortjumping (NOT short-hopping!), roll to either side. It involves him doing a dropkick if you don't know. - His F-air is a sure 'YOWCH!'. It has some good range and knockback. Watch out for this when you're exploiting his weakness regarding air combat. It can also be used as an edgeguarding tool, be wary of it. - Battle him in the air. There's little things he can do while he's up there. So spam your aerials like there's no tommorow! --------- 05 YOSHI --------- ------------------- 06 ROSALINA & LUMA ------------------- - Luma may be a problem since it acts like a shield to Rosalina, and Luigi's KO moves don't pierce. So, the solution? It is the very move that excels at versatility, and that is? Luigi Cyclone! Yep, Luigi Cyclone is the hell for ultiple opponents. Simply use it while Rosalina is vunerable, and you'll plow through them with ease. Once Luma is separated from Rosalina, it's smash time! - Although, very much unlike Olimar, Rosalina is actually not completely hopeless when she is separated from Luma. They can even COMBO you back and there. Try to take out the Luma by sending him off-stage! - Rosalina's stats actually similiar to Luigi. They both have the SAME jump height (At least, her tall frame lets her reach the same height as Luigi's head), almost same falling speed (Yes, she is also floaty), same walking speed, can crawl, and no tether or wall-jump. Really, they are pretty similiar, oddly enough. Although, even with floaty fall, her air game is nowhere near Luigi's (They are pretty laggy, but they pack quite a punch). She has slightly longer grab range, but her grab game isn't very good. Her recovery though, is just crazy. It deals no damage, but the distance it covers is just absurd. However, she lacks KO moves, and her weight is actually the 4th lightest in the game. Use this as an advantage. - Luma Shot is her KO move. When you see her charging up her Luma, shield against it. Do not try to match it with Green Missile, you'll most likely lose the clash. If she hits you with a fully charged Luma Shot (Which covers rather large radius), you can expect Luigi being sent flying to nowhere. Watch out also when you're recovering. Do not use Green Missile when she is in the same horizontal line with you (Especially when she is already charging up), you'll be screwed up if she hits you with this. Try to either use the missile high up or below the platform. - Her Star Bits (Side-b) will only cause you simple flinchs, and you won't see this much from advanced Rosalina players. Her Gravitional Pull (Down-b) lets her pull items to her grasp, and deflect (Or absorb) projectiles. Since you only have 1 projectile (And that is Fireball) this won't matter very much. Most of the time, the items will be turned off anyway (Except for Classic Mode, but it won't matter much one way or another). These moves are almost useless for Luigi's case (Gravitational Pull will be hell for Link and other projectile users, but that's another story). - Launch Star (Up-b) is her recovery move, and it can be angled. This move sends Rosalina flying at pretty high speed and crazy distance. You can expect her to come back almost all the time due to this move's existence. It deals no damage though, and it will leave Rosalina helpless afterwards. This can open up a window for Fire Jump Punch, so go for it when you see the chance. If not, well, U-smash is your best friend. - Her U-smash, F-smash, and high-up U-air along with Luma Shot is probably her only KO moves that can KO properly. Wait, add in her D-air, it can meteor smash you. They have quite a range though, watch out for them. - Her grab and air game aren't very great. Her aerials are lacking in terms of spammability and speed, while her throws aren't much of combo starters. Her tall frame lets for a bigger hurtbox, and her weight is just very light (And there I thought she was classified as a Heavy-weight in Mario Kart...). Use 'em as your advantage. Luigi's smashes should be enough, but since her falling speed is pretty low, U-throw + Luigi Cyclone will also work very well. Just watch out for juggles, she is very skilled at this. --------------------------- 07 BOWSER JR. / KOOPALINGS --------------------------- --------- 08 WARIO --------- -------------------- 09 MR. GAME & WATCH -------------------- --------------- 10 DONKEY KONG --------------- -------------- 11 DIDDY KONG -------------- -------- 12 LINK -------- - Well, look who it is! It's Link! The hero of Legend of Zelda series! *crowds cheer*. If you are wondering which incarnations he is, it's the Twillight Princess version. Same as Zelda and Gonondorf. Anyway, enough of that. He can be hell for Luigi. Described below. - His melee attacks are POWERFUL! He can KO you early if you are not careful. His attacks are deadly, and his range.... definitely one of the best in the game. You have no choice but to hit him head on. - He is also a projectile user. He has 3 projectiles, Arrows, Gale Boomerang, and Bombs. So yeah, you cannot beat him from afar. You'll have to hit him head on, and fast. - WATCH OUT FOR SMASHES! He has powerful smashes, and they are enough to KO you at 100% uncharged. His U and F-smash is his KO move, and they hit HARD! D-smash is also powerful, and hits both sides. Try to not get caught in one of them like, EVER! - His tilts (U-tilt and F-tilt) is basically a 3/4 powered smash attack. They hit hard enough that they actually can KO you if you are not careful. They also come out very quickly, and they also hard to punish. If you eat them once or twice, it's alright. Just remember they have crazy ranges. - His dash attack is a 4th smash. Yep, it hits almost as hard as an uncharged smash attack, especially when he hits you at the tip or further back of his sword. It can KO you also. It does leave him a bit of end lag though, so grab him if you manage to avoid it. Oddly enough, the middle of the sword is the least threatening part, since it sends you diagonally, and the blast zones are farther diagonally than vertical or horizontal, but if your percentage is high enough, it will KO you anyway. - Hero's Bow shoots arrows, and can be charged for a short period of time. Despite the charge up, he can shoot them pretty fast. It's more powerful than you think, and it serves him as his edgeguarding tool. Definitely don't clash Green Missile with it. - Gale Boomerang, while it does little damage, can actually carry you with it once it returns. It will create a small tornado that carries you. This can be used as an edgeguarding tool. It has some startup problems, but seeing as it's a projectile, that doesn't matter much. Neutralize it with Fireballs. - Spin Attack is his Up-b, serves him as a recovery tool and 'getoutta-my- face' move. It has very good range, and this makes him hard to gimp. It hits hard both in the air and on the ground. It also can be charged up on the ground, beefing it up even more. Attack him quickly to prevent him from doing this move. It has some end lag though, punish him when he's done. - Bombs basically gives Link a bomb, which can be thrown. He will not be affected if the bomb explodes in your face. It can, however, deal self-damage if held for too long. Most of the time, not a big deal. Do prevent him from spamming this though. It can be an annoyance, and it can dent your strategy quite well.... And also, bomb can extend his recovery as its blast will give Link a second Spin Attack if he already used one. Do try to catch the bomb if he throws it though! It sometimes catch him by surprise. But don't go hold it for too long, obviously. - His grab (Clawshot) while can be used as a tether, it is quite unreliable on the ground. It has some range, but it will leave Link defenseless. Punish it when it misses. His grab game isn't good also, so Link may not use this too often. - Try to attack him quickly. He has slow dashing speed, and his attacks are slower than yours. If you manage to hit him back and there, you'll be in the upper hand. Just..... stay close to him. He can barrage you with arrows and Boomerangs if you are too far. Overall, it's about hitting him quickly. Don't give him a chance when you can. Other characters? COMING SOON! ------------------------------------------------------------------------------ ==================== OTHER MODES [OTHER] ==================== ----------------- Home-Run Contest ----------------- I honestly doesn't bother with this mode much, as I suck in this. His Fire Jump Punch will help on racking up damage, but try to use it at the beginning and not at the end. Because at the end, you will send the Sandbag very high with Fire Jump Punch and by the time it falls, it is most likely a time's up before you can even wind up your Home-Run Bat. Some advice on doing this properly will help me. So if you're feeling generous, send me by mail the strategy you have. Thanks! ------------- Target Blast ------------- Eh, same case as Home-Run Contest here. Haven't bothered with this mode very much. However, his smashes can launch the bomb at various degrees. F-smash is the best here. Remember to build up damage quickly! ---------------- Multi-Man Smash ---------------- Nah, I don't feel like listing all the modes as the strategy is pretty much the same. Here, you will be battling numerous Mii Fighters. In all modes except in Cruel Smash, you can either spam your aerials or go the cheap way, jump up and Luigi Cyclone. You'll be blasting your opponents off very quickly this way, and is recommended despite of my dislike of cheap moves. This, while is cheap, can actually smack every opponents who make contact in you. The final hit is a guaranteed KO. I normally against using cheap moves, but this... I guess I can make an exception. His aerials will also help out tons too. Abuse them as much as you can. Your enemies will be sent flying continously if you keep this up. Oh, and also, when items appears on the field, use them. That's why they're there. The blaster is a guaranteed KO (And also making Luigi like a pro shooter) and the POW Block eliminates every enemies on the ground. Very nice for some insta-KOs. ------------ RIVAL SMASH ------------ The strategy are a bit different. You must knock out Miis while dealing with an other Luigi, who attacks Miis and you too. You must knock out more Miis than him before you got KO'ed. He has the same exact stats as you, so he'll be much more resistant to your weaker attacks. Your goal here is still KOing Miis, but the other Luigi will make it harder for you. Try to knock him off WITHOUT KOing him. The reason is, he has infinite lives unlike you. But the more damage he has, the longer he'll stay in the air. And since his recoveries take time, you'll be free to attack Miis as the other Luigi trying to get back to the stage. Remember this flaw, and show that faker that he can't beat the real thing! ------------ CRUEL SMASH ------------ Coming Soon.... ------------- Classic Mode ------------- This mode is somekind of the 'Adventure Mode' where you'll have to battle through enemies to collect items and more. It has a controlable intensity. The higher it is, the more money you will have to pay, but the bigger is the challenge and the rewards. The maximum intensity is 9.0 and is real hard even with experienced players. This section will cover about 'special' enemies and Master Core. Scroll below... Special Enemies: - Giant You'll be fighting a permanent-giant enemy, often with a team of your own. try to focus on aerials, as their big size makes them easier to hit. Fire Jump Punch will also work well here. Cooperate with your team and smack that big opponent. Sometimes, you'll get no team. But that's alright, your aerials will bring them pain and fear already. Dodge often though, especially when they have projectiles. Bigger bodies means bigger projectiles, which means trouble. - Metal Metal enemy! Luigi's worst! They have increased power and launch resistance. Even Fire Jump Punch will barely KO around 200%, and they'll barely flinch from your attacks. Really, they're hard to fight. Thankfully, they have the biggest flaw ever existed, so much falling speed. Even opponents with the best recovery will most likely plummet to their death once you knock them off-stage. The thing is, not all stages have pits. If that so, well, you'll have to KO them the old-school way, rack up damage and finish them with your finishers. Really, they may be hard, but not impossible. Use stage hazards cleverly and damage them bit by bit. - Team You'll be fighting a horde (10 to be exact) of the same character. It will be either one of your unlocked characters or Miis. They are heavier than in Multi-Man Smash, but really, they're still as easy to launch. You strategy for Multi-Man Smash will work just fine here. Make sure to also pour some smash and aerial attacks to the mix. Or just Luigi Cyclone for the win. ------------------------- Master Core: BOSS BATTLE ------------------------- He is fought at the end of Classic Mode at 5.1 or higher after you take the dark path (Master and Crazy Hand fight). He is quite a challenge, so bear with me! The higher the intesity is, the harder and more forms he has. He is truly the ultimate challenge at 9.0. Even pro players will have trouble fighting him (Or it?). It is strong indeed, but scroll down and find out how to fight It with our favourite man in green! Here we go! ------------------------------------ PHASE 1: Master Hand and Crazy Hand ------------------------------------ [NOT YET COMPLETE due to their many attacks] A fight againts the hands themselves. They have many attacks, and most of them are real tricky to avoid. However, they share the same stamina, so damaging them shouldn't be too hard for most parts. However, it's one-on-two, you'll have yourself busy fending off their attacks, which may led you taking more and more unneccesary damage. Attack them quickly with Luigi's strong aerial abilities. Attacks: Master Hand: 1. Card Throw: master Hand throws some cards below you. The cards will then rise and KO you if you're standing on it. Dodge on the ground by rolling, and if you get caught in it, dash quickly to the edge of the card. Luigi will be able to get off the card this way. The cards can't be air dodged, sadly. 2. Hand Gust: Master Hand shakes himself and creates a wind gust which will push you. Real hard to dodge, and the wind gust is just powerful. Try to defeat him quickly in order to avoid this attack. 3. Hand Slam: Master Hand floats upwards for a short while, before slamming the ground below him. Either shield or dodge, the former is recommended though, as it deals little shield damage. 4. Ball Storm: Master Hand summons a big energy ball, sends it to the air, and crushes it which will break the ball to tiny bits that will fall. Side dodge, shield, or just jump. 5. Charge: Your typical charge attack. Shield or jump. It's that simple! 6. SNAP!: Master Hand snaps his ha- er... himself, stunning you if you get caught. I don't think you can shield this attack, so air dodging may be the only option. 7. Hand Pistol: Master Hand shoots some blasters out of his fingers. Either shield or dodge. He may shoot more than one, so be careful. 8. Hand Laser: Master Hand releases lasers from each of his fingers. This attack really suck to dodge, due to its long range. Shield is the best option. 9. Grab: Master Hand grabs you, and squish you inside him. Try to not get near him when he is following you around. They have differing effects, so beware! 10. Screw Attack: Master Hand flies upwards, and come down spinning. Roll away if you see him fly. Crazy Hand: 1. Ball Blast: Crazy Hand summons a big energy ball, sends it to the air, before slamming it to the ground which creates an explosion afterwards. Shield or roll. 2. Finger Charge: Crazy Hand charges foward while using his fingers as 'legs'. Shield is the best option to defend. 3. Hand Drill: Crazy Hand flies upwards, before going down in a drill-like motion. Dodge to the side, but it is terribly hard to dodge. Deals rather hard rapid damage and good knockback. 4. Super Spears: Crazy Hand stabs some spears on stage, before picking one up, floats on the background, and slamming it at you. Roll to avoid this. 5. Hand Breakdance: Crazy Hand does somekind of breakdance (He spins his fingers around while spinning in place). Roll away from him. 6. Hand Portal: Crazy Hand opens some kind of portal, which will suck you in. Roll away from it. 7. Grab: Similiar to Master Hand's grab, just with differing effects. Again, run away when he is following you. Team: 1. Charge: One hand charges with fist, while the other catches him. Jump or shield. And attack them when they're vunerable after the attack. 2. Ball Pong: Crazy Hand creates one or two green energy ball(s) before launching them, completely ignores gravity. Bounces on the ground, and Master Hand himself will bounce the ball back. Sometimes, a giant variation
may come out. Be careful, and dodge or roll with proper timing. ----------------------- PHASE 2: Humanoid Form ----------------------- (Fightable in 8.0 intesity or higher) Master Core will form a gigantic, human-ish thing. It's strong enough to lift the entire stage and push you away with just a scream. It's attacks is also very powerful. It won't move around much since he is standing (or floating) just behind the stage. His body is also very big, making him has crazily big hurtbox. Attack him with your aerials as always. Attacks: 1. Slash: Master Core slashes through the stage. The slash is simply just a warning though. It deals no damage, but 1-2 seconds later, another slash will also appear, dealing damage and good knockback this time. Roll or air dodge, as your shield won't work here. 2. Scream: Master Core shouts so hard that it powefully pushes you. If you fail to dodge it, it will push you HARD, which almost always means insta-KO. Roll as shielding won't work, at the PROPER time. It is tricky to dodge, but don't give up! This move also deals damage if you are right beneath him. 3. Stage Blaster: Master Core summons few big energy balls overhead, it will then proceeds to LIFT up the ENTIRE stage to the energy ball levels. The stage is so heavy that it can only lift it up for just a few seconds (2-3 seconds), but is enough for you to take damage. They do crazy shield damage, so try to grab the ledge, you will be left harmless if you grab it. 4. Headbutt Laser: No... It's not a headbutt-producing laser despite the name. Master Core summons some laser balls on its head. It will then slam its head on the ground, burying you if you get caught. The laser balls will then scatter throughout the stage before exploding, releasing 4 lasers each. The lasers will cover pretty much the entire stage, and is horribly hard to dodge. The fact that laser goes in cross direction doesn't help either. Does big damage and knockback, and try to dodge it. Grabbing the ledge is the best option. 5. Vacuum: Master Core tries to suck you in with a powerful suction. You can easily fight the suction by keep rolling in the opposite direction. BUT, there will be energy balls to mess you up. Know when to shield and roll to avoid this. DO NOT JUMP as you'll just be sucked in as you cannot prevent yourself from getting sucked in in the air. If it manages to suck you in, you will take constant damage in its 'mouth' and will be smashed to the floor when it's done. Somewhat similiar to Poltergust 5000, oddly enough. One question lingers on my mind, how'd it even suck everything in freaking SPACE!? Nintendo logic, go figure. 6. Hand Grab: Master Core summons 2 more hands to capture you. If you get caught, it's the same story as Vacuum here. Shielding will not work as it's a grabbing-type move. Roll and jump when you see dangers, or just grab that ledge. ----------------------- PHASE 3: Scorpion Form ----------------------- (Fightable in ? intesity or higher) Master Core will form a scorpion-like thing. It is considerably smaller than the last form, but it is fast. His weak point is on his head like before. Attack him with you ground attacks, aerial attacks can be an option, but only if you're low enough. Fire Jump Punch can hit jackpot in here, but the ending lag is really discouraging. Use it sparingly. Attacks: 1. Bite: Master Core flies to the background before quickly zooming in to the foreground to bite you. Really fast and hard to dodge if you're not in a proper position, but shielding will work surprisingly enough. 2. Slam: Master Core jumps very high to the air, and lands on one side of the platform. The platform will shake very powerfully. If you are below it while it is slamming down... Yikes. But if you are in the middle of the stage, then it's no problem. If you see it jumping up, roll to the middle for the heck of it. 3. Thunder: If you have played Pokemon games, this is NOT that Thunder. Master Core will be strucked by lighting out of nowhere, and it will release it as somekind of barrier. You cannot get close to it, or you'll just get electrouced. If you see it standing still and the camera zooms out a bit, roll away. This means it's about to get strucked by lighting. This is quite similiar to Pikachu's Thunder.... save for the ridiculous range. 4. Spike: Master Core will forms some spikes out of its body, and then it will grow some spike out of the ground below you. Shielding works, and don't bother with rolls. -------------------- PHASE 4: Sword Form -------------------- (Fightable at 5.1? or something intensity or higher) Master Core, having lost many those small black... orbs... thingy..., will form the Sword Form. It consists of 1 big sword and 4 smaller sword. Yep, one-on-five, a bit overkill isn't it? Thankfully they will only gang up on you only for 1 attack, while the others are pretty much quick combination attacks. They will float though, thankfully in a group. Your aerials are your best friends. This is going to be a fight of aerial masters, and it's gonna be interesting. Make sure you attack it AFTER it finishes its attacks, or you'll be vunerable. This form has some tricky attacks. If you survive up to this form with 2 stocks, expect it to shatter that if you're not careful. This form is the hardest for most players, but let's stand up to it! This is its second-to-last form! Hang in there! ATTACKS: 1. Slash: Master Core slashes upwards (Most of the time). Simply air dodge when it comes. Somekind of quick though. 2. Fury Slash: Master Core rapidly slashes with all of its swords, and slashes you downwards at the end if you get caught. Best to just stay on the ground and shield. Air dodge won't do squat against it, it's just too long. The last hit will send you downwards, which is a bad scenario for Luigi, try to avoid this attack as hard as you can. 3. Slash Boomerang: Master Core creates 4 energy balls from its slashes, which will come back to it after travelling a certain distance away. Shield is the best option. Two giant variations may also come out, be wary of it. 4. Ultimate Slash: Hearing the word 'Ultimate' sure makes you think this attack is crazy, and it is. The smaller swords positions themselves around you while the big sword charging his energy above you. The smaller swords will then slashes you very quickly one by one. After all swords have attacked, the big sword will come crashing to you, dealing absurd damage and big knockback. This is his most powerful move, and to most players this attack is hard to dodge. Or is it? Wellllll, try this, when the smaller sword are trying to slash you to bits, spot dodge (Shield + Down) every slashes. This is easier than it looks. When all swords have attacked, the big sword will come crashing to you. Simply shield at the end to completely negate all the possible damages. Pretty easy, is it not? Although, I'd recommend you to practice this a bit, no amount of words can compare to experiences, as they say. ------------------- PHASE 5: Copy Form ------------------- Master Core must be really desperate now. With every black orbs thingies it has, it forms a copy clone of your character, which is none other than Luigi! Yep, it forms a copy of you, with your attacks, abilities, etc. But not your tactics. At first, it will be bigger than you, but as you continue to deplete its health, it will shrunk down over time. Well, it has some advantage over you due to its size. First, projectile will be bigger, which means it will fire bigger-sized fireballs compared to you. Next, it has better range than you, meaning the already-good ranged Luigi Cyclone will get some boost, so beware. Last, it is faster than you, very noticeable when it dashes. Those advantages can easily mess you up, not to mention that you'll most likely start the phase damaged a lot already (We can thank Sword Form for that), so it gets another advantage, dangit. So shrunk it down as fast as possible. Okay, how to KO it... Well, you have 2 choices: 1. Deplete its health completely 2. Knock it out of stage Depending on the situation, pick one that suit your condition best. The first option is quite easy... when it doesn't have that upgrade in size. Its aerials reachs out better than you, and it attacks rather aggresively. The second option is easier. Simply knock it out the stage and gimp him with your fireballs. It is harder than it looks though, as it some kind of an upgraded version of Lvl 9 CPU Luigi. Although, it's still won't charge its Green Missile, do if you knock it out of the stage enough distance, it may has little chance to come back. Study up the Strategy Against All Characters Luigi section for help. ATTACKS: SAME AS YOU Well, this is the last 'attack' phase. Good luck on defeating it! If you succeeds, well... --------------------- PHASE 6: Master Core --------------------- Wait, ANOTHER PHASE!? Now, now, chill. This phase is simply a joke. Master Core is now helpless (Almost), and it's sitting right there. Now, let out all your anger now. Attack it furiously until its percentage reaches around 100%, and finish it off with Fire Jump Punch. It's that easy. If you pushed it out of the middle of the stage, it'll simply come back to its original position. Finish him off to end the Classic Mode, you've earned it. ATTACK: Self-Destruct: (Coming Soon) -------------- All-Star Mode -------------- Coming Soon! (Need some more research in this mode...). -------------------------- HOW TO CONTACT ME [HTCME] -------------------------- If you ever spot a missing spot, grammar errors, or just want to give me a strategy, you can contact me with PMs. I will try to read all mails I get, and if necessary, respond. Hopefully, this guide will at least help people who is struggling with Luigi. I will appreciate every tips and advice you guys gave me. And I'll make sure your name is on the section below too! ---------------- CREDITS [CRDTS] ---------------- Thanks to Nintendo and Sakurai who made this awesome game! Thanks to God of course. Thanks to GameFAQs for hosting this guide. Thanks to Smash Bros wiki for providing me with some critical informations. Last, but definitely not least, thanks to you, readers. There would be no other reason if it weren't for you all! And now... THANKS FOR READING! SEE YOU ALL LATER! 'Let's-a-go!' -Luigi ==============================================================================