Super Smash Bros. Cataclysm (Dingerfish)/Luigi

Luigi is a playable character in Super Smash Bros. Cataclysm. He is a returning veteran fighter from the Super Mario universe, and is one of 12 characters unlocked from the beginning.
Luigi has seen a rework to his moveset in Super Smash Bros. Cataclysm, with a lot of new moves and tools he can use throughout a match. His design philosophy of being a more oppressive, unpredictable Mario has remained the same, where players have to effectively use the element of surprise and abuse Luigi's unique, oftentimes unprecedented mechanics to succeed. His new moveset aims to keep this design philosophy while better representing Luigi as a character and pushing his character both moveset-wise and identity-wise.
==Attributes==
Luigi's attributes have seen a lot of changes, where before he was defined by his floatiness and sluggish mobility, he is now far more capable of adequately maneuvering around the stage, especially in the air. Luigi excels in the air, with some of the highest jumps in the roster, a floaty fall speed and a now far better air speed allowing him to use his strong aerials more effectively. His mobility on the ground is strange in that has Luigi often sliding around in unpredictable ways due to his fast initial dash and incredibly low traction, which can be a strength for players who know how to take advantage of it but a weakness for those who don't. Luigi has also gone from a middleweight to more of a lower middleweight, making him easier to kill.
(All stats with character names next to them signify that these stats have changed since Ultimate to the values that the character name next to them had in Ultimate.)
Attribute 	Stat
Weight 	90 (Marth)
Walk Speed 	1.134
Initial Dash 	2.00 (R.O.B.)
Running Speed	1.72 (Terry)
Jump Height 	44
# Of Jumps 	2
Air Speed 	1.05 (Ridley)
Fall Speed 	1.32
Traction 	0.05 (Pre-Ultimate Captain Falcon)
Crawl 	Yes
Wall Jump 	No
Wall Cling 	No
== Gimmicks ==
Luigi has two gimmicks that he can utilize throughout his moveset.
=== Elemental Medals ===
By using his Down Special, the Medal Switch, Luigi can select one of three elemental badges at a time to harness its effects onto his Neutral Special, Side Special, Down Smash, and his Throws. The Badge Selection UI is akin to the Monado Arts selection Shulk has for his Neutral Special, and each Badge's effects last for 12 seconds before starting a 6 second cooldown where Luigi cannot apply a badge until it runs out. 
* Fire Medal: When selected, The Fire Medal makes Luigi's Neutral Special, Down Smash, and Throws deal more damage. It also makes his Side Special deal damage over time to any opponent stunned by it.
* Water Medal: When selected, The Water Medal makes his Neutral Special, Down Smash, and Throws deal more knockback. It also makes his Side Special slide the opponent away from Luigi while they're stunned, potentially offstage where the opponent could be left unable to do anything as they fall into the blastzone.
* Ice Medal: When selected, The Ice Medal makes Luigi's Neutral Special, Down Smash, and Throws leave the opponent under hitlag for longer which opens the door for more follow-ups. It also makes his Side Special freeze the opponent rather than just stunning them, which makes them vulnerable for longer. If an attack affected by the Ice Medal misfires, it will also freeze the opponent.
=== Misfire ===
Taken from the Misfire mechanic that originally only applied to Luigi's Green Missile, now all of Luigi's moves aside from his Specials have a 1/20 chance of misfiring. When Luigi's next move is to Misfire, he begins to have a fiery green aura eminate around him in order to signify the upcoming misfire. Each move is affected differently when it misfires, however the effects of a misfire can be generalized based on the type of move, with some exceptions. If Luigi misses a misfire, he takes 10% of damage and has double the endlag, making it riskier to go for yet for greater reward.
* Grounded Attacks + Smash Attacks: Deal more damage and knockback, making a lot of them powerful kill moves. 
* Aerials: Deal more damage and apply more hitlag to the opponent, making them a lot more useful in combos.
* Grabs & Throws: Gooigi accompanies Luigi when grabbing the opponent, which makes it much harder for the opponent to escape the Grab and makes his Throws deal more damage and knockback, turning them into powerful kill throws (with the exception of his Down Throw which deals more damage and applies more hitlag just like the Aerials, which makes it an even stronger combo starter.)
These gimmicks serve to compliment Luigi's playstyle and help him be more effective in accomplishing his game plan, while also distinguishing his moveset from the rest of the roster.
== Moveset ==
===Grounded Attacks===
* Jab - Arm Flapper: Luigi throws out two punches from each hand before moving into a multihit jab where he begins to flail his hands in front of him with his head turned away. This move on its own does little damage and knockback, serving mostly as a get-off-me tool if Luigi is vulnerable. When this move misfires, the attack does a lot more damage, and finishes off with decent knockback serving as a great way to rack up damage while also getting the opponent away. This move is based on Mario's Jab, which in itself is based on the Punch + Punch + Kick combo from Super Mario 64.
* Dash Attack - Flurry Punches: Luigi starts running forward while throwing out a flurry of childish punches in front of him before finishing off with a headbutt. This attack does small flinching damage until the final hit which does low damage but decent knockback. This attack also has a lot of endlag making it extremely unsafe to miss. When this move misfires, this attack does a lot more damage, and finishes off with great knockback at the end turning the move into a strong kill option.
* Forward Tilt - Hip Thrust: Luigi thrusts his hip forwards. This attack does low damage and decent knockback, serving as a decent get-off-me tool in a pinch. When this move misfires, it does decent damage and incredible knockback, turning the move into a sort of Finishing Touch akin to Cloud's Down B with full Limit, where not much damage is dealt but the hit applies a lot of knockback which makes it a strong combo finisher/kill move.
* Up Tilt - Air Guard: Luigi throws his arms upwards above him as an attempted guard against whatever is above him and crouches down slightly while looking away. This move does decent damage and low knockback while having a lot of endlag, making it easily punishable and not having a lot of use aside from a situational anti air at high percents. When this move misfires, the hitbox lasts twice as long, and any attack towards Luigi that collides with the hitbox applies shieldbreak to the attacker, making this move an incredibly powerful counter that can easily setup a combo/kill.
* Down Tilt - Heel Kick: Luigi crouches down and performs a short-range low angled kick. It does low damage and knockback, but its great frame data allows it to combo into other moves such as itself, Forward Tilt, and Dash Attack at very early percentages. It can also two-frame opponents at the ledge which lets it serve as a decent edgeguarding tool. When this attack misfires, it does good damage, has a bigger hitbox, and has both a sourspot that trips the opponent and a sweetspot that spikes opponents hit by it, turning it into both a great combo starter and a strong two-frame kill option for opponents at the ledge.
=== Smash Attacks ===
* Forward Smash - Hell Thrust: Luigi thrusts his open hand forwards. This attack does good damage and knockback and comes out fast, making it a strong option as a combo finisher or as a punish option, with the drawback of having low range. When this move misfires, Polterpup will appear and accompany Luigi's attack with a bite at the same time. This makes the move deal a lot more damage and knockback, while also giving it more range, making it a strong kill option under most situations.
* Up Smash - Lead Headbutt: Luigi swings his head in an upwards arc above him. This attack does decent damage and knockback, serving as a semi-useful anti-air and situational combo finisher. When this move misfires, Luigi will swing his head farther and stronger, making the move deal great damage and knockback and turning the move into a strong kill move/punish, especially on a platform.
* Down Smash - G-00 Burst: Luigi creates a shockwave with his Poltergust G-00 which sends him upwards. This move does decent damage and knockback, and has the advantages of having a lot of range and giving Luigi's head a hitbox on top of the shockwave itself, with the drawback of being slow to start. This gives the move use as a decent anti-air and a punish. Additionally, this move can be altered based on the current badge Luigi has equipped, where a Fire Badge will make it deal more damage, a Water Badge will make it apply more knockback, and an Ice Badge will make an opponent hit by it suffer more endlag, allowing Luigi to potentially follow up with another attack. When this attack misfires, the shockwave becomes larger and stronger, making it deal more damage and knockback while also making it easier to hit. This makes the attack a strong kill move and can allow it to serve more effectively as a punish and potentially hit someone offstage when used on the ledge. If the misfire lands while Luigi has the Ice Badge equipped, it will freeze the opponent instead, leaving the opponent vulnerable to another strong attack. This move is a reference to the Burst move Luigi could perform in Luigi's Mansion 3.
=== Aerials ===
* Neutral Aerial - Luigi Kick: Luigi performs a flying kick. This attack deals low damage and knockback, but starts out extremely fast which allows it to serve as a combo breaker in the air. The move can also help start/continue combos which can help Luigi rack up damage and put his opponent in disadvantage. When this move misfires, it deals more damage and puts the opponent under more hitlag, making it rack up damage faster and be more easily followed-up by the rest of Luigi's kit.
* Forward Aerial - Crown Chop: Luigi swings his hand downwards from overhead. The move does low damage and decent knockback, and sees use as an edgeguarding tool or during combos at early percents. When this move misfires, it gains a sourspot which deals more damage and puts Luigi's opponent under more endlag allowing him to more easily follow-up with another attack, while also gaining a sweetspot that spikes any opponent hit by it. This enhances the move's capabilities as a continuation during a combo and as an edgeguarding tool.
* Back Aerial - Drill Drop Kick: Luigi performs a drop kick while rapidly spinning around, dealing decent multihit damage and knockback. This attack serves as a great edgeguarding tool that, while more difficult to land, can end up being more effective than his Forward Aerial due to the extra damage. This comes with the drawback of not seeing much use in combos. When this move misfires, it deals more damage and gains a large knockback boost, allowing it to be an even strong edgeguarding tool that can kill at far earlier percents.
* Up Aerial - Luigi Cyclone: Luigi spins around rapidly in a vortex before spreading his limbs out as a final hit. This attack deals decent multihit damage and knockback, which allows it to serve effectively as a combo finisher and an edgeguarding tool. During the move's animation, the player can mash the attack button in order to make the move increase Luigi's height in the air. This allows the move to serve as a recovery tool alongside his Down Aerial if extra height is needed to recover. When this move misfires, Luigi deals more damage and knockback, allowing it to serve its role as a combo finisher and edgeguarding tool more effectively and lead to earlier kills.
* Down Aerial - Flank Shove: Luigi cowers slightly as he shoves below himself while looking away. This move does low damage and good knockback, and can be of use as an edgeguard tool and soft Meteor Smash at high percents. The move also pushes Luigi slightly upwards, which allows it to be a good mixup option in the air to make Luigi's movement more unpredictable. This attack also gives Luigi some extra height in the air, which when combined with his Up Aerial allows him to gain some extra vertical recovery if needed. When this move misfires, it gains a large damage boost, while also putting Luigi's opponent under more endlag. This allows it to serve as a strong combo finisher or a punish easily able to KO most opponents offstage.
=== Grabs & Throws ===
* Grab - Suction Shot: Luigi uses the Poltergust G-00 to fire a suction cup attached to a rope forwards, functioning as a disjointed grab option. The suction cup has long range and can be used as a tether recovery, with the downside of being slow to finish with its decently long endlag. This grab can also be used in the air both as a previously mentioned tether recovery and a grab aerial (a zair) with functionality as a get-off-me tool and in edgeguarding. When Luigi grabs the opponent with a misfire, Gooigi comes out of the Poltergust to grab the opponent with him, which affects his Pummel and his Throws for the duration of the grab. When Luigi uses this grab in the air as a misfire, Gooigi will disfigure himself into a blob of goo and spiral across the rope of the suction cup, making it deal more damage and knockback and allowng it to be more effective at edgeguarding. This grab is a reference to the Suction Shot move Luigi could use in Luigi's Mansion 3.
* Pummel - Poltergust Shock: Luigi vacuums the opponent with the Poltergust's suction cup, dealing low damage. If Luigi pummels during a misfired grab, Gooigi accompanies Luigi by punching the opponent at the same time, making the pummel deal more damage.
* Forward Throw - Polterpup Charge: Luigi brings out his Polterpup to run up and tackle the opponent, dealing low damage and decent knockback. This move has some use on its own as a way to throw the opponent offstage to begin edgeguarding. Additionally, this throw is affected by Luigi's Elemental Badges. With the Fire Badge equipped, this throw deals increased damage, making it more useful at early percents to rack up extra damage. With the Water Badge equipped, this throw applies more knockback, making it more useful at late percents as a kill throw. With the Ice Badge equipped, this throw applies more endlag to the opponent, allowing Luigi to more effectively follow-up to the throw as well as edgeguard more effectively. When Luigi uses this throw during a misfired grab, Gooigi thrusts his hand forward alongside Polterpup akin to Luigi's Forward Smash. This makes it deal more damage and knockback, which allows it rack up damage faster and get an earlier kill, especially when paired with an Elemental Badge. 
* Back Throw - Poltergust Slam: Luigi swings the opponent behind himself and slams them into the ground, dealing decent damage and good knockback. This throw has a lot of use due to the knockback it deals, serving as a way to get the opponent offstage at early percents and a great kill throw at the ledge as well as a good combo finisher at late percents. Additionally, this throw is affected by Luigi's Elemental Badges. With the Fire Badge equipped, this throw deals increased damage, making it more useful at early percents to rack up extra damage. With the Water Badge equipped, this throw applies more knockback, making it more useful at late percents as a kill throw. With the Ice Badge equipped, this throw applies more endlag to the opponent, allowing Luigi to more effectively follow-up to the throw as well as edgeguard more effectively. When Luigi uses this throw during a misfired grab, Gooigi will disfigure himself into a blob of goo and quickly slide across the rope of the Suction Shot during the throw, before jumping out and following up the throw by chopping the opponent from overhead in an animation akin to Luigi's Forward Aerial. This extra hit after the throw itself allows it to rack up damage faster and be more effective as a kill throw, especially when paired with an Elemental Badge. This throw is a reference to the Slam move Luigi could use in Luigi's Mansion 3.
* Up Throw - Poltergust Reel: Luigi swings the rope of the Suction Shot upwards to throw his opponent upwards, dealing low damage and decent knockback. This throw has some use on its own as a decent combo starter at low percents, allowing Luigi to vary the way he starts his combos from a grab and start a combo in the air. Additionally, this throw is affected by Luigi's Elemental Badges. With the Fire Badge equipped, this throw deals increased damage, making it more useful at early percents to rack up extra damage. With the Water Badge equipped, this throw applies more knockback, making it more useful at late percents as a kill throw. With the Ice Badge equipped, this throw applies more endlag to the opponent, allowing Luigi to more effectively follow-up to the throw. When Luigi uses this throw during a misfired grab, Gooigi will disfigure himself into a blob of goo and slide below the opponent before jumping up to hit the opponent as soon as Luigi performs the throw. This makes the throw deal more damage and knockback, allowing it to serve more effectively as a kill throw at later percents, made more effective when combined with an Elemental Badge.
* Down Throw - Poltergust Drop: Luigi forces the opponent below himself and performs a Ground Pound to launch them. This throw deals decent damage and low knockback, which lets it serve excellently as a combo starter, allowing Luigi to rack up damage on his opponent at earlier percents. Additionally, this throw is affected by Luigi's Elemental Badges. With the Fire Badge equipped, this throw deals increased damage, making it more useful at early percents to rack up extra damage. With the Water Badge equipped, this throw applies more knockback, making it more useful at late percents as a kill throw. With the Ice Badge equipped, this throw applies more endlag to the opponent, allowing Luigi to more effectively follow-up to the throw. When Luigi uses this throw during a misfired grab, Gooigi will body slam the opponent at the same time as Luigi's Ground Pound, which makes the throw deal more damage and leave the opponent under hitlag for longer. This lets Luigi rack up damage faster and follow-up easier, which can be pushed further by combining the throw with the right Elemental Badge. This move references the Ground Pound move that has existed since Super Mario 64, but has been accessible by Luigi since New Super Mario Bros.
=== Specials ===
* Neutral Special - Poltergust G-00: Luigi pulls out his Poltergust G-00 and begins to vacuum in front of himself in a short range. If the input is held down, Luigi will be able to point this vacuum to the left, the right, and upwards. Any opponent caught by the vacuum get sucked in then get shot out in the direction the vacuum was pointing when they got sucked in, or in the direction the player inputs after they get sucked in. Luigi can only have the vacuum active for 4 seconds before it's automatically cancelled, or the player can cancel it early by letting go of the Special button. Getting shot out of the Poltergust G-00 deals decent damage and knockback, which allows Luigi to use it as a get-off-me tool, as well as an edgeguarding tool offstage. Luigi can also use this move in the air, which allows him to get some flashy kills with it by using it while falling offstage to shoot the opponent offstage and either get an early kill on an inexperienced player by launching them towards the stage, or if the opponent knows how to tech, can be used to send them towards the blast zone to either get a kill or begin edgeguarding. Additionally, this move is affected by Luigi's Elemental Badges. With the Fire Badge equipped, the move deals more damage, making it more useful at early percents to rack up damage. With the Water Badge equipped, the move applies more knockback, making it more useful at late percents as a kill move. With the Ice Badge equipped, the move leaves the opponent under more endlag, allowing Luigi to more easily follow-up and edgeguard more effectively. This move is a reference to the Poltergust series of machines Luigi has been using throughout the Luigi's Mansion series, and more specifically references the Poltergust G-00 from Luigi's Mansion 3.
* Side Special - Strobulb: Luigi uses the Strobulb function in his Poltergust to briefly flash a short cone of light in front of him. Any opponent caught in the cone of light while also facing Luigi gets stunned for 3 seconds, leaving them vulnerable for Luigi to follow-up with a combo or a punish. When stunned by the Strobulb, opponents don't take any knockback until they're no longer stunned, which allows Luigi to rack up damage before he actually follows up. Additionally, this move is affected by the Elemental Badges. With the Fire Badge equipped, the opponent takes 1.5% every half-second while stunned, totalling up to 9% taken, which allows Luigi to rack up extra damage before his opponent is no longer stunned. With the Water Badge equipped, the opponent begins to slide in the direction the Strobulb was shot in, where the opponent cannot influence where they're going until they're no longer stunned. This could lead to an early kill if an opponent near the ledge is sent offstage where they end up unable to recover before the stun effect ends, thus falling straight into the blast zone. Additionally, stunned opponents are actually affected by knockback when hit by a Strobulb with the Water Badge equipped, allowing Luigi to manipulate the direction they're going and possibly lead to a kill that would not have happened under normal circumstances. With the Ice Badge equipped, opponents are frozen instead of stunned. This makes them vulnerable for a total of 5 seconds rather than 3, which allows Luigi to rack up more damage and punish with a more powerful move such as a charged smash attack. This move is a reference to the Strobulb that has been accesible by Luigi in the Luigi's Mansion series since Luigi's Mansion: Dark Moon.
* Up Special - Super Jump Punch: Luigi jumps up high into the air and uppercuts. This move's main purpose is as a recovery option offstage due to the extra height it provides to Luigi in the air. This move also has an offensive use, where the sourspot is extremely weak with its very low damage and knockback alongside the move's high ending lag leaving Luigi extremely easy to punish, but the grounded sweetspot deals excellent damage and knockback, and serves greatly as a combo finisher or as a punish. The aerial sweetspot, while not as powerful, still does great damage and knockback and can serve as a great kill option at high percents in the air.
* Down Special - Medal Switch: Luigi ponders as a selection comes up around him that allows the player to select 1 of 3 Elemental Medals to apply to his moveset. The selectable medals are the Fire Medal, which can be selected by inputting Up, the Water Medal, which can be selected by inputting Left, and the Ice Medal which can be selected by inputting right. The inputted direction has to be held down for half a second to confirm the selection, and the selection can be cancelled by shielding. Elemental Medals affect Luigi's Neutral Special, Side Special, Down Smash, and Throws, and stay in effect for 12 seconds when selected before going through a cooldown of 6 seconds until another Elemental Medal can be applied. The effects each Elemental Medal applies to the affected moves vary. The Fire Medal makes his Neutral Special, Down Smash, and Throws deal more damage while making his Side Special deal damage over time when the opponent is stunned by it. This makes the Fire Medal useful for racking up damage at early percents. The Water Medal makes his Neutral Special, Down Smash, and Throws apply more knockback while making his Side Special slide the stunned opponent in the direction the Strobulb was fired at. This makes the Water Medal good at late percents for earlier, more consistent kills using the affected moves. The Ice Medal makes his Neutral Special, Down Smash, and Throws apply more endlag to the opponent while also making his Side Special freeze the opponent rather than stunning them, leaving them vulnerable for longer. This makes the Ice Medal useful for follow-ups, edgeguarding, and punishes. This move overall is an integral part of Luigi's kit, as it allows him to apply constantly changing effects to his moveset, thus allowing him to be more unpredictable and accomplish his game plan more effectively. Ths move is a reference to the Elemental Medal system from the original Luigi's Mansion.
=== Final Smash ===
* Final Smash - Poltergust Blast: Luigi equips all Elemental Medals and brings out Gooigi for them to both wield a powered-up Poltergust G-00 and begin vacuuming opponents on the stage with much longer range than normal, where the earlier they've been vacuumed into the Poltergust, the more damage they take. They then both shoot out opponents diagonally upwards with extremely high knockback, almost guaranteeing a KO at medium-high percents excluding the damage taken by opponents sucked into the Poltergust before they've been shot out. The angles Gooigi points the Poltergust at through the Final Smash always mirror the angles Luigi points it at, allowing them to cover a lot of space and effectively guarantee all opponents on stage being sucked in. The Elemental Medals equipped in the Final Smash have no effect on Luigi's actual equipped Elemental Medal in the match, and only affect the Final Smash.
== Aesthetics ==
=== Alternate Costumes ===
Costume 	Image 	Origin 	Unlock Criteria
#1: Default 	 	This is Luigi's default look throughout the series since Super Mario World. 	Unlocked from the start.
#2: Orange 	 	Based on Mario's appearance in the boxart for Pinball. 	Unlocked from the start.
#3: Cyan 	 	Based on Mario's appearance on the American boxart for Mario Bros. 	Unlocked from the start.
#4: Yellow 	 	Based on Luigi's appearance in the Atari XE port of Mario Bros. 	Unlocked from the start.
#5: Fire 	 	Based on Luigi's outfit when he consumes a Fire Flower powerup and turns into Fire Luigi originating from Super Mario Bros. 	Unlocked from the start.
#6: Ice 	 	Based on Luigi's outfit when he consumes a Ice Flower powerup and turns into Ice Luigi originating from Mario & Luigi: Partners in Time. 	Unlocked from the start.
#7: Builder 	 	Based on Luigi's outfit throughout promo artwork for Super Mario Maker 2 as well as his look when he collects the Super Hammer powerup. 	Play on a custom stage made in Stage Builder as Luigi.
#8: Classic 	 	Based on Luigi's sprite in the original Mario Bros. 	Win a match on Mario Bros. as Luigi.
#9: Mummigi 	 	Based on Luigi's equippable Mummigi costume in Luigi's Mansion 3. 	Beat Century Smash as Luigi.
#10: Knight 	 	Based on Luigi's equippable The Green Knight costume in Luigi's Mansion 3. 	Win a game of Rival Smash as Luigi.
#11: Groovigi 	 	Based on Luigi's equippable Groovigi costume in Luigi's Mansion 3. 	Win a game on Electrodrome as Luigi.
#12: Captain 	 	Based on the red variant of Luigi's equippable Cap'n Weegee in Luigi's Mansion 3. 	Win a game on Gangplank Galleon as Luigi.
#13: Magician 	 	Based on Luigi's equippable The Amazing Luigi costume in Luigi's Mansion 3. 	Beat 30 opponents in Endless Smash as Luigi.
#14: Paleontologist	 	Based on the blue variant of Luigi's equippable Paleontoluigist costume in Luigi's Mansion 3. 	Win a match as Luigi against a Yoshi CPU with Level 5 difficulty or higher.
#15: Casino 	(Credits to Pokerninja1) 	Based on Luigi's outfit during his minigames in Super Mario 64 DS. 	Enter the Museum as Luigi or Win a Spectate bet online.
#16: Mr. L 	(Credits to Hydro-Plumber)	Based on Mr. L, Luigi's brainwashed alter ego he takes on in Super Paper Mario. With this costume on, Luigi's name is announced as Mr. L, and his Boxing Ring title changes to The Green Thunder. 	Beat Classic Mode as Luigi.
#17: Doctor 	 	Based on Dr. Luigi, the persona Luigi takes on in the Dr. Mario series starting from Dr. Luigi. With this costume on, Luigi's name is announced as Dr. Luigi. 	Win a match in the Dr. Mario stage as Luigi.
#18: Gooigi 	 	Based on Gooigi, a gooey clone of Luigi that appears across the Luigi's Mansion series. With this costume on, Luigi's name is announced as Gooigi, and all appearances by Gooigi in Luigi's moveset are replaced by Luigi.	Beat Classic Mode on 9.9 as Luigi.
=== Taunts ===
* Up Taunt: Luigi quickly strikes 5 different poses consecutively. The poses in order are a V sign akin to the pose he assumes when collecting an item in Luigi's Mansion, Luigi pointing his fingers forward with a fearful expression, Luigi holding his finger under his nose and looking at the screen akin to his render for Mario & Luigi: Partners in Time, Luigi crouches down at the floor facing away from the screen akin to his Bogey animation from Mario Golf on the Nintendo 64, and Luigi assumes a frightened expression with his hands pressed onto his cheeks akin to the boxart of Luigi's Mansion.
* Side Taunt: Luigi shyfully kicks the ground. This taunt has a small hitbox that spikes with high set knockback which can two-frame opponents on the ledge into a flashy kill.
* Down Taunt: Luigi brings out Polterpup and begins petting its head as it starts panting and wagging its tail.
=== Idle Poses ===
* Idle #1: Luigi scratches the back of his head.
* Idle #2: Luigi pulls his nose, which stretches out slightly when he pulls out his finger before recoiling back into place.
=== Victory Theme/Poses ===
* Victory Theme: A shortened remix of the main melody in the Luigi's Mansion theme.
* Victory Pose (Left): Luigi planks twice in each direction. 
* Victory Pose (Up): Luigi backflips and spins in the air before landing and shooting finger guns at the screen.
* Victory Pose (Right): Luigi holds up Polterpup before it jumps onto him, forcing him to lay on his back as it begins to lie on Luigi, prompting Luigi to begin petting it.
=== Extra Aesthetics ===
* Stage Intro: Luigi jumps out of a Warp Pipe with his hands on his cheeks and with a frightened expression, landing on the ground just after the Warp Pipe disappears into the stage. His expression is a reference to the boxart of Luigi's Mansion.
* Kirby Hat: Kirby simply wears Luigi's hat. If Luigi is equipping the Dr. Luigi costume, Kirby will instead wear his head mirror. If Luigi is equipping the Gooigi costume, Kirby will instead turn into a gooey clone of himself.
* When running for a long enough time, Luigi will begin to splay his arms behind him and lean back a little bit while running. This is a reference to the P-Speed run animation originating from Super Mario World.
* When jumping backwards, Luigi begins to stretch his arms out and spin in the air. This is a reference to the special Backflip that Luigi could perform in Super Mario 64 DS.
* When running onto water, Luigi will be able to briefly run on the water's surface before sinking. This is a reference to Luigi's ability to briefly run on water in Super Mario 64 DS.
* Luigi's facial expressions usually remain neutral across most of the match, however he puts on a surprised expression whenever he lands a misfire, and an embarassed expression for certain moves such as his Jab and Dash Attack and for when he gets hit and is grabbing onto the ledge.