Super Smash Bros. Galaxy Deluxe/Luigi Moveset

Luigi (ルイージ, Luigi) is a playable character in Super Smash Bros. Ultimate. He was confirmed alongside Yoshi and the rest of the veterans on June 12th, 2018 during E3 2018, with him and Yoshi being the last two veterans to be revealed. As in his appearances prior to Super Smash Bros. 4, he is unlockable, instead of being available from the start. Luigi is classified as Fighter #09.
As in SSB4, Charles Martinet's portrayal of Luigi from Super Smash Bros. Brawl was repurposed for Ultimate.
Luigi is ranked 47th out of 82 on the current tier list, placing him at the end of B+ tier. This is a noticeable drop from his 18th out of 54 placement in SSB4. Similarly to his brother, Luigi has excellent frame data, with low startup and ending lag on the majority of his kit, making him a very difficult character to punish. His outstanding air game is augmented by his strong aerials having fast startup, low ending lag (except neutral and back aerials) and landing lag, and lenient auto-cancel windows, with all of them being able to auto-cancel from a short hop. Additionally, Luigi boasts incredible combo ability and KO power: his down throw is one of the best combo starters in the game, and allows him to either perform consistent zero-to-death combos on the vast majority of the roster or set up for a kill via Super Jump Punch, Luigi Cyclone, or a sweetspotted back aerial at high percentages. Finally, Luigi Cyclone's frame 1 invincibility when used in the air gives Luigi a reliable combo breaker. 
However, Luigi is still plagued with heavily exploitable drawbacks that he had in previous games. His overall mobility is sluggish, with his air speed being one of the slowest in the game. Luigi's pitifully slow air speed is an especially painful hindrance, as it makes him susceptible to juggling. Along with his slow ground movement, his ground game is also further brought down by his below average range, which makes it difficult for him to fight against camping. Lastly, Luigi's recovery is very predictable and linear, as Green Missile only grants Luigi horizontal distance with noticeable end lag, while Super Jump Punch only travels straight upwards with no horizontal gain. Finally, Luigi Cyclone lost almost all of its utility as a recovery and gimping tool, as it no longer grants Luigi any vertical or horizontal distance for recovery, nor can it gimp opponents offstage. Additionally Luigi's disadvantage state is also poor due to his low air mobility and his limited options to escape juggles, while he can use Luigi Cyclone to potentially escape combos and juggles, it can be fairly predictable and the opponent can easily punish Luigi due to the move's high ending lag.
Overall, Luigi is a character who, in the right situation, can setups for quick and unexpected KOs, but on the other hand his weaknesses can allow opponents to take advantage of his poor mobility and predictable recovery. This has allowed him to foster a good-sized playerbase spearheaded by players such as Luugi and, prior to his ban, Elegant.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Rump Thrust (どんけつ) 	2% 	A one-two combo followed by a hip thrust. Its first hit comes out on frame 2 and its last hit slightly moves Luigi forward, making it a safe option at close range. The first 2 hits can also jab lock an opponent. The first 2 hits are based on the Punch + Punch + Kick combo from Super Mario 64.
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Rump Thrust (どんけつ) 	2% 	A one-two combo followed by a hip thrust. Its first hit comes out on frame 2 and its last hit slightly moves Luigi forward, making it a safe option at close range. The first 2 hits can also jab lock an opponent. The first 2 hits are based on the Punch + Punch + Kick combo from Super Mario 64.
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Rump Thrust (どんけつ) 	4% 	A one-two combo followed by a hip thrust. Its first hit comes out on frame 2 and its last hit slightly moves Luigi forward, making it a safe option at close range. The first 2 hits can also jab lock an opponent. The first 2 hits are based on the Punch + Punch + Kick combo from Super Mario 64.
Forward tilt 	Forward tilt 	Middle Kick (ミドルキック) 	9% 	A hook kick. Despite having a different animation compared to Mario's, it can be angled like his and has similar properties. Thanks to its higher damage output, it can function as a situational KO option while near the edge at very high percentages. Just like Luigi's other tilts, it comes out on frame 5. Good spacing option despite having less range and more ending lag than Mario's. However, it is outperformed by other stronger and more versatile spacing tools.
Up tilt 	Up tilt 	Cat Uppercut (ねこアッパー) 	6% 	An uppercut. It is a potent combo starter, leading into itself at low percentages and all of Luigi's aerials at medium to high percentages. Due to its generous hitbox and low lag, it is one of Luigi's better juggling options. Compared to Mario's version, it deals more damage, has more frontal range and less ending lag, but its much lower base knockback makes it less safe at very low percentages.
Down tilt 	Down tilt 	Heel Kick (かかとげり) 	5% 	A crouching, low-angle heel kick. It has short range, and deals low damage and knockback. However, its very minimal lag allows it to combo into itself, forward tilt, dash attack and forward smash at very low percentages. Its ability to be used in very quick succession can also enable it to whittle down shields if the opponent is close enough to Luigi, as he can act as soon as he puts his foot back to the ground. It is also an excellent edge trapping tool, since its aforementioned speed makes it a fairly effective 2 frame punish that can pressure the opponent's edge options.
Dash attack 	Dash attack 	Flurry Punches (ぽこぽこパンチ) 	2% (hits 1-4), 4% (hit 5) 	A flurry of childish punches. Unlike in previous games, it has significantly less ending lag and both its damage output and knockback are noticeably higher, to the point that it can function as a situational KO option while near an edge at very high percentages. Due to its first hit coming out on frame 4, it is also one of the fastest dash attacks in the game in regard to startup alongside Ivysaur and Fox's dash attacks. Since Luigi dashes forward, it has fairly long range, but it is very punishable if whiffed.
Forward smash 	Forward smash 	Hell Thrust (地獄突き) 	15% 	A knifehand thrust. Luigi's most powerful smash attack, thanks to its respectable damage output, very high knockback scaling on all angles, and considerable shield damage output. Due to it coming out on frame 12, it is Luigi's slowest grounded attack. Despite this, its startup makes it one of the fastest forward smashes in the game; this is further supplemented by it having relatively low ending lag for a smash attack (28 frames). It also possesses a high shield damage output, which can make it challenging to punish. However, it has short range, which can make it difficult to land.
Up smash 	Up smash 	Lead Headbutt (スマッシュヘッドバット, Smash Headbutt) 	14% (head), 12% (body) 	An upward arcing headbutt. Due to it coming out on frame 9, it is fairly quick for a smash attack, and is one of Luigi's fastest KO options. Like Mario and Dr. Mario's up smashes, it renders his head intangible throughout its duration. Unlike theirs, however, it consists of a sweetspot and a sourspot, the latter of which inflicts 2% less damage and is located closer to Luigi. Despite this, the sourspot is out-prioritized by the sweetspot, and is very unlikely to hit unless the opponent is practically touching him. Compared to Mario's version, it launches at a fairly lower angle, but actually KOs earlier due to its overall higher knockback. Like Dr. Mario's version, its hitbox lasts for 1 frame longer than Mario's version, giving it more frontal range and a longer period of intangibility. In addition, its animation ends 1 frame earlier. Its combination of very fast interruptibility, the intangibility on Luigi's head and respectable power make it very hard to punish, especially from out of shield.
Down smash 	Down smash 	Double Kick (ダブルキック) 	15% (body), 14% (legs) 	A modified Sweep Kick. Due to it coming out on frame 6, it is Luigi's fastest smash attack. It is useful for punishing rolls, thanks to it hitting in front of Luigi and behind himself; the back hit also has noticeably higher knockback compared to the front hit. Its respectable damage output also makes it useful for edge-guarding, and enables it to KO at reasonable percentages while near the edge. In an opposite fashion to his up smash, both hits possess sweetspots located closer to Luigi, with the sourspots covering the rest of his legs. Unlike in SSB4, its front hit is significantly more reliable for KOing and edge-guarding, thanks to it launching the opponent at 52° instead of 120°.
Neutral aerial 	Neutral aerial 	Luigi Kick (ルイージキック) 	12% (clean), 6% (late) 	A flying kick. It comes out on frame 3, which is the fastest startup out of Luigi's aerials and, in turn, makes it very useful for breaking out of combos. It also launches at a vertical angle; this enables its late hit to start combos reliably with a landing short hop, and enables its clean hit to potentially KO at high percentages while near the upper blast line. Despite being able to auto-cancel with a short hop like Luigi's other aerials, it is his only aerial that cannot do so with a short hop fast fall.
Forward aerial 	Forward aerial 	Crown Chop (脳天チョップ) 	8% 	A downward knifehand strike. It comes out on frame 7 and is interruptible only 13 frames after the hitbox's active frames conclude (frame 24), making it the fastest forward aerial in the game in regard to ending lag. It is a reliable follow-up from down throw at low to medium percentages, and is useful for edge-guarding due to its extremely low ending lag, with the fastest interruptibility of its type. It also auto-cancels on frame 21; when combined with its minimal startup and lack of ending lag, these traits make it a useful approach option, since it can auto-cancel with a short hop fast fall or can be used twice with a short hop without incurring landing lag. Its hitbox is positioned on Luigi's hand and arm, but it also has a smaller hitbox on his shoulder that covers slightly around his body.
Back aerial 	Back aerial 	Rear Drop Kick (後方ドロップキック) 	14% (clean feet), 8% (clean legs, late) 	A dropkick. It has decent range, to the point that it has the second longest range among Luigi's aerial attacks. The clean hit's sweetspot is located on Luigi's feet and deals high damage and knockback, making it one of Luigi's best KOing options. The clean hit's sourspot and the late hit deal much less damage and knockback; as a result, they are much less effective for KOing, yet more useful for partaking in combos. It comes out on frame 6, but its 33 frames of ending lag is the highest amount out of Luigi's aerials. It can auto-cancel both with a short hop and with a short hop fast fall, although in the latter case, it requires strict timing to do so.
Up aerial 	Up aerial 	Air Slash (エアスラッシュ) 	11% (clean), 7% (late) 	A bicycle kick. It is useful for combos like Mario's up aerial, due to its very low ending lag and landing lag. Its clean hitbox also inflicts above-average damage for a combo-oriented move. However, it launches at a lower angle than Mario's; this makes it less effective for juggling and especially vertical combos past low percentages, yet more effective for horizontal combos. It also comes out 1 frame later than Mario's, on frame 5 instead of 4, but has less ending lag. However, it possesses a substantially smaller hitbox. Just like his forward aerial, Luigi can use his up aerial twice with a single short hop, as well as auto-cancel it due to its lenient auto-cancel window and low ending lag.
Down aerial 	Down aerial 	Drill Kick (ドリルキック) 	10% (clean), 8% (late) 	A corkscrew double foot stomp. It comes out on frame 10 and auto-cancels with a short hop fast fall. Its clean hit is a respectably strong meteor smash against airborne opponents, and it has the lowest ending lag (14 frames) of any meteor smash in the game alongside minimal landing lag. Altogether, these traits make it a fast, yet safe edge-guarding option and a versatile move overall. However, the clean hit only affects the hitbox on Luigi's feet and only lasts for 1 frame. Although the late hit is less rewarding due to launching opponents horizontally away from Luigi, it is still quite effective for edge-guarding. Prior to update 2.0.0, the clean hit could affect both grounded and aerial opponents, which allowed it to start combos at a wide variety of percentages, even possessing KO set-ups into Super Jump Punch. As of update 2.0.0, the meteor smash hitbox only affects aerial opponents, removing most of its potential as a combo starter. Despite this, it remains a valuable combo extender from down throw or late neutral aerial, since it can launch opponents down to the stage and thus provide more follow-ups. It resembles the Drill Stomp.
Grab aerial 	Grab aerial 	Suction Shot (空中オバキューム, Aerial Poltergust) 	5% 	Uses the Poltergust G-00 to fire a suction cup attached to a rope. Despite its appearance, it cannot be used as a tether recovery. The suction cup and its rope also detach from the Poltergust G-00 after being fired, with the suction cup functioning like a projectile thereafter. The suction cup is affected by gravity and cannot be reflected or absorbed; altogether, these traits make it useful for edge-guarding. Notably, the projectile will still be launched if Luigi inputs grab in the air but lands before before the projectile is launched. The suction cup will descend a set distance and then disappear thereafter; it will also disappear shortly after landing on the ground. However, using Luigi's grab aerial will not restrict him from using his grounded grabs while the prior suction cup is active. Luigi's grab aerial has much higher landing lag (20 frames) compared to other grab aerials, but this can be circumvented if he lands before firing the suction cup, as it can come out and then hit opponents during its landing lag. Doing this allows the suction cup to combo into several grounded attacks while he sufficiently close to the opponent. Overall, its attributes make it a good projectile and a useful part of Luigi's moveset.
Grab 	Grab 	Suction Shot (つかみ, Grab) 	— 	Uses the Poltergust G-00 to fire a suction cup attached to a rope. Like other tether grabs, it has long range; unlike most tether grabs, it has fairly low ending lag, to the point that Luigi is able to act out of it before the suction cup disappears.
Pummel 	Pummel 	Poltergust Shock (オバキュームショック 	1.3% 	Vacuums the opponent with the Poltergust G-00. It is much quicker, yet much less damaging than Luigi's previous pummel.
Forward throw 	Forward throw 	Slam (オバキューム投げ, Poltergust Throw) 	9% 	Slams the opponent forward with the Poltergust G-00. It is Luigi's second most damaging throw, but has limited utility outside of dealing damage and setting up edge-guards at high percentages. It can KO middleweights at around 162% at the edge of Final Destination.
Back throw 	Back throw 	Slam (オバキューム反転投げ, Reverse Poltergust Throw) 	10% 	Turns around to slam the opponent behind himself with the Poltergust G-00. It is Luigi's most damaging and strongest throw, as well as one of the strongest back throws in the game, to the point of being able to reliably KO middleweights under 120% while near an edge.
Up throw 	Up throw 	Poltergust Reel (オバキューム釣り) 	8% (throw), 6% (collateral) 	Swings the Poltergust G-00 upward to fling the opponent overhead. It can combo into forward aerial or up aerial at low to medium percentages, depending on the opponent's DI. It also possesses a collateral hitbox that launches bystanders upward alongside the thrown opponent. However, it is a much less versatile combo starter compared to down throw, and is much less effective for KOing compared to back throw.
Down throw 	Down throw 	Poltergust Drop (オバキュームドロップ) 	3% (hit 1 and throw) 	Shoves the opponent under himself and Ground Pounds them. It is easily Luigi's best throw and arguably his best move overall, thanks to its average knockback, low ending lag and 80° launching angle collectively making it one of the best combo starters in the game. It can combo into several moves, including up tilt and up smash at low percentages, as well as any of Luigi's aerials and Luigi Cyclone at low to high percentages. Its most effective follow-up at low percentages is clean down aerial, followed by a neutral aerial into another clean down aerial, before concluding with up aerial into a grounded Super Jump Punch for a zero-to-death combo that works on a wide variety of characters. At high percentages, it has several potential KO setups, including aerial Super Jump Punch, back aerial (while near the edge), and aerial Luigi Cyclone (when used on a platform or if the opponent uses subpar DI). In addition to its combo potential, it has a collateral hitbox before the throw on frames 18-28 that can hit bystanders. Due to its low ending lag, Luigi can act as soon as he touches the ground.
Floor attack (front)	Floor attack (front)	 	7% 	Performs a modified Sweep Kick before getting up.
Floor attack (back) 	Floor attack (back) 	 	7% 	Performs a modified Sweep Kick before getting up.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Performs a side kick and then a wheel kick while getting up.
Edge attack 	Edge attack 	 	9% 	Performs a double-footed legsweep while climbing up.
Neutral special 	Neutral special 	Fireball 	6% (clean), 5% (late) 	Tosses a Green Fireball. It is fairly spammable, which enables it to pressure opponents from afar and hinder approaches. Compared to Mario's Fireball, Luigi's version has less ending lag and has a clean hit that deals more damage, with Luigi being able to toss another Fireball when the clean hit ceases. Unlike Mario's version, Luigi's Fireball is unaffected by gravity, which gives it more vertical range at the cost of being less suitable for edge-guarding.
Side special 	Side special 	Green Missile 	≈6.166% (uncharged), 21% (fully charged), 25% (misfired) 	Crouches and then propels himself forward to perform a flying battering ram. It takes 1.5 seconds to fully charge, but deals impressive damage upon doing so. Upon reaching full charge, it has KO potential and can be held for some time before being automatically canceled. It also has a 10% chance to misfire, which deals considerably more damage and knockback, KOing opponents at ≈60% from the center of Final Destination; this is known as Overzealous Green Missile. A misfired Green Missile, also grants intangibility on frames 18-22, and always travels the same distance regardless of the charge. However, its considerable ending lag makes it punishable whether it is used for offense or recovering, which makes reads very important in order to use it effectively.
Up special 	Up special 	Super Jump Punch 	25% (grounded sweetspot), 20% (aerial sweetspot), 1% (sourspot)	A jumping uppercut. Its grounded sweetspot emits a ping sound and triggers a Special Zoom upon hitting, and boasts excellent damage output with impressive knockback, KOing opponents from 37%-67% depending on weight from ground level. Its aerial sweetspot is larger, yet deals less damage and knockback (though it is still powerful), and does not have the special effects of the grounded sweetspot. Both versions also grant intangibility for 3 frames (starting on frame 8 on the ground and on frame 6 in the air). However, it is very punishable because of its high landing lag, while its abysmally weak sourspot lacks KO potential and is very unsafe.
Down special 	Down special 	Luigi Cyclone 	2% (hits 1-4), 4% (hit 5) 	Spins around rapidly, to the point of generating a vortex around himself that traps an opponent and damages them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. It allows Luigi to move horizontally on the ground, as well as maintain his aerial position by mashing the special move button, although both abilities are considerably weaker than in previous games. It also grants Luigi invincibility during startup (frames 4-8 while grounded and 1-7 in midair), and has windboxes around Luigi that pull opponents into the attack. These traits make it a more effective, yet slightly less rewarding combo breaker compared to his neutral aerial. As of update 2.0.0, Luigi Cyclone's final hit has respectable power: the grounded version KOs middleweights at ≈160%, whereas the aerial version is a reliable KO confirm from down throw at high percentages, especially when used on a platform. Although Luigi Cyclone connects more reliably than in previous games, it should also be noted that it now requires consistent button mashing for all of its hits to connect.
Final Smash 	Final Smash 	Poltergust G-00 	30.1% (maximum captured), 10% (ejection) 	Wields the Poltergust G-00 to vacuum nearby opponents into it before powerfully ejecting them diagonally. Opponents will accumulate more damage the earlier they are vacuumed in. It has decent range, and is capable of vacuuming opponents from a variety of angles. Additionally, if Luigi ejects opponents into opponents not vacuumed they will take a surprising amount of knockback.
Down taunt 	Down taunt 	 	2% 	Bashfully kicks to the ground. Its high fixed knockback value makes it a very potent meteor smash, allowing it to potentially OHKO an edge-hanging opponent. The grounded meteor smash mechanics of Ultimate also make it surprisingly potent as a combo starter on-stage, as it can no longer be teched. However, it is held back by pitiful range and slow startup.
== Appearing ==
A green Warp Pipe appears, and Luigi leaps out of it while saying "Let's-a go!" nervously and sporting a frightened expression that heavily resembles his appearance on the cover artwork of Luigi's Mansion.
== Taunt ==
Up taunt: Performs 5 poses in very quick succession. When switching from pose to pose he says, "Hoh hah hee heh hoo!"
:# Flashes the V sign. This pose resembles the one he assumes upon collecting an item in Luigi's Mansion.
:# Points both his fingers in the direction he is facing, looking frightened.
:# Holds his finger under his nose and looks toward the screen. This pose heavily resembles the one he assumes in his individual artwork for Mario & Luigi: Partners in Time.
:# Crouches down to the floor with his back turned to the player. This pose heavily resembles his Bogey animation from the Nintendo 64 version of Mario Golf.
:# Assumes a scared expression and pose with his hands on his cheeks. This pose heavily resembles his appearance on the cover artwork of Luigi's Mansion.
Side taunt: Planks while saying "Pow pow." Due to this taunt moving Luigi forward into the z-axis and lowering his hurtbox, some attacks may actually miss him as a result.
Down taunt: Bashfully kicks the ground while sighing. It is one of the few taunts in the game to inflict damage; it deals 2% and meteor smashes opponents with high set knockback, making it a surprisingly reliable combo starter onstage and allowing it to one-hit KO opponents who are off-stage or hanging on an edge. It is similar to the animation Luigi performs when he loses a minigame in Mario Party 2.
== Idle ==
Rubs the back of his head sheepishly.
Pulls his nose, which stretches slightly and then recoils back into place.
== Victory Pose ==
Left: Planks twice, much like in his side taunt and his artwork in SSB4. His nose twitches in brief intervals after the second plank.
Up: With his back to the screen and his hands on his hips, Luigi nods his head twice. Then, he turns around and makes gun motions with his fingers, saying "Bang bang!" He continues to alternate between pointing his fingers and nose to the right and left.
Right: Childishly flails his arms about in the air, first towards his right side and then his left. Afterwards, now exhausted, he gasps while holding his left hand out and resting his right hand on his knee. This is similar to his "character chosen" animation in SSB and his dash attack, albeit with a different ending animation.
== Victory Theme ==
Luigi: Super Mario Bros. Victory Theme
== Classic Mode: Luigi's Nightmare ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Toon Link (×4) 	Luigi's Mansion 	Main Theme - Luigi's Mansion (Brawl) 	The Dark Toon Links' models are not brightened or darkened to differentiate them.
2 	Ridley (Giant) 	The Research Facility II 	Vs. Ridley 	
3 	Bayonetta 	Umbra Clock Tower 	The Legend Of Aesir 	
4 	Mii Brawler (×3),  Mii Swordfighter (×2), and  Mii Gunner	Luigi's Mansion (Battlefield form)	Main Theme - Luigi's Mansion (Brawl) 	Horde Battle.
Mii Fighter costume combinations:
* Hockey Mask and SSB T-shirt (Brawler)
* Magic Hat and Ashley Outfit (Swordfighter)
* Devil Horns and Vampire Garb (Brawler)
* Bear Hat and Bear Suit (Gunner)
* King K. Rool Hat and King K. Rool Outfit (Brawler)
* Majora's Mask and SSB T-shirt (Swordfighter)
5 	Link 	Midgar 	Death Mountain 	
6 	Little Mac, then Giant  Mr. Game & Watch 	Luigi's Mansion (Ω form) 	On the Hunt -Gloomy Manor Ver.- (Instrumental)	Mr. Game & Watch is not announced during the loading screen. Items do not appear.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	King Boo (Luigi's Mansion) 	Twisted Mansion 	Angry King Boo (Mario Party 10) 	
== Character unlock tree ==
# Dr. Luigi
# Paper Luigi
# Baby Luigi
# Raichu
# Mr. Game & Watch
# King Boo
== Palutena's Guidance ==
: Pit: Look! It's Luigi!
: Viridi: Always a bridesmaid, never a bride.
: Pit: Aw, don't say that. After all, he even had his own year.
: Viridi: I don't remember that. Though I suppose if he's number two out of all of these fighters, that's actually pretty good.
: Pit: His attacks are no joke.
: Viridi: You're right. Have you seen his Super Jump Punch and Green Missile? In some ways, he might even be stronger than his brother. Too bad about that unfortunate L on his forehead...
: Pit: I'm sure that stands for "winner."
== Color ==
# Ice Luigi
# Bubble Luigi
# Classic Luigi
# Bullder Luigi
# Wedding Luigi
# Drill Luigi
== Story Mode ==
Luigi Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the exception of Girl & Dog.
No.	Name 	Type	Power 	Stage 	Music
09 	Luigi	Grab	10,600	Luigi's Mansion (Ω form)	Main Theme - Luigi's Mansion
== Spirit ==
Category:Character Movesets