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== Differences from Mario ==
 
== Differences from Mario ==
 
=== Attributes ===
 
=== Attributes ===
*{{Nerf|Has a slightly slower attack rate (13 → 14).}}
+
*{{Nerf|Luigi has a slightly slower attack rate (13 → 14).}}
*{{Buff|Has a slightly longer attack duration (15 → 16).}}
+
*{{Buff|He has a slightly longer attack duration (15 → 16).}}
   
  +
=== [[Standard attack (Super Smash Flash)|Standard attack]] ===
=== Grounded attacks ===
 
  +
*{{Neutral|The fireball itself behaves very differently from Mario's.}}
*{{Buff|His Fireballs do not auto-transition into fall animation.}}
 
  +
**{{Nerf|It comes out 3 frames slower (5 → 8).}}
**{{Nerf|Transitions into jump attack 1 frame later in the air (16 → 17). It cannot be spammed; move will frame-skip into useless fall animation if the attack button is held down. Hurtboxes are wider overall, especially during the initial frames.}}
 
 
**{{Neutral|It travels in a straight line, as opposed to a sine wave.}}
**{{Nerf|The Fireballs come out 3 frames later (5 → 8) and move significantly slower. They also have less range and do not grow larger at the end.}}
 
  +
**{{Nerf|It moves about half as fast.}}
**{{Neutral|They travel in a straight trajectory and last 15 frames longer.}}
 
  +
***{{Buff|This allows it to deal more damage overall due to overlapping the opponent for more frames.}}
*{{Nerf|His side attack lasts 1 frame longer (15 → 16) and transitions into jump attack 1 frame later in the air (16 → 17). It also frame-skips into up attack 1 frame later (14 → 15).}}
 
  +
***{{Buff|It can also combo into itself at low percents, making it good for damage racking and early edgeguards.}}
**{{Buff|Attack hitbox is bigger and gives Luigi a better disjoint.}}
 
  +
**{{Buff|It lasts 15 frames longer (23 → 38).}}
**{{Nerf|Hurtboxes are slightly wider.}}
 
  +
**{{Nerf|It travels a much shorter distance.}}
*{{Buff|His up attack lasts 1 frame shorter (11 → 10) and auto-transitions into fall animation 1 frame earlier (12 → 11).}}
 
**{{Nerf|Transitions into jump attack 1 frame later in the air (16 17). Its hurtboxes are slightly taller}}
+
**{{Nerf|It does not grow bigger towards the end of its range.}}
 
*{{Neutral|Luigi's firing animation does not auto-transition into his falling animation.}}
**{{Neutral|Attack hitbox is taller and more centered, giving Luigi a better disjoint above and no disjoint to the side. Luigi does not jump as high, giving him at least a slight disjoint above him for the entire duration of the move, at the expense of less disjoint below him during the peak of his jump.}}
 
  +
**{{Nerf|This makes it more difficult to spam, as the move will [[frame-skip]] into a useless falling animation if the attack button is held down. Luigi must [[turn-cancel]] during the time between firing the projectile and his attack refreshing in order to fire at the optimal rate.}}
  +
*{{Nerf|The move transitions into jump attack 1 frame later when used in the air (16 → 17).}}
  +
*{{Nerf|Luigi's hurtboxes are wider overall, especially during the initial frames.}}
  +
  +
=== [[Side attack]] ===
  +
*{{Buff|The move lasts 1 frame longer (15 → 16).}}
  +
*{{Nerf|It transitions into jump attack 1 frame later when used in the air (16 → 17).}}
  +
*{{Nerf|It frame-skips into up attack 1 frame later (14 → 15).}}
 
*{{Buff|The attack's hitbox is bigger and gives Luigi a better disjoint.}}
 
*{{Nerf|Luigi's hurtboxes are slightly wider.}}
  +
  +
=== [[Up attack]] ===
  +
*{{Nerf|The move lasts 1 frame shorter (11 → 10).}}
 
**{{Neutral|This also causes Luigi's attacking animation to auto-transition into his falling animation 1 frame earlier (12 → 11).}}
  +
*{{Nerf|It transitions into jump attack 1 frame later when used in the air (16 → 17).}}
  +
*{{Buff|The attack's hitbox is taller, giving Luigi a better disjoint above him.}}
  +
*{{Nerf|The attack's hitbox is more centered, giving Luigi no disjoint in front of him.}}
  +
*{{Nerf|Luigi's hurtboxes are slightly taller.}}
  +
*{{Neutral|Luigi does not jump as high when kicking.}}
  +
**{{Buff|This gives him better range above him overall, and allows him to maintain a slight disjoint during the peak of his jump.}}
  +
**{{Nerf|Luigi has a shorter disjoint below him as a trade-off.}}
  +
  +
=== [[Down attack]] ===
 
*{{Buff|His Down Attack deals 1% more damage per frame (9% → 10%). Moves 7 units faster on startup (18 → 25). Lasts 7 frames longer (18 → 25). Attack hitbox is much wider and more centered.}}
 
*{{Buff|His Down Attack deals 1% more damage per frame (9% → 10%). Moves 7 units faster on startup (18 → 25). Lasts 7 frames longer (18 → 25). Attack hitbox is much wider and more centered.}}
 
**{{Nerf|Hurtboxes are hilariously gigantic after the initial frames.}}
 
**{{Nerf|Hurtboxes are hilariously gigantic after the initial frames.}}
   
  +
=== [[Down aerial (Super Smash Flash)|Down aerial]] ===
=== Aerial attacks ===
 
 
*{{Buff|His Down Aerial lasts 2 frames longer (14 → 16). Attack hitbox is significantly wider and slightly taller.}}
 
*{{Buff|His Down Aerial lasts 2 frames longer (14 → 16). Attack hitbox is significantly wider and slightly taller.}}
 
**{{Neutral|Does not auto-transition into fall animation. Hurtboxes are less consistent, with some being much wider and some being slightly thinner than Mario's.}}
 
**{{Neutral|Does not auto-transition into fall animation. Hurtboxes are less consistent, with some being much wider and some being slightly thinner than Mario's.}}
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**{{Neutral|Luigi does not "hop" at the end of the attack, giving his hurtboxes less vertical movement.}}
 
**{{Neutral|Luigi does not "hop" at the end of the attack, giving his hurtboxes less vertical movement.}}
 
**{{Buff|Luigi has a short "wind up" animation at the beginning, giving him much better disjointed range on the initial frames.}}
 
**{{Buff|Luigi has a short "wind up" animation at the beginning, giving him much better disjointed range on the initial frames.}}
  +
  +
=== [[Jump attack]] ===
 
*{{Neutral|His jump attack has slightly more range above him and less range in front of him. Hurtbox is slightly wider and shorter}}
 
*{{Neutral|His jump attack has slightly more range above him and less range in front of him. Hurtbox is slightly wider and shorter}}
   
=== Other ===
+
=== Other animations ===
 
*{{Nerf|Ducking hurtbox is slightly wider.}}
 
*{{Nerf|Ducking hurtbox is slightly wider.}}
 
*{{Neutral|Falling hurtbox is slightly off-center.}}
 
*{{Neutral|Falling hurtbox is slightly off-center.}}

Revision as of 23:47, 15 August 2017

This article is about Luigi's appearance in Super Smash Flash. For the character in other contexts, see Luigi.

Luigi appears as the only unlockable character from the Mario universe in Super Smash Flash. He can be unlocked by completing Adventure mode on at least normal difficulty with Mario. He is one of four clone characters in the game, borrowing his moveset from his brother.

He is tied for third on the tier list with his brother Mario. Luigi has excellent horizontal movement, high jumps, and good kill power. He has easily the best projectile in the game, the Fireball, due to its very fast speed and firing rate. The Luigi Cyclone is a good turtling move, as it comes out fast, surrounds Luigi on both sides, has a long active period, and has instant-killing properties.

Like Mario, Luigi doesn't have any real weaknesses, other than his lack of a momentum cancelling attack. This lack of downsides makes his strengths appear event more pronounced, as he has strong match ups across the board, resulting in his high placement.

Differences from Mario

Attributes

  • Nerf Luigi has a slightly slower attack rate (13 → 14).
  • Buff He has a slightly longer attack duration (15 → 16).

Standard attack

  • Neutral The fireball itself behaves very differently from Mario's.
    • Nerf It comes out 3 frames slower (5 → 8).
    • Neutral It travels in a straight line, as opposed to a sine wave.
    • Nerf It moves about half as fast.
      • Buff This allows it to deal more damage overall due to overlapping the opponent for more frames.
      • Buff It can also combo into itself at low percents, making it good for damage racking and early edgeguards.
    • Buff It lasts 15 frames longer (23 → 38).
    • Nerf It travels a much shorter distance.
    • Nerf It does not grow bigger towards the end of its range.
  • Neutral Luigi's firing animation does not auto-transition into his falling animation.
    • Nerf This makes it more difficult to spam, as the move will frame-skip into a useless falling animation if the attack button is held down. Luigi must turn-cancel during the time between firing the projectile and his attack refreshing in order to fire at the optimal rate.
  • Nerf The move transitions into jump attack 1 frame later when used in the air (16 → 17).
  • Nerf Luigi's hurtboxes are wider overall, especially during the initial frames.

Side attack

  • Buff The move lasts 1 frame longer (15 → 16).
  • Nerf It transitions into jump attack 1 frame later when used in the air (16 → 17).
  • Nerf It frame-skips into up attack 1 frame later (14 → 15).
  • Buff The attack's hitbox is bigger and gives Luigi a better disjoint.
  • Nerf Luigi's hurtboxes are slightly wider.

Up attack

  • Nerf The move lasts 1 frame shorter (11 → 10).
    • Neutral This also causes Luigi's attacking animation to auto-transition into his falling animation 1 frame earlier (12 → 11).
  • Nerf It transitions into jump attack 1 frame later when used in the air (16 → 17).
  • Buff The attack's hitbox is taller, giving Luigi a better disjoint above him.
  • Nerf The attack's hitbox is more centered, giving Luigi no disjoint in front of him.
  • Nerf Luigi's hurtboxes are slightly taller.
  • Neutral Luigi does not jump as high when kicking.
    • Buff This gives him better range above him overall, and allows him to maintain a slight disjoint during the peak of his jump.
    • Nerf Luigi has a shorter disjoint below him as a trade-off.

Down attack

  • Buff His Down Attack deals 1% more damage per frame (9% → 10%). Moves 7 units faster on startup (18 → 25). Lasts 7 frames longer (18 → 25). Attack hitbox is much wider and more centered.
    • Nerf Hurtboxes are hilariously gigantic after the initial frames.

Down aerial

  • Buff His Down Aerial lasts 2 frames longer (14 → 16). Attack hitbox is significantly wider and slightly taller.
    • Neutral Does not auto-transition into fall animation. Hurtboxes are less consistent, with some being much wider and some being slightly thinner than Mario's.
    • Nerf Transitions into jump attack 1 frame later (16 → 17). Does not cancel into itself; will instead frame-skip into hurt animation if the attack button is held down.
    • Neutral Luigi does not "hop" at the end of the attack, giving his hurtboxes less vertical movement.
    • Buff Luigi has a short "wind up" animation at the beginning, giving him much better disjointed range on the initial frames.

Jump attack

  • Neutral His jump attack has slightly more range above him and less range in front of him. Hurtbox is slightly wider and shorter

Other animations

  • Nerf Ducking hurtbox is slightly wider.
  • Neutral Falling hurtbox is slightly off-center.
  • Nerf Getting hit hurtbox is slightly wider.
  • Nerf Running hurtbox is slightly taller.
  • Nerf Standing hurtbox is very slightly wider and taller.

Moveset

Incomplete This article is incomplete.

Though it is not necessarily short, it is still missing some vital information and urgently requires it. You can help the McLeodGaming Wiki by filling in the blanks.

Attack Name Description Image
Standard attack Fireball Shoots his signature green fireball across the stage. File:Luigi NA SSF.png
Side attack Left Jab / Right Jab Luigi will jab (any direction) while moving depends on the direction he is moving towards to and toe kicks after jabbing. File:Luigi SA SSF.png
Up attack Toe Kick Kicks straight up. File:Luigi UA SSF.png
Down attack Green Missile One of the effective moves. Luigi will charge towards any direction he is facing. File:Luigi DA SSF.png
Down aerial Luigi Cyclone While airborne, Luigi will spin around for second and hits the opponent. File:Luigi AA SSF.png
  • Additionally, his jump animation is the Super Jump Punch, which doubles as an attack.