Luigi
Basic Moves
On The Ground Basics
Controls |
Description |
Damage
|
Launch meter
|
A |
Punch |
2%
|
X
|
Forward or back + A |
Strong punch |
13%
|
4
|
Forward or back , A |
Roundhouse sweep |
10%
|
X
|
Forward , forward , A |
Running punches* |
2-12%
|
X
|
Up + A |
Head-butt |
15%
|
1
|
Up , A |
Uppercut |
8%
|
X
|
Down + A |
Sweep on both sides |
13%
|
5
|
Down , A |
Low kick |
6%
|
X
|
B |
Fireball |
6%
|
X
|
Up + B |
Coin uppercut / Phantom uppercut |
1% / 22%
|
X / 8
|
Down + B |
Spinning punches |
12%
|
X
|
R, R or Forward |
One-spin throw |
12%
|
2
|
R, Back |
Multi-spin throw |
10%
|
3
|
In The Air Basics
Controls |
Description |
Damage
|
Launch meter
|
A |
Kick |
11%
|
X
|
Forward + A |
Spiral kick |
12%
|
X
|
Back + A |
Backwards kick |
12%
|
6
|
Up + A |
Flip kick |
9%
|
X
|
Down + A |
Downwards spiral kick* |
3-15%
|
X
|
B |
Fireball |
6%
|
X
|
Up + B |
Coin uppercut/ Phantom uppercut |
1% / 22%
|
X / 7
|
Down + B |
Spinning punches |
12%
|
X
|
*Depends on how many times you hit your opponent.
1) Head-butt
Next to the phantom uppercut, this is by far Luigi's
most powerful launcher. The difference between the head-butt and the phantom
uppercut, the fact that puts the head-butt at the top of this list and
the phantom uppercut at the bottom, is that it's actually very easy to
connect with the head-butt. As soon as anyone even gets near Luigi from
above or even from the sides, unleash the headbutt and you'll probably
connect and your opponent will probably be KO'ed.
2) One-spin throw
Not a very powerful throw but it gets the job done as
most throws do. Not very vertical so your opponent won't have an easy time
getting back plus, as with almost every throw, the setup time and recovery
time is almost non-existent.
3) Multi-spin throw
This throw might actually be a little bit weaker, or
stronger than the one-spin throw. We really can't tell just yet. And, while
this throw will hit other opponents as Luigi spins his opponent around,
you're probably going to be fighting offensively while facing an edge and
defensively when facing away from an edge. Therefore, you'll probably use
the one-spin throw much more for launching and that's why it has a higher
placement than the multi-spin throw, because it fits the situation much
better.
4) Strong punch
This is a very good horizontal launcher that also has
a good horizontal range considering Luigi takes a step before punching
and then his fist "grows" when he hits with it. The reason that this move
isn't better is just that Luigi takes that first step which is definitely
a setup. Therefore, if someone is running at you, there's a good possibility
that you're not going to get the attack off before they get theirs off.
5) Sweep on both sides
Not very powerful but it doesn't launch your opponents
very high. Therefore, if you get someone near an edge, they won't have
a great opportunity at getting back to the platform. It also great range
as Luigi will hit characters in back of and in front of him. However, he
doesn't do them at the same time, he hits first back then forward and so
he has setup and recovery time on the move.
6) Backwards kick
Another move that really isn't all that powerful. And,
the bigger problem with it is that it's very hard to connect with. You
have to be facing away from your opponent in the air to connect with it
and basically, there aren't going to be very many times when you want
to be in that position.
7) In-air phantom uppercut
We'll tell you, the phantom uppercut has to be one of
the most annoying moves in Super Smash Brothers. If you are not exactly
next to an opponent when you use it, it won't be a phantom uppercut but
a coin uppercut. But not a coin uppercut like Mario's multiple-hit coin
uppercut. You'll only get one hit and your opponent won't exactly bounce
into the air. It's so easy to miss and so easy for your opponent to counter
when you miss.
8) Phantom uppercut
At least when you're in the air you can try to get close
to your opponents to use this move. At least there is some kind of range
involved there. Perhaps, just perhaps, if you can master the timing and
range, you'll be able to pull this move off after an opponent comes back
from a launch and is landing after an Up + B move. But I wouldn't be betting
on it.
Combos
3-move combos
Damage level of opponent
|
Damage inflicted
|
Description
|
55-75%
|
23%
|
Do an uppercut followed by a flip kick and finish it
with the coin uppercut. |
55-75%
|
20%
|
Jump and do a flip kick as you're coming down (do it
right before you hit the ground) and jump and do a second flip kick to
your opponent while he's in the air. Finish it with a coin uppercut. |