ENDER'S GUIDE TO A BETTER LUIGI
Welcome to my Luigi guide. This is not a guide that will reveal all of the advanced techniques the character may have, but simply a guide on how to get started on your path to playing better.
Index:
1.Bio
2.Pros/Cons
3.Normal Attacks
4.Special Attacks
5.Strategies (not done)
6.Playing against Luigi (Not done)
BIO: Luigi is Mario's younger twin brother. He's shy and quiet and overshadowed by his sibling, but he's actually quite talented. His jumping surpasses Mario's and his all-around skills let him overcome any problem.
First off, let's start with Luigi's Pros and Cons:
Pros:
* Fireballs are spammable, can be highly disruptive, can help control approach, and have good Wavebounce.
* Great juggler.
* Side special and Down special can both be used to aid recovery greatly, giving Luigi a great recovery, and neither move put him into helpless.
* Fast, high priority aerials, tilts, and jabs.
* His aerials have very little lag upon landing.
* Forward Aerial and Up Aerial are quick with little lag.
* Neutral Aerial is one of the most powerful Sex Kicks in Brawl and can kill off of the top at moderate percentages. High priority and long duration.
* Back Aerial and Down Aerial have high knockback on initial extension.
* Fast and powerful Forward Smash.
* Can chain throw many characters at low percentages.
* Fire Jump Punch is a powerful KO move and can be easily set up from a Jab or Power Shield.
* Can Crawl.
* Can perform a technique quite similar to Koopa Hopping with Luigi Cyclone.
* Down Taunt that can inflict damage, also it can score KOs inside his Negative Zone.
* Low traction gives some unique maneuverability properties.
* Most potent use of dash canceling with smashes due to his low traction.
* Can perform any 2 aerial attacks in one short hop due to his low falling speed.
* His Down Taunt can spike for instant death if the opponent is on a ledge, even at 0%.
* Down special can be used to travel the stage quickly and safely because of its speed and priority.
* Super Jump Punch can sweetspot in midair, adding to unpredictability.
* Has some of the quickest aerials in the game.
* Fox-trotting is very quick and can make up for Luigi's slow running speed.
*Can preform about 6 areal attacks in one double jump.
Cons:
* Easy to juggle due to being Floaty
* Low traction can make it difficult to control approach.
* Super Jump Punch is useless if not sweetspotted and its helpless animation after the attack falls very slowly over a long distance and has high landing lag, making it easily punishable.
* Slow dash speed and second slowest air speed makes Luigi a very slow character, movement wise.
* Green Missile has some ending lag if it ends close to the ground.
KO Potential and weight Class:
Luigi is top of the mid-tier in attack power, and near the top of the middle weights. This lets him last for a while in battle and he can KO with relative ease.
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LUIGI'S MOVES
Luigi A combo. This is Luigi's standard three attack combo. It is relatively fast and has a high priority. Like most triple A combos, it is hard to get out of and it deals a base 10% damage. The final part of the combo has good knock back.
Luigi's tilts are extremely fast and do fair damage and knock back. His forward tilt has surprising range and does a base of 16% damage. His down tilt is a bit slower, but it does 9% and trips opponents. His up tilt is very potent as a low damage juggler, because it has medium knock back, does 9% and has great range. This attack is a good way to start a dreaded Luigi Air Combo.
Luigi's neutral areal A attack is one of the best sex kicks in the game. It has almost unbeatable priority, it has a wide range, and a very long hit duration. At high percents, it can kill. It has a base attack of 6%, and it is very useful to cover yourself if you are falling into an enemy attack.
Luigi's down smash is a break dance-esque move that activates quickly and hits both sides of him in a relatively short time. Fully charged it deals a base damage of 22% and is a great clearing move. As with most down smashes, missing will leave you vulnerable, so don't rely on it in a 1 v 1 match.
Luigi's up smash is a quick head butt that can hit enemies behind him and above him. It has a medium priority, and fully charged it deals a base 21%. This attack has low finishing lag, so if you miss, you may still be able to dodge away from an attack. This attack is one of Luigi's best KO moves due to its amazing knock back.
Luigi's forward smash is his weakest, but it activates very fast and has one of the highest knock backs out of his attacks. At 60% you can usually score a kill. This attack has a base damage of 19%, but is still your primary killer.
Luigi's areal attacks are his main methods of dishing out pain, which I will get to later. His forward areal A delivers a devastating karate chop which has maximum priority and deals 10% with great knock back.
One of Luigi's best attacks is his bair (backwards air) which has an insane start up speed and has very high priority, that when combined with its amazing range and duration, make it perfect for catching foes of guard or delivering a kill. This attack as low knock back which actually works well fro it, as it allows you to attack again. It has a base damage of 12%.
Luigi's Drill kick is his down areal, it activates very quickly and has good range and a very high priority. This is a great combo with short hops, and it is good to clear the ground of enemies. It is also potent as an edge guarder because it is very hard to dodge in the air and Luigi doesn't fall very far while using it. Base damage of 11%.
OK, my image converter conked out on me for this image, but it is Luigi's up areal attack. Luigi preforms a quick back flip kick which has a lower priority and range than his other attacks, but it his primary air juggling move due to its high vertical knock back. Base damage of 13%.
Luigi's throws are weaker than most, but if used right, they can lead to killer combos. Luigi's down throw does 6% and launches foes into the air above Luigi, just high enough to score with some areal hits or a well timed Luigi Cyclone or Super Jump Punch. Luigi's back throw is his best. It deals 12% damage and can kill at high percents due to its outrageous distance. Luigi's up throw is good for beginning air combos and does 8%. Luigis basic throw can be chained against heavy characters, but besides that, it is pretty useless. It deals 9%.
This is Luigi's dash attack. He lets loose a volley of quick punches that will trap a foe in them until the final punch, which has decent knock back allowing for Luigi to recover from the slight ending Lag. Missing with this attack is very very bad. Luigi moves very slowly for a short distance with ending lag, the perfect time for an opponent who has rolled behind you to strike. This attack activates fast but has low priority and does 8 damage. At low percents this attack is summable because it can hit enemies that are laying down.
LUIGI'S SPECIAL MOVES
Luigi's basic special and only projectile. His fireballs are spammable, can be highly disruptive, can help control approach, and have good Wavebounce. This means that they are an essential part to Luigi game play. You can use them as great edge guarders, stop foe's combos with them, or use them to hinder approaching foes when you are about to land. (Particularly when you are getting back on to the stage from an edge). If you position yourself just right, they can also hit people hanging on the edge. Unfortunately, they have limited range, but you can have multiple fireballs on screen at once. Each fire ball does 6%. The picture shows a Luigi that appears to have an eye on his forehead.
Luigi's recovery, unless used as a super jump punch, is a useless offensive attack. Not only does it usually hit the foe once and deal only 1%, but it also makes Luigi fall back to earth helpless (as in the picture) with long landing lag. Fortunately, it is ok as a recovery. It has a high vertical reach and because Luigi is good at grabbing edges, this may be all you need.
Super Jump Punch! Hitting a foe a point-black range with Luigi's recovery will result in a cataclysmic fiery punch that can be used in the air as well. It deals 25% but has incredible vertical knock back. This is Luigi's ace card as it can kill at low percents. In fact, three SJPs starting at 0% will result in a kill. Again, if you miss Luigi is sent tumbling helplessly through the air, so only use it when you have the chance, such as after a perfect shield or sidestep.
Luigi's primary horizontal recovery is his dash B: The Green Missile. This is a chargeable attack where higher charges result in more power and distance. Luigi can charge to maximum, but stay in the same spot with the charge until the time is right. It deals 26% fully charged, but it may MISFIRE and blast Luigi forward at LUDICROUS SPEED and cover a distance about that of FD. If an opponent is hit with this baby, they are gonna be sent flying with an extra 25% damage. Just be careful that Luigi isn't sent too far off the level! When recovering, you can charge this attack to clear the distance between you and the edge which you can then follow up with his normal recovery to get to safety.
Luigi Cyclone is his down special which is more of a locomotion attack than anything. If you hit an opponent with all of his punches, it does about 12%. This attack is much more useful for moving around. As seen in the above pictures, activating the attack and then moving the control stick will result with Luigi spinning off in that direction at about the same speed as Sonic's running, and why it may do minimal damage, it is a good way to hit an unsuspecting opponent who is far off, or a way to clear a distance quickly. The final part of the attack has a bit of knock back that can kill at high percents or if way up in the air.
It is also Luigi's most potent recovery attack. After any jump, if you use the attack while
LUIGI IS STILL TRAVELING UP and repeatedly press B, Luigi will rocket into the air very fast. The above picture shows Luigi coming out of the attack after using it from the bottom of the screen. You can then follow up with Green Missile and Jump Punch, making recovery possible from almost anywhere.This can also be used to gimp a Pit who's using his recovery and trying to fly over you. Simply Cyclone up to him super fast and hit him to make Pt fall helplessly to his doom. (Once hit during his recovery, Pit cannot do anymore jumps).
Let's take a look at how high this attack can make you go:
Luigi starts with a jump...
Woo-woo-woo-WHOO HOO! Luigi blasts high into the air (notice mario's head).
After using his recovery, Luigi is so high that I cannot take a picture of him. (No drug jokes, please)
FINAL SMASH: NEGATIVE ZONE
Luigi's FS activates instantly and has a limited but effective range. Luigi does a bizarre dance and any foe caught in the zone will begin doing random stuff, like trip, taunt, sleep, or grow a flower. Either way, unless they trip out of it, they are helpless. Luigi is invincible whilst in the zone, but if you want to get the people that dodged it, you'll need to venture out to throw them in. The greatest thing about the zone is that your foes underestimate its range. They may fail to realize that ANY part of their body touching the zone will INSTANTLY affect them. This is why Luigi can usually score about two KOs on one foe because it lasts long enough for them to fall out of their regeneration platform and be hit with the zone. When in the zone, a KO is almost guaranteed. Luigi's damage ratio is treated as 2.0 which means that a Super Jump Punch will easily kill off a foe, but in truth, any smash attack can kill a foe with 35%. And with no way to evade, your foes can only watch their doom get closer. The FS also looks really cool.
(Luigi killing a n00b with a SJP)
Well that's it for the Green Man's Moves...on to strategies!
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STRATEGIES
Well, I have to go now, but I'll be back to finish this up.