SSBU/Luigi

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Template:Character Subnav SSBU

Introduction

In previous Smash games, Luigi was a wacky bag-of-tricks character with very slippery physics. In Ultimate, his slippery physics have been toned down, and his gameplan is now mostly based around his grab and it’s powerful followups, including one of the few inescapable zero-to-death combos.

Strengths Weaknesses
  • Grab: Luigi’s grab is one of, if not THE best grabs in the game. It’s long-ranged, noncommittal, and can even be used to edgeguard. If he lands a grab, he can get high damage, kill confirms, or…
  • True Zero-To-Death: Luigi has one of the few true zero-to-deaths in the game. While the opponent can mix up their DI to make it harder for Luigi, it’s always possible to get the zero-to-death.
  • Cyclone: Luigi’s down-B has frame 1 invincibility, making it difficult for short ranged characters to juggle him and allowing him to break out of gaps in combos.
  • Poor Recovery: Luigi has poor air mobility and his up-B has no horizontal movement. Luigi Missile is slow and the opponent can intentionally get hit by it to halt Luigi’s momentum. These factors combine to give him one of the worst recoveries in the game.
SSBU LUIGI PORTRAIT.png
Physics
Weight 97
Gravity 0.083
Ground Movement
Walk Speed 1.134
Initial Dash Speed 1.815
Initial Dash Frames 10
Run Speed 1.65
Jumping
Air Speed 0.77
Air Acceleration 0.075
Fall/Fastfall Speed 1.32/2.112


Frame Data

Light Attacks

Startup Active Recovery Total Damage Block
2 2 15 18 2.0% -13
  • Cancels into itself frame 7 by holding A on whiff
  • Cancels into Jab 2 from frame 5 by pressing A again on whiff/hit/block or by holding A on hit/block


Jab 2
5AA
Startup Active Recovery Total Damage Block
3 2 14 18 2.0% -12
  • Cancels into Jab 3 from frame 6 by pressing A again on whiff/hit/block or by holding A on hit/block


Jab 3
5AAA
Startup Active Recovery Total Damage Block
6 2 28 30 4.0% -19


Startup Active Recovery Total Damage Block
5 3 25 32 9.0% -18
  • Can be angled slightly upwards or downwards


uTilt
[8]A
Startup Active Recovery Total Damage Block
5 6 17 27 6.0% -15


dTilt
[2]A
Startup Active Recovery Total Damage Block
5 4 5 13 5.0% -2


Dash Attack
(while running) A
Startup Active Recovery Total Damage Block
4/8/12/16/25 1/1/1/1/1 22 47 2.0/4.0% -18

Final hit is strongest


Smash Attacks

fSmash
6+A (chargeable)
Startup Active Recovery Total Damage Block
4+8 2 28 41 15.0% -19
  • Can be angled slightly upwards or downwards


uSmash
8+A (chargeable)
Startup Active Recovery Total Damage Block
6+3 5 26 39 14.0/12.0% -20
  • Head intangibility frame 9-13
  • Far hit is strongest


dSmash
2+A (chargeable)
Startup Active Recovery Total Damage Block
2+4/14 2/2 22 37 15.0/14.0% -21/-13
  • Close hit is strongest