YouReadMyName
Smash Cadet
Hi Weegee boards! I'm a Ness main and recently picked up Luigi as a secondary! Much excite, but I'm having trouble with Luigis neutral. Other than fireballs, what other options do I have?
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Fireballs are really great, but fireball -> running grab gets very predictable, so here's a few other options:Hi Weegee boards! I'm a Ness main and recently picked up Luigi as a secondary! Much excite, but I'm having trouble with Luigis neutral. Other than fireballs, what other options do I have?
Thanks so much! Liked! So much more than I thought I'd get as an answer! I'll work on these ASAP.Fireballs are really great, but fireball -> running grab gets very predictable, so here's a few other options:
- Power shielding. Very important to get good with powershielding as Luigi. Because of his bad traction, he can power shield an attack and still make some ground sliding towards an opponent, giving you opportunities to punish.
- SH dair is good. It autocancels and covers a good amount of space.
- SH fair is OK, but it is a bit of a commitment and you can be punished quickly if they shield.
- Cyclone is an OK approach, but easy to punish, so use it sparingly.
- Tomahawking is great for Luigi (Jumping in without attacking and grabbing right away).
- Out of shield nair is good. Everyone knows about Luigi's infamous nair, so keep it in mind as a decent option.
- Jabbing is great.. It comes out very quickly and you can link it to a grab or, depending on the circumstances, slip in an fsmash or something else.
- SH bair can stuff aerial approaches, but it's not something to spam imo.
- Reverse usmash is really great. Great damage, sets up for a juggle, and Luigi's head is invincible during the active hitbox.
- Crawling. A lot of times you can just crawl under your opponent's attacks while retreating or approaching, effective dodging their move and giving yourself a frame advantage over shielding, not to mention you won't be pushed back like you do in shield. It takes a while to learn which moves you can duck under though, so don't be afraid to experiment on FG or something.
- Perfect pivoting is cool with Luigi since he gets really good distance with his PP, but it's not essential.
- B-reverse fireballs are great at resetting to neutral from disadvantage if you're being juggled. I actually see a lot of characters (Lucario and Robin most prominently) incorporate b-reversing into their metas, but I don't see Luigis do it much. Definitely underrated and something to keep in mind, as Luigi is quite floaty and easily juggled.
This is by no means definitive and someone else will probably jump in with stuff I missed. Of course, you'll see more opportunities for more options as you play and learn the character. Anyway, I hope my thoughts are helpful to you.
You sure you didn't hit the sourspot?Patch downloading now for 3DS guys! Will edit this post with info. I tend to be a victim of the placebo effect though so I won't try to jump the gun on anything...
D throw and fireball untouched. Phew!
Testing numbers on damage comparing to the guide here :http://smashboards.com/threads/luigis-smash-4-guide-will-keep-updating.372225/ . I'm trusting the numbers here so apologies if they didn't change.
Changes: Full charged U Smash does 16%, 3% less from 19%
Not sure, all the other numbers were identical to before. There are no kill % charts set up so I don't know if he kills earlier/later on anything, but Luigi seems very untouched overall. And since Diddy got slammed with the nerf bat...You sure you didn't hit the sourspot?
U-smash: (1.0.4)
Sweetspot: 14% uncharged, 19% fully charged
Sourspot: 12% uncharged, 16% fully charged
Placebo I think, seems fine to me. I actually thought it was easier at first. Untouched though I believe.Is it me, or is it harder to gain distance on his down-b when in the air?
Except that there is!There are no kill % charts
I'm assuming Mario is at the starting position when you killed him with these?Except that there is!
My testings on 1.0.4:
Jab 3: 310% (326%, if combined with jab 1 and 2, not sure why)
DA (Final hit ONLY): 333%
F-tilt: 253% all angles
D-tilt: 387%
U-tilt: 183%
U-smash: 142% (Uncharged, sourspot)
121% (Uncharged, sweetspot)
99% (Fully charged, sourspot)
80% (Fully charged, sweetspot)
F-smash: Upwards: 98% (Uncharged), 63% (Fully charged)
Non-angled: 116% (Uncharged), 77% (Fully charged)
Downwards: 106% (Uncharged), 70% (Fully charged)
D-smash: 159% (Front)
119% (Back)
110% (Fully charged front)
82% (Fully charged back)
N-air: 165% (Sweet), 272% (Sour)
F-air: 248%
U-air: 211% (Sweet), 312% (Sour)
B-air: 140% (Clean), 238% (Late)
D-air: 227% (Sour), 'Depends on the opponent'% (Spike)
FJP: 70% grounded (Sorry, forgot to take the aerial one)
Green Missile: 362% (Uncharged, sourspot), 252% (Uncharged, sweetspot), 110% (Fully charged)
Luigi Cyclone (Final hit ONLY): 221%
- Testings done in 3DS, Final Destination, with Mario's position is the same position after he jumped out of revival platform
- Training mode, no rage was accounted
- For DA and Luigi Cyclone, I spaced it so the first hits does not link and only the final hit hits, same with jab 3.
No. I first KO'd him, and then he comes back at the revival platform, jumps off and land. THAT is where I tested him. The middle of the stage. I KO him to the right (I'm on the left side) if that helps.I'm assuming Mario is at the starting position when you killed him with these?
Yeah he can. I do it all the time when practicing my Usmashes OoS.OK so Luigi could usmash his way across a stage? Someone mentioned it to me as a change and I wasn't sure.
It FELT like Fireballs moved a little faster now but it very well could be placebohttp://www.reddit.com/r/smashbros/c..._bros_4_v106_patch_notes_compilation/.compact
According to this, Luigi only received a 1% fireball nerf...and then received a 1% fireball buff at the start. And received a [pointless imo] 1% buff to charged missile.
I'll take it! Since D throw was untouched, Luigi may rise in dominance even more along with Sheik.
Lol last thing Luigi needs is faster fireballs. Someone said they had range increase too but probably the pacebo. There could be some hidden Luigi nerfs and buffs though, it took a while before we found the wealth of buffs in the last patch when we initally thought he just got a 1% increase in F smash damage.Yeah he can. I do it all the time when practicing my Usmashes OoS.
It FELT like Fireballs moved a little faster now but it very well could be placebo
Damage determines hitstun. If Cyclone's loop damage is still 1.5%, then the hitstun is still the same.Can anyone help me confirm these? I'm at school and won't be able to test more until tomorrow...
I've been getting reverse uair -> bair online today so it just be a placebo effect?Anyone else feel like fairs range has been reduced? I remember being able to string 3 fairs out of dthrow on villager at 0%
Also it feels like there's less hit stun now when you down b gimp someone and they fall out underneath and can act faster and recover, like falcon.
Looks like weak nAir has more knock back
And I don't think reverse up air to bair combos anymore... :/
Can anyone help me confirm these? I'm at school and won't be able to test more until tomorrow...
Less damage = Less hitstun.Was fireball hitstun reduced? I know Tritails mentioned something about it, so that would suck, but be a reasonable nerf.
Huh. More damage = more hitstun. The more you know. I feel like such a noob right now lol. Anyways, I suppose the Diddy matchup got even better now for us, cheers. Rosalina is probably our biggest top tier hurdle.Less damage = Less hitstun.
In other words, the less damage that is inflicted on the opponent, the less hitstun is produced.
If we hit the 5% part, they would experience less hitstun than 6%
On the other hand, 7% part would make them experience more hitstun than 6%.
Fireball Lock is also known on how far Luigi can execute it. If the far away damage is reduced, I fear we must close in on opponents more (Not at just Fireball's max range) for the hitstun to suffice.
I used F-tilt as more of a spacing tool than anything. Early on, it's punishable on hit (0-18%). Not sure if it combos into anything, but it seems to jab reset at low percents. It lasts a little bit, so you might catch a tech when trying for a jab reset.I have a sneaking suspicion that I jab-combo waaaay too much and should be tilting more. I feel like I rarely land titls of any kind with Luigi, as he dtilt is so limited and his uptilt is extremely situational (though powerful). I was wondering if anyone could talk about using ftilts, any combos or specific uses I should be looking for?
Stop doing those things and fight Rob up close, trying to fight him with projectiles or mid range will not work, neither will rolling or spotdodgingHow do you guys fair off with ROB? I honestly have so many issues playing against ROB no matter how much I spot dodge, roll, shield. Such a nuisance and a nightmare all together.
This: https://www.youtube.com/watch?v=G3_vOtY5kCc and this: https://www.youtube.com/watch?v=XGiWeq_t9V0How do you guys fair off with ROB? I honestly have so many issues playing against ROB no matter how much I spot dodge, roll, shield. Such a nuisance and a nightmare all together.
DThrow > sour hit Nair is a true combo. Down B from the nair isn't a true combo via training mode, but the FH sourhit nair will give us time to react to an air-dodge, aerial, etc. Also, if they can't react within 4-6 frames of leaving hitstun, it might as well be a true combo, as nothing they'd have, including air dodge, is fast enough to escape. They'd have to be frame perfect.Never tried that. How does that link? Is it a true combo? If not then it can be a risky move because if they air dodge or jump away then we can be put in a disadvantage. I'm interested in trying this tho