Luigi Guide: Matchup Chart and How to Do the 0 to Death Combo | Super Smash Bros Ultimate

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Super Smash Bros. Ultimate Luigi Guide

This is a guide to Luigi in the game Super Smash Bros. Ultimate. Everything about Luigi, including how to unlock him, 0 to death combos, frame data, alt costumes and skins, as well as Luigi matchups and counters, can be found here.

Luigi Tier and Overview

Stats and General Info

Luigi
Luigi Image
Game Series Super Mario Bros.
Smash Bros. Debut Super Smash Bros. (64)
Fighter Number 9
Unlock Order 33
Number of Jumps 2
Weight 97 Units (36/87)
Dash Speed 1.65 (52/87)
Air Speed 0.77 (86/87)
Fast Fall Speed 2.112 (75/87)
Special Attributes Crouch Walk

Tier List Placement

SSBU Luigi Icon B Tier Tier

A character with a deadly combo game

With very little lag on his moves, Smash Ultimate Luigi can deal devastating combos, consistently KO'ing opponents or dealing massive damage with just one string. He has many moves for starting combos as well, including grab, neutral aerial, forward aerial, up aerial, down aerial, and up tilt, all of which will lead into follow ups.

When his opponents are between 0 and 10%, Luigi can consistently land a 0 to Death combo from a grab, allowing him to totally change the tides of a battle. The inputs and method for the combo is shown below, so skip ahead if you'd like to learn how.

Has a somewhat difficult neutral game

Luigi has poor range, with rather small hitboxes on his moves. In addition, his move speed is run of the mill, and his air speed is rather poor, so he will struggle against swordies and characters with projectiles. For these types of opponents, his only options are fireballs (B), and properly spaced Bairs, while waiting for the opponent to make a mistake that can be punished with a grab.

Aim for Up B from about 50%

Luigi's Up Special (Super Jump Punch) is incredibly powerful, able to take out most opponents from about 50%, as long as it is used directly on the opponent (with the sweetspot). Since it also comes out very quickly, it is a great out of shield option to use on opponents who hit Luigi's shield with an unsafe attack.

Take out opponents before getting knocked offstage

Luigi struggles a lot offstage, and will need to use Side B to recover horizontally, which is very easily read by opponents. Since Luigi's recovery is pretty unreliable, it is best to practice his neutral game, and focus on KO'ing opponents before they have a chance to put you into disadvantage.

See Our Tier List Here!

Luigi's Strengths and Weaknesses

Strengths ・Several good combo starters
・Very small lag on his attacks
・Can KO opponents from 0% off of a grab
・The sweetspot on Up Special is extremely strong
・Tether grab gives extra range to his grab
Weaknesses ・Poor recovery
・Poor range
・Struggles against projectiles
・Grab is slow to come out
・Poor mobility and air speed

Luigi Matchup Chart

Matchup Chart

Luigi Image
-2
Samus/Dark SamusZero Suit Samus
-1
CloudDuck HuntGreninjaHeroIce ClimbersIkeJokerLinkLucinaMega ManMii GunnerMin MinMr. Game & WatchPac-ManPalutenaPikachuPokemon TrainerR.O.B.RobinRosalina & LumaShulkSimon/RichterSnakeToon LinkVillagerWolfYoung Link
0
Banjo & KazooieBayonettaBowser Jr.BylethChromCorrinDiddy KongDr. MarioFalcoInklingIsabelleLucasMarioMarthMeta KnightMewtwoMii SwordfighterNessOlimarPeach/DaisyPichuPiranha PlantPit/Dark PitRoyRyuSephirothSheikSonicSteveTerryWarioWii Fit TrainerYoshiZelda
+1
BowserCaptain FalconDonkey KongFoxIncineroarJigglypuffKenKing DededeKing K. RoolKirbyLittle MacLucarioMii BrawlerRidley
+2
Ganondorf

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Luigi.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Luigi 0 to Death Combos

0 to Death Combos
Down Throw→Short Hop D-air→Fast Fall→N-air→Short Hop D-air→U-air→Up Special (0 to Death Combo A)
Down Throw→Short Hop D-air→Fast Fall→N-air→Short Hop D-air→Fast Fall→Grab Attack→Up Special (0 to Death Combo B
Down Throw→Short Hop D-air→Fast Fall→N-air→Short Hop D-air→Fast Fall→N-air→Short Hop D-air→U-air→Up Special (0 to Death Combo C)

0 to Death Combos Explanation

0 to Death Combo A

Depending on the character, the meteor smash effect of the down air may or may not take effect. The trick to this combo is taking your opponents weight into consideration and adjusting your timing while in the air.

0 to Death Combo B

This combo works on smaller characters. The moves are mainly the same as 0 to death combo A, but before the finishing up special you will shoot a grab attack while the opponent is in the air. It won't grab them but it will bump into them causing some damage, and putting them into hitstun long enough to land the Up Special.

0 to Death Combo C

For the heaviest characters, King K. Rool and Bowser, 0 to death combo A will require adding an additional Short Hop D-air→Fast Fall→N-air to make it a killing combo.

Luigi Frame Data and Moveset

Best Out of Shield Options

Move Frames
Neutral Air 6 Frames
Up B 8 Frames
Up Air 8 Frames
Up Smash 9 Frames
Shield Grab 18 Frames

When possible, Luigi always wants to go for a grab, since it is so rewarding, although at 18 frames out of shield, it is not a very fast option, so it is only good for punishng moves that are very unsafe. If an opponent is very close to Luigi when hitting shield, Up B is a great out of shield option, as it comes out in 8 frames and can be reversed to change directions, but not that it is only worth going for if the sweet spot will hit. If the sweet spot hits, it can score an early KO, but if it doesn't, it will be very easy to whiff punish.

In cases where neither of these options are certain, going for neutral air is the safe option.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Jab 1
(A)
2.4 2 2 15
Jab 2 2.4 3 2 14
Jab 3 4.8 6 2 23

Jab

With only two frames of startup, Luigi's jab is a very quick and easy to use move. It won't give you that big of a reward, but it is decent to use when landing against opponents trying to catch you in landing lag.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Dash Attack
(Dash + A)
2.4 4/8/12/16 1 43/39/35/31
Dash Attack (Last Hit) 4,8 25 1 22
Forward Tilt
(← or → + A)
10.8 5 3 25
Up Tilt
(↑ + A)
7.2 5 6 17
Down Tilt
(↓ + A)
7.2 5 4 5

Dash Attack

Luigi's dash attack is extremely quick, at just four frames of startup, and can deal considerable damage if all hits connect. Its endlag is not very long, and it can cross up shields, so it is a good mix up, and can even KO at hgher percents. While it is punishable if whiffed, it is generally one of Luigi's best tools in neutral, and good to use when you want to put some space between you and an opponent.

Forward Tilt

Luigi's Ftilt has quick startup and good range, so it's a good move to counterattack opponents who are slightly away from Luigi. It has noticeable endlag though, so if used on a shield, it will likely lead to a punish. Therefore, it's mostly used as a quick whiff punish.

Up Tilt

Luigi's up tilt also has quick startup, and will lead into combos. At low percents, Up Tilt → Down Tilt → Grab can combo, and from about 20%, Up Tilt → Up Tilt → Up Air, etc will work on opponents.

From about 70~80%, Up Tilt → Up B will also work as a KO confirm on opponents. It has a lot of potential for combos, so it's a very good tool for Luigi.

Down Tilt

Luigi's Dtilt has extremely fast startup and cooldown. Depending on the opponent's percent, it can combo into a grab, making it an essential part of Luigi's gameplay, so it should be mixed in with Up Tilt for combos.

It can be spammed repeadedly in succession, so it is also good to throw out at the ledge to prevent an opponent from grabbing it. If the opponent trys to hit it with a ledge attack, Luigi will have plenty of time to shield and then punish with an Up B.

Smash Attacks

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Forward Smash
(Smash ← or → + A)
18 12 2 28
Up Smash 1
(Smash ↑ + A)
16.8 9 2 26
Up Smash
(Sourspot)
14.4 9 2 26
Down Smash 1
(Smash ↓ + A)
18 6 2 30
Down Smash 1 (Weak Hit) 16.8 6 2 30
Down Smash 2 18 14 2 22
Down Smash 2 (Weak Hit) 16.8 14 2 22
Down Taunt 2.4 45 1 24

Forward Smash

Luigi's forward smash has good knockback, as well as quick startup and little endlag. It does have rather short range though, so it can be hard to hit, but it is a good move for KOs, so it can be great for reading and punishing an opponent's air dodge or roll.

Up Smash

Luigi's up smash gives him invulnerability on both sides of the hit box, making it a powerful and quick move. It moves from the backside of Luigi to the frontside, so if you turn around and use it, you can make use of its invulnerability much quicker.

Down Smash

Down smash is Luigi's quickest smash attack, and will strike on his front side, then back side. The back side hitbox is very strong, and can take stocks rather early. Luigi will also duck during the animation, allowing him to dodge attacks from taller opponents.

Down Taunt

Luigi's down taunt is unique in that it deals damage (~2%), and has a meteor hitbox, meaning that he can use it to KO foes hanging on the ledge when their invulnerability has run up. However, since taunts cannot be used in quickplay, it is limited to arena battles or offline play.

Aerials

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Neutral Air
(A + no direction while airborne)
14.4 3 3 39
Neutral Air
(late hit)
7.2 6 26 13
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
9.6 7 4 13
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
16.8 6 2 37
Back Air
(sour spot)
9.6 6 2 37
Back Air
(late hit)
9.6 8 6 31
Up Air 1
(↑ + A While Airborne)
13.2 5 3 19
Up Air
(late hit)
8.4 8 5 15
Down Air
(↓ + A While Airborne)
12 10 1 18
Down Air
(late hit)
9.6 11 4 14
ZAir
(grab while in the air)
6 14 55 20 on hit

Neutral Air

Luigi's neutral air has quick startup, and a lingering hitbox, making it a great neutral tool. Hitting an opponent with the strong hitbox sends an opponent upward, allowing for easy combos. It is -3/-5 on shield, so relatively safe, and it is a great out of shield option.

Forward Air

Luigi strikes down in a vertical motion. It's -9 on shield, so not entirely safe, and its main application is as a combo extender, due to its low knockback.

Back Air

Similar to Mario's back air, this move has a quick startup, and deals great knockback. It is -5/-6 on shield, and has decent range, so it is good for pressuring shields. Once opponents reach a high percent, this is a great option for KOing them.

Up Air

Luigi's up air has low knockback, making it good as a combo extender. When an opponent is above Luigi, throw out this move to try and rack up combo damage.

Down Air

Luigi's down air has a meteor hitbox on it, making it good for comboing onstage and edgeguarding offstage. It is -8 on shield, so not his safest move for shield pressure.

Z-Air (Grab Aerial)

Luigi can use his grab midair to drop the front part of his vacuum, which can hit an opponent and make them flinch to set up for a combo. Unlike other tether grabs, it cannot grab onto the ledge, so it can't be used for recovery purposes.

Specials

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Neutral Special
(B)
7.2 17 29 ?
Neutral Special
(late hit)
6 46 21 ?
Side Special
(← or → + B)
7.2 22 39 25
Side Special
(max charge)
25.2 22 39 25
Side Special
(misfire)
30 22 39 25
Up Special
(Ground)
30 8 1 45
Up Special (Sour Spot) 1.2 9 15 45
Up Special (Aerial) 24 6 1 45
Down Special
(↓ + B)
2.4 10 24 52
Down Special
(last hit)
4.8 40 1 45

Neutral Special (Fireball)

Luigi's neutral special throws a fireball straight ahead of him, so it can be used to pressure opponents to approach. If it hits an opponent while Luigi is up close, he can follow up with another attack.

Side Special (Green Missile / Misfire)

Luigi's side special turns him into a rocket that will fire straight ahead. It can be charged by holding B, which increases the distance and damage dealt. It's main application is for horizontal recovery when offstage, since it can be used multiple times.

It also has a one in ten chance of misfiring, which travels extremely fast and far, and deals more damage and knockback than the regular variant, but can lead to accidental deaths.

Up Special (Super Jump Punch)

An essential part to Luigi's gameplay, his up spceial has an incredibly powerful sweetspot in the initial hitox, which can KO opponents extremely early. In order for it to connect though, Luigi must be extremely close to an opponent. This makes it useful as an out of shield option, and can be used after parrying an attack as well.

As a recovery, it is rather limited in its reach though, and whiffing the move onstage will lead to an easy punish.

Down Special (Luigi Cyclone)

Luigi's down B has a very long lasting hitbox, and sends opponents above him. It is effective as a KO move for opponents at higher percents. When grounded, it can be moved around the stage, making it very good for catching landings. Lastly, it grants intangibility from frame 1 when used in the air, making it an exceptional combo breaker (though if an opponent baits it out, they can go for a punish during the moves endlag).

Grabs and Throws

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Pummel 1.56 1 1 5
Grab (Normal) - 14 6 28
Dash Grab - 16 7 29
Pivot Grab - 17 6 27
Forward Throw
(← or → While Grabbing)
10.8 19 1 28
Back Throw
(← or → While Grabbing)
12 19 1 28
Up Throw
(↑ While Grabbing)
9.6 18 1 21
Down Throw (1st hit)
(↓ While Grabbing)
3.6 18 1 22
Down Throw (2nd hit) 3.6 29 1 11

Forward Throw

Luigi's forward throw is primarily used to gain stage control or throw an opponent offstage, as it doesn't lead to any combos or a KO.

Back Throw

Like forward throw, back throw is used to gain stage control or throw an opponent offstage. It doesn't lead to combos, but from the ledge, it can KO from about 120%.

Up Throw

Luigi's up throws puts an opponents above Luigi, and at high percents, combos into down air for a KO. Generally it is better to go for down throw though.

Down Throw

An excellent combo starter, Luigi's down throw is essential to a lot of Luigi's bread and butters, including his 0 to death combos. Especially at low percents, try to catch your opponent with one of these to rack up big damage or a KO.

Final Smash

Attack How to Use Effect
Poltergust G-00 Press B after obtaining the Smash Ball A large whirlwind sucks in opponents, dealing damage, then launches them up and away. Good for KOing on stages with no ceiling. Items sucked in can also be fired as projectiles.

Luigi Balance Changes

Version 10.1.0 Balance Patch

Change
Dash Attack Made it easier to hit multiple times.

Version 3.1.0 Balance Patch

Change
Neutral Attack 2 Made it easier to hit multiple times when continuing with Neutral Attack 3.
Grab Adjusted the attack range when used just before landing.
It is now be easier to hit opponents in front of you.
Down Special When using this move on the ground and rising into the air with certain timing, the invincibility will no longer last the entire duration of the move.

Version 3.0.0 Balance Patch

Change
Neutral Special Reduced the power against shields.

Version 2.0.0 Balance Patch

Change
Up Smash Attack Extended launch distance.
Down Air Attack Opponents on the ground will no longer suffer a meteor effect.
Side Special Reduced vulnerability.
Down Special Extended launch distance.

Major Changes From Smash 4

Change
Grab
(Z)
Luigi now has a tether grab, using his vacuum. While its reach is better than a normal grab, it is much slower, so this is a slight nerf.
Down Special
(↓ + B)
No longer rises as much when rapidly pressing B. No longer useful for edgeguarding. It now has invinsibility frames when starting up, but overall the move is nerfed.

How to Unlock Luigi

Unlocking Via Smash Mode
33rd Fighter Unlocked
After unlocking Falco, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 5 times using Mario.
Unlocking via World of Light
Mysterious Dimension

There are three ways to unlock Luigi. Completing any of these, then defeating Luigi when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Luigi Alt Costumes and Skins

Luigi Alternate Costumes

Luigi Reveal Trailer

Smash Ultimate Character Guides

Fighters.png
List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters

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    New Comment

    • >>[6]
      Depends on who it is you struggle against. I'd say generally someone like Wolf or Palu is a good secondary for any character. Byleth's largest drawback is mobility and frame data, so a character with faster options and movement is your best bet.

    • >>[4]
      Hi! We actually have a section on Marth's matchups here:
      https://game8.co/games/SSBU/archives/281194#hl_2
      As Marth has great range and framedata, a good matchup will be a character that can whiff punish with quick burst options, and have a way to get in and find an opening! Quick characters with excellent frame data, like Pika, Greninja, or Sheik, ZSS, or Sonic are our top recommendations!
      Thank you for using our guides!

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