Rivals of Aether

Rivals of Aether

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Cross Series Luigi
   
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33.011 MB
28 Sep, 2021 @ 8:49pm
6 Jul @ 4:07pm
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Cross Series Luigi

In 1 collection by NuggetB
Old and New
136 items
Description
CS Luigi is an interesting one. His physics are incredibly slippery, he has surprisingly quick movement and jump height. Only one issue, he can't stop very easily. He can slip off of ledges with most actions and will have to either harness this slide, or perish to his choice footwear.

Patch Pros and Cons:

Pros:


Neutral:
New down tilt

Cons:


Unrelated Changes:
General polish across the board


Before we get into the moves and such, lets talk about...
THE GIMMICK(S):

These will be marked with (EQ) if you have to equip it in the character select screen

Rank :
Depending on how well you do and how STYLISH you are, you will get a different victory theme. You can get a DMC version if you equip the J rune.


Knock down / Liedown (EQ):
When Luigi hits the ground without teching or without doing an attack, he will be sent into a knock down state, similar to smash, you can be jab locked with weak attacks, can quickly get back up, roll towards or away, or do a getup attack. Similar to Ultimate, you can roll after being Jab Locked, however, you cannot getup attack, as well as only being able to be reset twice before Luigi gets armor so that he can actually stand

Airdash (EQ):
Instead of a regular dodge, Luigi dashes away into any direction with very little invincibility, it recovers much faster than an airdodge, but is harder to escape juggles and avoid attacks with it. It also SCHMOOVES.

Ledge (EQ):
When encountering what the game decides is the furthest side of the stage, Luigi will latch onto it granting a quarter of a second of invincibility, and from here, he can do a lot of things, namely: Jump, Attack, Roll, Getup, Drop Down and Drop Back, You can drop faster than the other options

Rage (EQ):
More Percent, more knockback (caps at 150%, 1.3x knockback on everything, which isn't a lot but it can screw up some of his combo routes)

Grounded Down Special: Shield (EQ)
A barrier that blocks most attacks, excluding most grabs though. It has health that depletes over time and when attacked. When the health is low enough, Luigi is able to be hit though his shield. Hitting the shield knocks Luigi back a bit depending on the strength of the attack. Luigi cannot shield in mid air.

Footstooling (EQ):
Pressing jump while above someone in an idle state will stun them briefly and give you a boost into the air. If they aren't idle, you get a phantom footstool that doesn't stun, but still launches you into the air.

Flutterjump
Luigi's double jump lets him hover briefly in the air, granted he isn't in a ball state like tumble and doesn't do an attack

SHOCK status effect:
If Electroball, Electrify (Special Pummel), Here Hold This, Forward Throw, or Down Throw connect, the opponent will be afflicted with the SHOCK status. This status lets you enhance some attacks when they connect, as well as letting you force a misfire while it lasts

The basic moves:
Jab - A simple one two three combo, the third hit can deflect just about anything (EQ). You can force the third hit by pressing special during Forward strong's startup

Grab (EQ) - A grabbing attack that lets you launch your opponent in four directions
- Nothing - Release opponent
- Attack - Pummel for 5%. Can be broken by pressing attack
- Special - Shock the opponent for 3%, Can be broken by pressing special
- Forward - Hammer, inflicts shock
- Back - BONK (enhanceable)
- Up - Luigi Uppercut/ELECTRIC WIND LUIGI FIST (when enhanced while holding special)
- Down - Snap, inflicts shock
- Taunt - Not so instant stock loss


Ftilt - A simple roundhouse kick that sends at a low angle

Dtilt - A tripping move that deals little damage, but can set up for other moves

Utilt - An overhead attack that extends the timer on Shock. It is also slightly disjointed.

Dash attack - A multi-hitting move that can jump off of ledges, has a rising hitbox at the end, and can be rushed if you press jump when Luigi falls on his face, you can also tech (EQ, Liedown) and grab (EQ, Grab) out of this depending on when you press shield

Aerials:
Neutral Air - The Nair you remember, but it sends up, throughout the entire move

Forward Aerial - A Somersault kick that sends directly downwards. Has a sourspot that also spikes, although weakly. Enhanceable

Up Air - An upwards kick with four different hitboxes, a combo tool at its finest...and a treat for ganon players

Down Air - A diagonal STOMP with great spiking power

Back Air - A standard back air

STRONGS:

FStrong - A Swift, but weak hammer swipe in front of you with a horrendous launch angle, Enhanceable. Can be used to swat Air Up Strong

UStrong - A Hammer swing at the sky, decent power too, Enhanceable

DStrong - A Double leg sweep that's stronger at the back, similar to a swordie

(Air) UStrong - A fireball kick that can be angled, has a melee hit that lets you toss the opponent either up or down. Has horrendous end lag. The fireball can hit you, also, hold shield while angling up to kick it softly. Parrying this on your own at least two times turns it into a trap and makes it last much longer and deal more damage and knockback.


SPECIALS:
Neutral Special: Fireball
A fireball that defies gravity and lights foes on fire, if you hit a SHOCKED opponent, the timer will be extended like up tilt does. Pressing shield during it will cancel it after the fireball is thrown, making Luigi slide forward in front of the projectile

(Special) Held Neutral Special: Electroball
A ball of electricity that inflicts a shock effect, which can be used to enhance certain moves. Can also be held for a little longer at the cost of 2% and gains the unreflectible property

(Special and Attack) Held Neutral Special: Here Hold This / Electroshock
Basically just Din's fire. Has extended parry stun at far ranges and inflicts shock

Side Special: Green Missile
A weak, comboing move that sends you horizontally, it also has a chance to misfire and deal much more damage and knockback, it also has a chance to get stuck, enhanceable by pressing attack during charge

Up Special: Super Jump Punch
An amazing vertical recovery, not so much horizontally though, it also has an amazing sweetspot...not so much sourspot though

Aerial Down Special: Bouncing Luigi
A Constant, weak hitbox that can be reversed mid-air by hitting the parry button, it's better as a recovery tool than anything. It can also be canceled by hitting the taunt button

Grounded Down Special: Ground Pound
Quickly rise up into the air and then slam back down, causing a shockwave that gets weaker over time. Cancelled on parry. It also stalls all projectile's horizontal momentum

Taunt is insanely strong, but only to aerial opponents

INSTAKILLS:
If your opponent is at 200% or more, while doing the taunt version on grab, you can press special to give them the WWII experience
If your opponent is at 200% of more when doing Down Throw, they get Endgamed
If you apply enough shock to the opponent, Up Throw (EWLF) will send them into space. How much? About 10 full seconds worth (That's 30 special pummels!!!)
Rune O: Air connect Taunt deletes. Also if you ever deal fatal knockback (see Rune J's score system) it'll also just delete them from existence
If you continue the taunt version of grab, and somehow manage not to get mashed out of within TEN SECONDS...then your opponent gets de-materialized
6 Comments
THEHOLYDUCK 25 Aug, 2024 @ 8:04pm 
this guy is pretty cool
sonic speed THE hedge trimmer 15 Jun, 2024 @ 5:52pm 
am I missing something?
sonic speed THE hedge trimmer 15 Jun, 2024 @ 5:51pm 
what happened to the DMC rank sounds
TheMonkeyRaceCar 26 Oct, 2022 @ 10:34pm 
Cope
Sinclair 12 Jul, 2022 @ 6:20pm 
im coping rn
Snoozy Layla!! 12 Jul, 2022 @ 6:20pm 
greatest patch ever