09-
Luigi

Last Updated:
March 24th, 2022

Notes on the Young Link vs Luigi MU

Attributes

Air Acceleration: 0.075 (#44)

Air Speed: 0.77 (#89)

Fall Speed: 1.32/2.112 (#77)

Dash Speed: 1.815 (#62)

Run Speed: 1.65 (#52)

Walk Speed: 1.134 (#40)

Weight: 97 (#37)

Wall Jump: No

Wall Cling: No

Crawl: Yes

Jumps: 2

Win Conditions

Luigi's Win Conditions:
Maneuver around Young Link's projectiles, and get to a close midrange to threaten burst options and short hop/full hop approaches. Utilize the threat of Grab/Dash Attack to deny ground space and force Young Link into the air or into the corner. Capitalize on edgeguards and gimps.

Young Link’s Win Conditions:
Wall out Luigi and prevent him from getting close with a Grab/long combo. Control ground space, and intercept Luigi’s burst options. Confirm off of projectiles to safely take stocks and pressure at mid-long range. Bait out and punish Luigi Cyclone, and edgeguard Luigi when he’s stuck in Green Missile endlag (be wary of misfire).

Out of Shield

Jab1 (-13) & Jab2 (-12):
NAir (Frame 7)

Jab3 (-19):
NAir (Frame 7)
GSA (Frame 9)

FTilt (-18):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

UTilt (-15):
GSA (Frame 9)
USmash (Frame 10)

DTilt (-2):
Unpunishable
(Safe on shield)

Dash Attack (-18):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

FSmash (-19):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

USmash (-20):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

DSmash (-21/-13):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)

Down Taunt:
Milk Taunt

NAir (-3):
Unpunishable
(Safe on shield)

FAir (-9):
NAir (Frame 7)
GSA (Frame 9)

BAir (-5):
Unpunishable
(Safe on shield)

UAir (-3):
Unpunishable
(Safe on shield)

DAir (-8):
NAir (Frame 7)

ZAir (-2):
Unpunishable
(Safe on shield)

Fireball (-20):
Unpunishable
(Projectile usage)

Green Missile (-24 to -14, -10 Misfire):
NAir (Frame 7)
GSA (Frame 9)
(This move is unpredictable, and Misfire deals a lot of shield damage)

Super Jump Punch (--):
--

Luigi Cyclone (-40):
DAir (Frame 16)
FSmash (Frame 26)

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: Aerials, Tilts, Grab, Dash Attack, Jab, Fireball.


  • Kill Moves: BAir, DAir, Smash Attacks, Green Missile, Super Jump Punch, Luigi Cyclone.


  • Kill Confirms: Grab Combos, DThrow > Super Jump Punch/Luigi Cyclone, DTilt/NAir/UTilt > Super Jump Punch.


  • Grab is one of Luigi’s win conditions. It offers high reward in it's combo and kill confirm potential. Luigi’s Grab is no longer active when the plunger begins to fall to the ground. The part of Grab where the plunger falls off does not have active grab frames.


  • The late part of the Grab (where the plunger falls off) can clank projectiles and attacks, leaving opponents in clank lag.


    • On Grab at 0%, SDI (on DAir) and DI in/out (on DThrow) can get you out of the 0-to-death, but they can read it.


    • Bomb can be used to inflict self-damage at low %s. This will force Luigi to adjust his 0-to-death combo to account for the self damage. This self-damage can help, but it's usefulness mostly depends on how adept the Luigi player’s combo capability. Regardless, only go for self-damage when there is time and space to do so.


    • Luigi has 0-to-death combos at all low to mid percents, according to the Luigi Resources, at least on DI reads, so mix it up.


    • At higher percent windows (mid to high %s), Luigi’s DThrow sets up into DI 50/50s with Luigi Cyclone or Super Jump Punch.


  • Luigi’s Aerials have low cooldown. This allows Luigi to do UAir > NAir/FAir, FAir > NAir in short hops, and more.


  • Luigi can approach behind Fireball and use it as a projectile approach. This projectile approach can be used to block a projectile that Young Link buffers. The downside to it is that if Young Link hasn’t committed to a projectile, he can react to the Fireball.


  • Young Link can clank and punish Luigi for using Fireball with NAir, or jump over the Fireball. Luigi will keep track of the opponent’s choices to avoid the Fireball and punish them accordingly (Grab on a shield dash, USmash on jumping over Fireball, etc.).


  • Luigi can start combos from his aerials, alongside using them as safe approach options. Luigi’s NAir, BAir, and UAir are safe on Young Link’s shield.


  • Luigi’s poor airspeed means that he can’t burst at the opponent from the air. His burst options and movement mostly start from grounded approaches.


  • Young Link wants to keep Luigi away from him most of the time, using approaches to punish projectile counterplay. Young Link can play at close range fine vs Luigi, but the risk-reward skews to Luigi’s favor.


  • Short hop NAir goes over Luigi’s Grab, and can clank it on occasion.


  • Fire Arrow is Young Link’s best response to head-on and short hop height approaches from Luigi. When using Fire Arrows against Luigi, position them outside of his burst range, but not too far away such as across the stage, otherwise the Fire Arrows become completely reactable.


  • Boomerang covers a lot of airspace against Luigi in a short amount of time. Luigi has limited maneuverability around Boomerang due to his low airspeed. At close to mid-range though, Luigi can use an aggressive burst option or jump over Boomerang before its release.


  • ZAir can be used at times to space pressure against Luigi on the ground or at short hop height.


  • Because Luigi can’t maneuver around projectiles as easily by full hopping over them, Luigi will mainly opt to get around projectiles using short hop ZAir, Fireball from the ground, a short hop, short hop aerials (FAir/NAir/BAir), Dash Attack to clank, or shield dash.


  • Luigi can use Dash Attack as a burst option to clank and punish Young Link for buffering a projectile unsafely. His Dash Attack covers a wide range on the ground. Luigi can use Dash Attack to cover dashback projectile usage, particularly Boomerang.


  • Because of Luigi’s movement limitations, his go-to defensive option while approaching is shielding. In this case, his approach is RPS, as he will shield, attack, Grab, or wait. Managing this ground space and taking space when Luigi gives it is the main focus of neutral.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Boxing
(How do I escape this situation?):


  • Luigi’s DTilt is a low endlag high reward poke low to the ground. It’s safe on block, and can’t be punished.


  • Luigi can combo DTilt into Grab (without rage) from 35-89%. Spotdodge is Young Link’s best escape option.


  • Luigi can use his Frame 4 Dash Attack to punish projectile usage in the corner by both clanking the projectile and hitting Young Link. Luigi’s Dash Attack also has noticeable kill power to back it up.


  • Luigi can use his USmash to catch roll-ins and hasty jumps out of the corner.


  • Luigi can meet Young Link in the air with BAir to kill Young Link at high %s for jumping out of the corner.


  • Luigi Cyclone DI to live longer is confusing at times, depending on where Young Link is before the final hit and Luigi’s air drift. SDI in a direction to get a clear down and away DI angle to maximize survival.


  • If Luigi isn’t imminently approaching on the ground, Young Link might have time to set up projectiles to help escape the corner. If not, use empty movement to get around Luigi/whiff punish.


Platform Pressure
(What tools do they have? How can we escape this pressure?):


  • Fireball can be used to jablock opponents on platforms and soft tech chase on platforms.


  • Luigi can pressure platforms with FAir, UAir, and BAir for quick coverage, or DAir and NAir to set up into vertical combos.


  • Luigi’s ZAir can cover multiple tech options on a platform at once due to its range, which Luigi can then combo off of.


  • Luigi in platform pressure can threaten platforms well, since he can threaten aerials by dashing under platforms. Luigi can then use full hop BAir/Luigi Cyclone to catch opponents jumping off of the platform.


  • Mix up options and option timings to escape platform situations. Avoid dropping below the platform if possible when Luigi is there, as Luigi has comparable frame data to Young Link.


Landing
(How do they cover it? What are my best options?):


  • Luigi Cyclone can directly challenge landings. The windboxes and intangibility on startup, alongside potential clanks, make the move risky to contest, alongside its killpower.


  • When Luigi doesn’t opt for Luigi Cyclone, DAir will beat out his NAir, BAir, and UAir.


  • Luigi can catch landings with USmash, which has intangibility on his head throughout the move, making it incontestable from directly above. When hit by Luigi’s USmash, DI down and in to survive longest.


  • Be wary of buffering landing aerials near Luigi. Luigi can outspace and punish landing aerials hard with Grab, especially DAir, which Young Link uses to beat out Luigi’s aerials when landing.


  • Luigi’s attacks are rather stubby, meaning they won’t outright beat Young Link’s DAir. Luigi Cyclone can negate it with invincibility, but Young Link can then drift away on hit due to the bounce.


  • Land away from Luigi, especially once Luigi has committed to a jump, since in the air, Luigi has less mobility. Luigi could then use a jump as a bait to make the opponent land elsewhere, though. Mixing up landing drift is important.


Offstage
(How Do I Escape This Position And What Do I Look Out For?):


  • Luigi can cover the area around ledge/dropzone with a DAir, which will beat out ASA vertically.


  • Luigi can also use the windbox of Luigi Cyclone to gimp Young Link if he has committed to ASA early.


  • Luigi can intercept tether recoveries with FAir, Luigi Cyclone, or DAir.


  • Luigi’s ZAir can be used repeatedly to cover the opponent grabbing ledge. Use tether to reel in from below the ZAir.


  • With correct drift and enough momentum, it’s possible to avoid Luigi's ZAir horizontally and still grab the ledge.


Ledge:


  • Luigi can hit Young Link at ledge with DTilt, DTaunt, FTilt, DSmash, Green Missile, and FSmash.


  • From the ledge/the corner, Luigi can toss out Fireball as a projectile approach. Luigi can then use this Fireball to cover his approach, which can stuff out high-commitment options like Boomerang and Bomb.


  • Luigi’s low airspeed limits the amount of space Luigi can command in the air from the corner. Focus more so on covering ground space & rolls against Luigi, as that is where he has the most mobility.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Luigi can use Luigi Cyclone to stall his fall speed and break combos mid-air. This is possible due to its intangibility frames on startup (1-7 in the air, 4-8 on the ground). Luigi Cyclone is a Frame 1 combo break option.


  • Luigi Cyclone can be baited out and punished. Use an empty jump to bait it out. Be wary of the windboxes when punishing the move.


  • Luigi has both poor airspeed and fall speed. This is a faulty combination because not only can Luigi not drift far left or right, he takes more time to land than most characters. This means that Luigi is often limited to a certain area when landing, and opponents have sufficient time in most scenarios to catch his landings.


  • UAir from below will beat out any of Luigi’s aerials. Because Luigi’s airdrift is poor, UAir can reliably outlast Luigi’s airdodge.


  • Luigi can also land with DAir, NAir, or airdodge and fast fall airdodge. DAir and NAir can set up for reversal combos into Luigi Cyclone/Super Jump Punch.


  • Luigi can mix up his landings with B-Reverse Fireball and Green Missile.


  • Trap Luigi’s landings by covering the space he can occupy while holding stage control. Threaten UAir/bait out Luigi Cyclone, and catch his landings.


  • Luigi’s Dash Attack can demand space out of the corner. It’ll punish Young Link for committing to a projectile recklessly in corner pressure.


  • Luigi can get space in the corner off of the sheer factor of his reward on hit. It makes the risk of interacting with him high. ZAir is a safe way to interact with Luigi with spaced pressure.


  • Use stage control against Luigi to pressure him while being out of his range, trapping him there due to his poor movement. Get too close, and Luigi could cross up Young Link with a jump or roll.


Offstage:


  • Luigi’s offstage recovery is limited in that his horizontal movement is mostly reliant upon Green Missile. Assuming it doesn’t Misfire, Luigi is vulnerable when using the move.


  • Green Missile gains invulnerability on Frame 1 of release.


  • Since Luigi’s Super Jump Punch is entirely vertical, hitting Luigi out of his double jump/Green Missile can result in a gimp.


  • Green Missile’s hitbox doesn’t cover Luigi’s head. FAir’s disjoint will reliably beat out Green Missile. There is an 18 frame endlag window on the move. Be wary of a misfire if trying to edgeguard at the same altitude.


  • There’s a chance Green Missile will result in Luigi’s head getting stuck in the wall. This leaves Luigi vulnerable for a lengthy period of time, so this is a free window to edgeguard on reaction.


  • Luigi can mix up his trajectory to return onstage by starting his recovery with a double jump + Green Missile. The Green Missile charge increases his jump height. This beats out the opponent committing to a low edgeguard.


  • Dashback B-Reverse Fire Arrow at ledge can be used to set up positioning for NAir and FAir offstage.


  • When edgeguarding Luigi, be wary of Luigi using FAir to trade with Young Link NAir. It’ll stage spike Young Link, forcing him to tech into the stage.


  • Luigi’s Green Missile doesn’t snap the ledge, meaning if Young Link is under Luigi and Luigi goes to the ledge with it, Young Link can punish with ASA.


  • When sent high, he has the option to double back on stage while covering himself with Fireball. Young Link can jump over it and punish Luigi.


  • Luigi can use ZAir, Fireball, Luigi Cyclone, or FAir from a ledge drop double jump.


  • Again, Luigi’s attributes give him low maneuverability in the air. Cover roll distance by standing there, and trap him with good positioning if Luigi jumps off of the ledge.


  • Luigi Cyclone has Frame 1 invincibility in the air, so Luigi can use it as a panic option in the air in disadvantage, notably when Luigi uses ledge jump. Young Link has no way to contest Luigi Cyclone, so use the threat of attacks (positioning) to bait it out and punish.


Ledge Info:

XLR8’s Spreadsheet Young Link Ledge Info:

DTilt: Hits

DSmash: Hits

FTilt: Hits

Most Reliable Move: All

Animation Info: N/A

Note: Easy

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • FD DTilt > ASA at Ledge %s: 113, 99


  • FD FThrow @ Ledge %s: 174, 156


  • FD Milkshake %s: 105-131, 93-108


  • Luigi Kill Throws: BThrow


  • Buffered Luigi’s short hop rising UAir doesn’t hit Young Link standing on the ground.


  • Luigi’s crouch will low-profile FAir and BAir without fast fall, and ZAir when not as low to the ground as possible.


  • Luigi’s Jab, when done in quick succession behind Young Link’s shield, will cross-up Young Link.


  • Luigi USmash kill %s on Young Link on FD with DI (in and slightly down): 126, 116 with 100% rage.


  • Any Young Link player caught being hit by Luigi's Down Taunt must report to the nearest TO to turn in their gamer badge. Failure to do so will be considered gamer fraud, and can result in dishonor and public shaming. Sorry, I don't make the rules.

Stages

  • Battlefield:
    Indifferent. The MU plays a bit differently here. Luigi has platforms to move around projectiles with, but Young Link can also use the platforms well to avoid Grab pressure, and zone through the cover of the platforms. This tends to slow the pace of the game down.


  • Small Battlefield:
    Indifferent. Neutral stage in the MU for both characters. Young Link can still zone out Luigi on this stage, but it’s not as difficult for Luigi to get in.


  • Final Destination:
    Indifferent. This stage doesn’t have any platforms to land on to avoid Luigi’s Grab pressure and ground game, but it makes it more difficult for Luigi to jump over projectiles, as Luigi has to land on the ground.


  • Smashville:
    Terrible. The lack of space here gives little room to zone out Luigi. Luigi can still pressure well despite his lack of mobility, since he can hide under the central platform to maintain constant pressure.


  • Town & City:
    Good. This stage gives plenty of space to zone out Luigi, especially so during the FD phase of the stage. Luigi’s Dash Attack will close stocks earlier here, though, due to the low side zones, giving Luigi better risk/reward with a burst option.


  • Lylat Cruise:
    Great. This stage strengthens Fire Arrow, which will force Luigi even more to shield or jump around it. With the protection of platforms spread out, it becomes easier to shark Luigi’s landings. Not as consistent as having more space against Luigi, though.


  • Pokémon Stadium 2:
    Great. This stage gives a lot of space to zone out Luigi, and doesn’t force you to interact with him. Luigi can use the platforms to maneuver around projectiles, but Young Link can also use them to avoid Grabs.


  • Kalos Pokemon League:
    Great. Same reasoning as PS2. The large flat space is valuable at keeping Luigi out, and the platforms can help getting off of the ledge. Be wary of DAir pressure offstage, as the wall here facilitates Luigi landing a DAir, since he can line up with the wall.


  • Yoshi’s Story:
    Terrible. The small stage size alongside the small zones means Luigi has ways to maneuver around projectiles reliably and can close stocks earlier with Luigi Cyclone.


  • Hollow Bastion:
    Bad. The issue with this stage is that Young Link can’t safely use projectiles against Luigi on the platform, and the platform protects Luigi in advantage state.

Sets & Resources

Young Link vs Luigi Matchup VOD Playlist: YL vs Luigi

Reference Images

Drifting slightly back during an ASA recovery can dodge Luigi using tether grab/ZAir and still grab the ledge.