Like someone said before, this match seems to have huge swings in momentum. Whoever gets the "jump" at the beginning, can rack up loads of damage before the opponent can do much about.
Luigi is going to try to get ROB in the air at lower percents. From my experience, this is most often set up by a jab->grab->D-throw. But, the typical Luigi approach of SH D-air->N-air works to the same end, and the cyclone accomplishes this goal as well, as does a fireball up close. It is important to note, that unless its with an N-air, Luigi will probably be approaching from the 2 o'clock position; which avoids putting himself above ROB, but allows the hitboxes of D- and N-air to still be a threat.
After the insuing ****, ROB will probably be *near* KO percents, and will be there if he made a poor decision and let Luigi extend the combos. At that point, Luigi only has to tack on a little more damage for the KO via Firepunch or F-smash.
In the event that ROB avoids this but still gets percents tacked onto him, Luigi still has viable kill options with U-smash, a fresh N-air if it hits from a full jumped height, and even a throw (is it F- or B-? I can't remember).
ROB has essentially two methods of attack. They both HAVE to be used, but the "order" in which you use them, or frequency is what separates them:
1) He can attempt to camp at first, in an attempt to set up a wall for Luigi to get through, and get some free damage that way. Laser/gyro, F-tilt, F-smash, jab, and (possibly?) u-tilt. At any rate, its important to note that gyro stops cyclone in its tracks as it clanks, and laser knocks him out of it. A smart ROB should be able to snag a free 25-40% before eventually getting caught up in Mr L's ****.
2) ROB can attempt to beat Luigi to the punch. Its riskier, but the reward is higher. If ROB can get under the Luigi and get him in the air, and attack from underneath/the side, spacing properly to avoid an N-air c-c-c-c-combo breaker, ROB should be able to tack on 40-60% himself through various use of Jabs, Grabs/Throws, U-tilt, U-air, F-air, and an F-smash to possibly finish. At any moment though, one wrong move can result in Luigi through out a quicker aerial, ending your string and (depending on position) creating one of his own.
The two strats should be intermingled. If you decide on option 2 as the first plan of attack, back off after you get your damage in, and shift to option 1- which keeps you away from Luigi and therefore minimizes the possibility of getting combo'd, and, if you HAVE already been- it minimizes the chance of Luigi landing a KO move. If you go with option 1, switch to option 2 if you have the chance, to open up a possible small combo->edgeguard opportunity.
The main gist of it all; is that both chars are GOING to get their 40-70% damage on one another. Its just a matter of who gets it first, and what they do after it.
As I mentioned before, Luigi can look for early kills afteward, and ROB can look for edge-guarding opportunities. Any smart luigi player is going to save their second jump for as long as possible. This becomes more necessary with slightly lesser skilled Luigi players, as they rely on the DJ->cyclone too much, not having the knowledge, or fast enough fingers to use the cyclone WITHOUT the double jump to get a reasonable vertical boost. (Saw boss do that in a vid, was absolutely amazed. )
That being said, edgeguarding Luigi is still not a "breeze". They'll be throwing out fireballs once they see a gyro coming (if above or parallel) to the stage level, to stop it in its tracks. However, you can get a lucky bounce off the fireball, and it will drop down ONTO luigi as he uses his cyclone. REALLY, REALLY situational, but its happened several times for me.
Missile will probably be coming early, to close any horizontal distance between luigi & the stage. Depending on height, maybe another, or two more in opposite directions as a mindgame (dont see that happening much, tbh, but, its possible). Then comes some fireballs once they are near stage level, then dj->cyclone, and even needed, up+B. Of course, Luigi can vary the order, especially if he CAN use the cyclone without the DJ, but that's typically the pattern you'll see.
Basically, ROB is going to want to harass luigi off the stage; hitting him out of a missle charge/missile launch, which will set up for a possible second jump steal, and then an F-air or two if needed. B-air stage spikes are possible, if he recovers from directly below.
ROBs preferred neutral: FD, SV
Strike: BF
Ban: ???
Luigi's preferred Neutral: BF
Strike: ??
Ban: ??
Ratio: 50/50 to 55/45 ROB's favor; still dependant on CPs tho.
Sorry if the post is a bit scattered, lots of things going on ATM...feel free to correct me if im wrong.