ShinnyMetal
FRABJOUS
I will try my best to offer something on this since I'm still just ok at this game.
I've probably fought Luigi more than any character in any smash because my friend plays him pretty relentlessly. some thing's I've noted so far:
I'd like to thank Zelkam for the following write up. Some great stuff. Everyone else has been great also! Keep it coming!!!
I'll attempt to keep the top-post up to date with anything pertinent I find in replies
I've probably fought Luigi more than any character in any smash because my friend plays him pretty relentlessly. some thing's I've noted so far:
I'd like to thank Zelkam for the following write up. Some great stuff. Everyone else has been great also! Keep it coming!!!
1) The grab
I believe we're all aware that weegee's grab game is something to be avoided at all costs. One grab to Dthrow can lead to countless follow ups. If weegee wants to rack damage on you then you can expect a Fair, Uair, Dair, or regrab. If he's going to the kill then he'll most likely go for Nair, the cyclone, or the fire jump punch. The important thing about that last option is that it's a true combo at certain percents if you don't DI. Learning to DI weegee's Dthrow combos is essential if you want to live. Of course not getting grabbed in the first place is an even better option and you should go with that every change you get.
Unfortunately, there really isn't a clear cut way on DIing the Dthrow combo. Mostly it's going to depend on which options your opponent likes to follow up with and always trying to stay one step ahead of him. At lower percents then players will almost always go for a couple of Fairs and then maybe a jab or regrab. If this is the case then you want to DIup and towards weegee. You might still get caught by the first Fair, but you'll be saving yourself from further follow ups. It's possible that he could eventually catch onto this and switch to Uairs in which case you could try DIing away from him but you might just be playing into another Fair string down the road. Honestly, at low percents there's not a whole lot you can do once you've been grabbed so I'll say this again - don't get grabbed.
Once you get into higher percents the important thing is that you simply DI. Again, I can't really tell you how to DI, it all depends on your opponent. If you don't DI, though, then you're just asking to die. Like I said earlier, FJP is a guaranteed kill if you don't DI. You just gotta try to stay one step ahead. Once you're out of hitstun, I would suggest a FFed airdodge. You don't want to contest Luigi in the air unless you're confident you can out space him.
2) Fireballs
Weegee's only projectile, but honestly he doesn't need any others for how good this one is. Weegee's fireballs deal more damage than Mario's, don't suffer from damage falloff, aren't effected by gravity, um...oh and they're green instead of red. Weegee will use his fireballs for zoning, covering/stopping an approach, or simply tacking on some extra damage. Fireballs are excellent for denying your opponent options. SH fireball will shut down almost all aerial options, and a grounded fireball is great at limiting (you guessed it!) ground options. Many times you see a weegee do a SH fireball before approaching to prevent you from countering with an aerial. Likewise, he might do the same thing if he expect you to approach with an aerial. Watch out for fireballs to cover the ledge getup as well. ledgehop fireball is pretty common among weegees.
Fireballs will stop every one of our projectiles. Even fully charged arrows. Yes, they are that good. However, it should be noted that we can stop a fireball with any of our aerials without taking any damage. Learning how to powershield or the fireballs should be too much trouble, but you should always be on the lookout for the follow up. If you miss then powershield timing then you might have just set yourself up for a grab.
3) Cyclone
Probably weegee's most versatile special move outside of fireballs. Often you'll see this move used to continue combos, cover distance, approach, or even kill. Here's my biggest piece of advice concerning the cyclone. Expect weegee to use cyclone to cover his landing. It amazes me how many people haven't caught onto this yet. Cyclone has amazing priority, and the fact that you can move as soon as you hit the ground makes it the best option makes it the best option for getting back on the stage. Probably the best thing you can do against cyclone is shield it. The endlag is pretty bad if weegee whiffs which can lead to a free punish.
Like I mentioned above, weegee can also use cyclone to go for the kill after a Dthrow. If you feel like living dangerously you can try to Dair him out of it. The safer option would probably just be to FF airdodge.
4) Smash attacks
Weegee has arguably some of the best smash attacks in the game. They're deceptively powerful for how quick they are. If I had one word of advice it would be, don't try to punish weegee's smash attacks. maybe if you just powershielded a Fsmash then you could go for a jab, sure. If you're not already within attacking range and weegee whiffs a smash attack for some reason, though, you should not attempt to punish him. Weegee recovers from his smashes too quickly and Link has way too mush startup lag to try to punish. Fortunately for us, weegee does best at KOing over the top with Usmash and an up angled Fsmash so our weight should help us live longer.
5) Nair
Weegee is one of the few characters that rivals Link in the sheer awesomeness of his Nair. I'm gonna start off by saying, don't try to challenge weegee's Nair. Although it is possible to trade Nair's with weegee, his has more knockback and could potentially kill you. Not to mention that the hitbox comes out on frame 3 (4 frames faster than ours) so you're not gonna be able to react to it even if you try. Nair is a great combo finisher and kill move for Luigi. It has vertical knockback so even if it doesn't kill you, it might just set you up for another air combo.
6) Recovery
Alright, enough bad news, lets talk about something we can actually do - gimping. Luigi's recovery was nerfed in Smash 4. His super jump punch doesn't go nearly as high as it did in Brawl. IMO this hurt Luigi's recover a lot because this means that weegee has to rely on his second jump for vertical recovery.
This is something that I'm sure all of the veteran Link's mains are very familiar with. Basically, weegee's recovery in Sm4sh is much like ours was in Brawl. Both the cyclone and (surprisingly) the green missile will rise higher if used immediately after a jump. Now technically you can get the full height out of the cyclone if you mash the B button fast enough, but anyone capable of moving their fingers that fast is gonna be spending more time with the ladies than playing smash, if you know what I mean. So anyway, what does this mean for us? Well, quite simply it means that if you steal weegee's midair jump then you will be making it 10x harder for him to recover. Its typically not very difficult to gimp weegee either because his recovery is fairly linear. Most weegee's will either start off by using a couple green missiles or charging a single missile and then jump to cyclone or SJP. by using an attack or projectile right when they use their jump you've essentially sealed their fate.
Alright, I'm done rambling for now. I'm not entirely sure why I spent the time writing this as most of you can even be bothered to read the board rules, let alone this (looks at ShinnyMetal). However, like my other characters, I love Luigi so I don't really mind. Hopefully some of this will help despite my lack of eloquence. If you have any questions don't hesitate to ask.
- Don't get grabbed!
- sounds like the most duh advice on the planet but it's essential when you are fighting luigi. More so with link because he is content with your weight for comboing. I've been true combo'd with a d-throw>fair>fair>f-smash because at 0%, if it wasn't true it was a tight dodge window.
- Mix-up your DI game
- He has tons of options when whiffing a fair. However I'd rather him use a bair in most cases so that I don't get combo'd to the ground where he has 0 end lag (well...close to) after a fair with quick, hard to punish f-smash/up smash.
- Cold dash attack is useless (for the most part)
- this essentially goes for a lot of projectile characters though.
- Get hit with a fireball from short-mid/mid range?
- JAB! you can jab very quickly after being hit. I'll often not shield a fireball because the shieldstun seems greater than the hitstun
Fight Nair with Nair!Luigi's nair is a freaking beast BUT your's is almost as good but with a bit more range. When I'm sheik I don't want to trade with his nair but I don't mind as link. You don't want to always but if you have no choice just keep him at bay. This id definitely NOT the appropriate option if you are grounded. If he is in the air with you, airdodging has proven to be a poor option in my experience because he'll just do another aerial. So I like to nair (as long as it won't kill me) and put some space between us and he still gets some damage
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I'd say that this MU comes down to 3 things: patience, spacing, more patience.
[*]Weegee is faster than Link in everything and most if not every one of his hits out prioritise ours. This is a game of waiting and punishing while keeping preferable spacing (zair length at least). At least that's how I play this MU since Weegee, while a projectile heavy char, is a ruthless melee char and wants to get in your face. It's all about timing and taking your time to read his patterns and punish as safely as possible accordingly.
I'll attempt to keep the top-post up to date with anything pertinent I find in replies
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